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市場調查報告書
商品編碼
1492287
遊樂場遊戲市場:按類型、控制機制、技術、年齡層別分類 - 2024-2030 年全球預測Arcade Gaming Market by Genre (Action Games, Puzzle Games, Shooter Games), Control Mechanism (Buttons, Joystick, Motion Sensors), Technology, Age Group - Global Forecast 2024-2030 |
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預計2023年遊樂場遊戲市場規模為52.7億美元,2024年預計將達55.6億美元,2030年將達到77.3億美元,複合年成長率為5.62%。
遊樂場遊戲是指在遊樂場、遊樂園和各種娛樂中心等公共設施中安裝投幣遊戲機的電玩遊戲形式。這些遊戲以其遊戲時間短、挑戰性高以及旨在吸引玩家的視覺吸引力介面而聞名。遊樂場遊戲旨在提供即時的遊戲樂趣,重點是玩家的分數和成就。消費者在娛樂和休閒活動上的支出不斷增加,以及對互動和沈浸式娛樂體驗的需求不斷成長,正在推動市場的成長。然而,開發和維護遊樂場的高昂成本阻礙了其全球擴張。此外,VR和AR技術的擴展提供了更身臨其境的遊戲體驗,是市場成長的重大機會。
主要市場統計 | |
---|---|
基準年[2023] | 52.7億美元 |
預測年份 [2024] | 55.6億美元 |
預測年份 [2030] | 77.3億美元 |
複合年成長率(%) | 5.62% |
區域洞察
在美國和加拿大,遊樂場遊戲市場正在經歷復興,將懷舊遊樂場體驗與餐飲和夜生活結合的街機越來越受歡迎。北美消費者對復古遊戲表現出強烈的偏好,推動了對經典和現代遊樂場的需求。該創新重點關注VR和AR技術在遊樂場遊戲中的進步,旨在提供身臨其境型的體驗。歐盟 (EU) 呈現多樣化的客戶購買行為,尤其偏向遊樂場競和競技遊戲。歐盟對數位創新的關注也體現在其將區塊鏈技術納入遊樂場系統中安全、透明的遊戲內購買和獎勵的研究中。由於年輕人口的擴大和都市化的進步,中東和非洲的遊樂場遊戲市場正在快速成長。中國、日本和印度佔據了全球遊樂場遊戲市場的大部分,每個國家都有獨特的消費者需求和行為模式。日本以許多標誌性遊樂場遊戲的誕生地而聞名,並在這一領域不斷創新。
FPNV定位矩陣
FPNV 定位矩陣對於評估供應商在遊樂場遊戲市場的定位至關重要。此矩陣提供了對供應商的全面評估,並檢驗了與商務策略和產品滿意度相關的關鍵指標。這種詳細的評估使用戶能夠根據自己的要求做出明智的決定。根據評估結果,供應商被分為代表其成功程度的四個像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市場佔有率分析
市場佔有率分析是一種綜合工具,可以對遊樂場遊戲市場中供應商的當前狀態進行深入而詳細的評估。透過仔細比較和分析供應商的貢獻,您可以更深入地了解每個供應商的績效以及他們在爭奪市場佔有率時面臨的挑戰。這些貢獻包括整體收益、客戶群和其他關鍵指標。此外,該分析還提供了對該行業競爭性質的寶貴見解,包括在研究基準年期間觀察到的累積、分散主導地位和合併特徵等因素。有了這些詳細資訊,供應商可以做出更明智的決策並製定有效的策略,以在市場競爭中保持領先地位。
策略分析與建議
策略分析對於尋求在全球市場站穩腳跟的組織至關重要。對目前在遊樂場遊戲市場中的地位進行全面評估,使公司能夠做出符合其長期願望的明智決策。此關鍵評估涉及對組織的資源、能力和整體績效進行徹底分析,以確定核心優勢和需要改進的領域。
[186 Pages Report] The Arcade Gaming Market size was estimated at USD 5.27 billion in 2023 and expected to reach USD 5.56 billion in 2024, at a CAGR 5.62% to reach USD 7.73 billion by 2030.
Arcade gaming refers to a form of video gaming that is typically characterized by coin-operated machines located in public venues such as gaming arcades, amusement parks, and various entertainment centers. These games are known for their short play times, challenging levels, and visually appealing interfaces designed to attract players. Arcade games are designed for the immediate accessibility of gameplay, with emphasis on the player's score and achievements. Rising consumer spending on entertainment and leisure activities coupled with the growing demand for interactive & immersive entertainment experiences driving the market growth. However, high costs associated with the development and maintenance of arcade machines hamper their deployment globally. Furthermore, expansion into VR and AR technologies, offering more immersive gaming experiences, poses a significant opportunity for market growth.
KEY MARKET STATISTICS | |
---|---|
Base Year [2023] | USD 5.27 billion |
Estimated Year [2024] | USD 5.56 billion |
Forecast Year [2030] | USD 7.73 billion |
CAGR (%) | 5.62% |
Regional Insights
In the United States and Canada, the arcade gaming market has seen a renaissance with the rise in popularity of "barcades," blending nostalgic arcade experiences with dining and nightlife. North American consumers show a strong preference for retro gaming, driving demand for both classic and updated arcade machines. Innovations focus on advancing VR and AR technologies in arcade games, aiming to offer immersive experiences. The European Union exhibits diverse customer purchasing behavior with a strong inclination towards arcade esports and competitive gaming. The EU's focus on digital innovation is mirrored in the research on incorporating blockchain technology for secure, transparent in-game purchases and rewards within arcade systems. The arcade gaming market in the Middle East and Africa is rapidly growing, driven by an expanding young population and increasing urbanization. China, Japan, and India collectively represent a significant portion of the global arcade gaming market, each with unique consumer needs and behaviors. Japan, renowned as the birthplace of many iconic arcade games, continues to innovate in this field.
Market Insights
The market dynamics represent an ever-changing landscape of the Arcade Gaming Market by providing actionable insights into factors, including supply and demand levels. Accounting for these factