封面
市場調查報告書
商品編碼
1551752

全球遊樂場遊戲市場

Arcade Gaming

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 190 Pages | 商品交期: 最快1-2個工作天內

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簡介目錄

到 2030 年,全球遊樂場遊戲市場預計將達到 212 億美元

預計2023年全球遊樂場遊戲市場規模將達190億美元,預估2023年至2030年複合年成長率為1.6%,2030年將達212億美元。遊戲中心最終用途是本報告分析的細分市場之一,預計複合年成長率為 1.9%,到分析期結束時將達到 105 億美元。分析期間,半商業最終用途細分市場的複合年成長率預計為 1.4%。

美國市場預估成長52億美元,中國複合年成長率3.5%

預計 2023 年美國遊樂場遊戲市場規模將達 52 億美元。中國作為世界第二大經濟體,預計2030年市場規模將達41億美元,2023-2030年分析期間複合年成長率為3.5%。其他值得注意的區域市場包括日本和加拿大,在分析期間預計複合年成長率分別為 0.2% 和 1.1%。在歐洲,德國的複合年成長率預計約為 0.7%。

全球遊樂場遊戲市場 - 主要趨勢和促進因素總結

遊樂場遊戲如何塑造娛樂格局?

遊樂場遊戲透過提供超越幾代人的懷舊和動態遊戲體驗,繼續塑造娛樂格局。遊樂場遊戲誕生於 20 世紀下半葉,是遊戲文化的核心部分,是人們熟悉的享受競爭和合作遊戲的平台。如今,遊樂場遊戲已經發展,但它們的吸引力仍然強勁,吸引著新的受眾和經驗豐富的玩家。現代遊樂場吸引了廣泛的口味,將吃豆人和街頭霸王等經典遊戲與虛擬實境 (VR) 和動作感測器遊戲等創新的沉浸式體驗融為一體,我們正在創造一個多元化的娛樂場所。遊樂場遊戲的社交方面,無論是多人遊戲設定還是共用公共空間,都增加了主機遊戲通常缺乏的互動層,使它們成為遊戲產業獨特且持久的一部分。

哪些創新讓遊樂場遊戲更具吸引力?

遊樂場遊戲的創新透過融合最尖端科技和多樣化的體驗來增加其吸引力。 VR 和 AR(擴增實境)提供了超越傳統遊戲的沉浸式環境,並且在遊樂場中變得越來越普遍。這些技術允許玩家與遊戲空間進行物理交互,創造更具吸引力和豐富的體驗。此外,觸覺回饋和動作感測器的進步正在推動結合娛樂和鍛鍊並需要身體參與的遊戲的發展,例如舞蹈遊戲和運動模擬器。它還透過以現代風格復興復古風格的遊樂場遊戲,包括增強的圖形和大型多人線上功能,吸引了懷舊的遊戲玩家和新玩家。此外,更多的遊樂場中心正在融入社交和競爭元素,例如排行榜和錦標賽設置,創建定期來測試自己技能的遊戲玩家社群。

遊樂場遊戲如何影響社交互動和社區形成?

遊樂場遊戲透過提供玩家可以聚集、競爭和協作的實體空間,對社交互動和社區建設產生巨大影響。與單獨的家庭遊戲不同,遊樂場提供了一個公共環境,玩家可以在其中共用經驗並透過友好的競爭來提升自己。遊樂場遊戲典型的面對面互動可以培養友情,並形成遊戲社區,普通玩家可以在其中建立聯繫和友誼。多人遊戲,尤其是那些需要團隊合作的遊戲,透過共同努力實現通用目標來加強這些社會紐帶。此外,錦標賽和主題之夜等遊樂場遊戲活動將熱情的玩家聚集在一起慶祝通用的熱情,進一步培養了社區意識。即使在網路遊戲已成為主流的時代,這種社交方面也是遊樂場持續流行的重要因素。

哪些趨勢正在推動遊樂場遊戲市場的成長?

多種趨勢正在推動遊樂場遊戲市場的成長,包括復古遊戲的復興、先進技術的整合以及基於位置的娛樂的興起。對經典遊樂場遊戲的懷念導致了復古風格遊戲的復興,而現代遊樂場迎合了那些想要重溫童年經歷或發現老遊戲魅力的人。同時,透過整合 VR、AR 和動作感測器遊戲等最尖端科技,我們正在吸引尋求更身臨其境、更具物理吸引力的體驗的新一代玩家。此外,將遊樂場遊戲與餐飲以及保齡球和迷你高爾夫等其他活動相結合的基於位置的娛樂的擴展也通過提供更全面的娛樂體驗來促進市場成長。這些趨勢凸顯了遊樂場遊戲的可塑性,並確保了它們在快速發展的遊樂場產業中持續的相關性和吸引力。

受訪企業範例(共49例)

  • Bandai Namco Holdings Inc.
  • Bay Tek Entertainment, Inc.
  • Chicago Gaming Company
  • Dream Arcades Inc.
  • Global VR Inc.
  • Helix Leisure
  • Innovative Concepts in Entertainment, Inc.(ICE)
  • International Games System Co. Ltd.
  • Melco International Development Limited
  • Neofuns Amusement Equipment Co. Ltd.
  • PrimeTime Amusements
  • Raw Thrills, Inc.
  • Sega Sammy Holdings Inc.
  • Square Enix Holdings Co. Ltd.
  • Valley-Dynamo, Inc.;

目錄

第1章調查方法

第 2 章執行摘要

  • 市場概況
  • 主要企業
  • 市場趨勢和促進因素
  • 全球市場展望

第3章市場分析

  • 美國
  • 加拿大
  • 日本
  • 中國
  • 歐洲
  • 法國
  • 德國
  • 義大利
  • 英國
  • 西班牙
  • 俄羅斯
  • 其他歐洲國家
  • 亞太地區
  • 澳洲
  • 印度
  • 韓國
  • 其他亞太地區
  • 拉丁美洲
  • 阿根廷
  • 巴西
  • 墨西哥
  • 其他拉丁美洲
  • 中東
  • 伊朗
  • 以色列
  • 沙烏地阿拉伯
  • 阿拉伯聯合大公國
  • 其他中東地區
  • 非洲

第4章 比賽

簡介目錄
Product Code: MCP24269

Global Arcade Gaming Market to Reach US$21.2 Billion by 2030

The global market for Arcade Gaming estimated at US$19.0 Billion in the year 2023, is expected to reach US$21.2 Billion by 2030, growing at a CAGR of 1.6% over the analysis period 2023-2030. Gaming Hubs End-Use, one of the segments analyzed in the report, is expected to record a 1.9% CAGR and reach US$10.5 Billion by the end of the analysis period. Growth in the Semi-Commercial End-Use segment is estimated at 1.4% CAGR over the analysis period.

The U.S. Market is Estimated at US$5.2 Billion While China is Forecast to Grow at 3.5% CAGR

The Arcade Gaming market in the U.S. is estimated at US$5.2 Billion in the year 2023. China, the world's second largest economy, is forecast to reach a projected market size of US$4.1 Billion by the year 2030 trailing a CAGR of 3.5% over the analysis period 2023-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 0.2% and 1.1% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 0.7% CAGR.

Global Arcade Gaming Market - Key Trends and Drivers Summarized

How Is Arcade Gaming Shaping the Entertainment Landscape?

Arcade gaming continues to shape the entertainment landscape by offering a nostalgic yet dynamic gaming experience that bridges generations. Originating in the late 20th century, arcade games were the epicenter of gaming culture, providing an accessible platform for gamers to engage in competitive and cooperative play. Today, arcade gaming has evolved but still retains its charm, drawing in both seasoned players and new audiences. Modern arcades blend classic games like Pac-Man and Street Fighter with innovative, immersive experiences such as virtual reality (VR) and motion-sensing games, creating diverse entertainment venues that appeal to a wide range of interests. The social aspect of arcade gaming—whether through multiplayer setups or shared communal spaces—adds a layer of interaction that is often missing in home gaming, making it a unique and enduring part of the gaming industry.

What Innovations Are Enhancing the Appeal of Arcade Gaming?

Innovations in arcade gaming are enhancing its appeal by integrating cutting-edge technology and diversifying the types of experiences available. VR and augmented reality (AR) are becoming increasingly common in arcades, offering fully immersive environments that go beyond traditional gaming. These technologies allow players to physically interact with the game space, creating a more engaging and intense experience. Additionally, advancements in haptic feedback and motion sensors have led to the development of games that require physical participation, such as dance games and sports simulators, which combine entertainment with exercise. The revival of retro-style arcade machines with modern twists—such as enhanced graphics or multiplayer online capabilities—also attracts both nostalgic gamers and new players. Moreover, arcade centers are increasingly incorporating social and competitive elements, such as leaderboards and tournament setups, fostering a community of gamers who return regularly to test their skills.

How Does Arcade Gaming Impact Social Interaction and Community Building?

Arcade gaming significantly impacts social interaction and community building by providing a physical space where players can gather, compete, and collaborate. Unlike home gaming, which can often be a solitary activity, arcades offer a communal environment where players share experiences and engage in friendly competition. The face-to-face interaction inherent in arcade gaming fosters a sense of camaraderie and can lead to the formation of gaming communities, where regular players develop connections and friendships. Multiplayer games, particularly those that require teamwork, enhance these social bonds by encouraging players to work together to achieve common goals. Additionally, arcade gaming events, such as tournaments and themed nights, further cultivate a sense of community by bringing together enthusiasts to celebrate their shared passion. This social aspect is a key factor in the enduring popularity of arcades, even in an era dominated by online gaming.

What Trends Are Driving Growth in the Arcade Gaming Market?

Several trends are driving growth in the arcade gaming market, including the resurgence of retro gaming, the integration of advanced technology, and the rise of location-based entertainment. The nostalgia for classic arcade games has led to a revival of retro-style gaming, with modern arcades catering to those who seek to relive their childhood experiences or discover the charm of older games. At the same time, the incorporation of cutting-edge technology like VR, AR, and motion-sensing games is attracting a new generation of players who are looking for more immersive and physically engaging experiences. The expansion of location-based entertainment, where arcade games are featured in combination with other activities like dining, bowling, or mini-golf, is also contributing to the growth of the market by offering a more comprehensive entertainment experience. These trends highlight the adaptability of arcade gaming, ensuring its continued relevance and appeal in the rapidly evolving entertainment industry.

Select Competitors (Total 49 Featured) -

  • Bandai Namco Holdings Inc.
  • Bay Tek Entertainment, Inc.
  • Chicago Gaming Company
  • Dream Arcades Inc.
  • Global VR Inc.
  • Helix Leisure
  • Innovative Concepts in Entertainment, Inc. (ICE)
  • International Games System Co. Ltd.
  • Melco International Development Limited
  • Neofuns Amusement Equipment Co. Ltd.
  • PrimeTime Amusements
  • Raw Thrills, Inc.
  • Sega Sammy Holdings Inc.
  • Square Enix Holdings Co. Ltd.
  • Valley-Dynamo, Inc. ;

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Global Economic Update
    • Arcade Gaming - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Retro Gaming Revival Fuels Interest and Expansion in the Arcade Gaming Market
    • Integration of VR and AR in Arcade Games Drives New User Engagement
    • Rising Popularity of Family Entertainment Centers Supports Growth in Arcade Installations
    • Global Increase in Mall Culture Propels Arcade Gaming Spaces
    • Competitive Gaming and Arcade Tournaments Create a Thriving Community
    • Investment in Immersive and Interactive Gaming Experiences Grows
    • Technological Advances in Payment Systems Streamline Arcade Operations
    • Expansion of Food and Beverage Services in Arcades Enhances Visitor Retention
    • Educational and Skill-Based Game Development Trends in Arcades
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Arcade Gaming Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 3: World Historic Review for Arcade Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 4: World 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2014, 2024 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Gaming Hubs End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 6: World Historic Review for Gaming Hubs End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 7: World 16-Year Perspective for Gaming Hubs End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Semi-Commercial End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 9: World Historic Review for Semi-Commercial End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 10: World 16-Year Perspective for Semi-Commercial End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for Residential End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 12: World Historic Review for Residential End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 13: World 16-Year Perspective for Residential End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (E)
    • TABLE 14: USA Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 15: USA Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 16: USA 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • CANADA
    • TABLE 17: Canada Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 18: Canada Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 19: Canada 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • JAPAN
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (E)
    • TABLE 20: Japan Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 21: Japan Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 22: Japan 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • CHINA
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (E)
    • TABLE 23: China Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 24: China Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 25: China 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • EUROPE
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (E)
    • TABLE 26: Europe Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 27: Europe Historic Review for Arcade Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 28: Europe 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2014, 2024 & 2030
    • TABLE 29: Europe Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 30: Europe Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 31: Europe 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • FRANCE
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (E)
    • TABLE 32: France Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 33: France Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 34: France 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • GERMANY
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (E)
    • TABLE 35: Germany Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 36: Germany Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 37: Germany 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • ITALY
    • TABLE 38: Italy Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 39: Italy Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 40: Italy 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • UNITED KINGDOM
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (E)
    • TABLE 41: UK Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 42: UK Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 43: UK 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • SPAIN
    • TABLE 44: Spain Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 45: Spain Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 46: Spain 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • RUSSIA
    • TABLE 47: Russia Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 48: Russia Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 49: Russia 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • REST OF EUROPE
    • TABLE 50: Rest of Europe Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 51: Rest of Europe Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 52: Rest of Europe 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • ASIA-PACIFIC
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (E)
    • TABLE 53: Asia-Pacific Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 54: Asia-Pacific Historic Review for Arcade Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 55: Asia-Pacific 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2014, 2024 & 2030
    • TABLE 56: Asia-Pacific Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 57: Asia-Pacific Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 58: Asia-Pacific 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • AUSTRALIA
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2024 (E)
    • TABLE 59: Australia Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 60: Australia Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 61: Australia 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • INDIA
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2024 (E)
    • TABLE 62: India Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 63: India Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 64: India 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • SOUTH KOREA
    • TABLE 65: South Korea Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 66: South Korea Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 67: South Korea 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 68: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 69: Rest of Asia-Pacific Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 70: Rest of Asia-Pacific 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • LATIN AMERICA
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2024 (E)
    • TABLE 71: Latin America Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 72: Latin America Historic Review for Arcade Gaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 73: Latin America 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2014, 2024 & 2030
    • TABLE 74: Latin America Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 75: Latin America Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 76: Latin America 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • ARGENTINA
    • TABLE 77: Argentina Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 78: Argentina Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 79: Argentina 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • BRAZIL
    • TABLE 80: Brazil Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 81: Brazil Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 82: Brazil 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • MEXICO
    • TABLE 83: Mexico Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 84: Mexico Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 85: Mexico 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • REST OF LATIN AMERICA
    • TABLE 86: Rest of Latin America Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 87: Rest of Latin America Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 88: Rest of Latin America 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • MIDDLE EAST
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2024 (E)
    • TABLE 89: Middle East Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 90: Middle East Historic Review for Arcade Gaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 91: Middle East 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2014, 2024 & 2030
    • TABLE 92: Middle East Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 93: Middle East Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 94: Middle East 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • IRAN
    • TABLE 95: Iran Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 96: Iran Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 97: Iran 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • ISRAEL
    • TABLE 98: Israel Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 99: Israel Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 100: Israel 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • SAUDI ARABIA
    • TABLE 101: Saudi Arabia Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 102: Saudi Arabia Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 103: Saudi Arabia 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 104: UAE Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 105: UAE Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 106: UAE 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • REST OF MIDDLE EAST
    • TABLE 107: Rest of Middle East Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 108: Rest of Middle East Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 109: Rest of Middle East 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
  • AFRICA
    • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2024 (E)
    • TABLE 110: Africa Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 111: Africa Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 112: Africa 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030

IV. COMPETITION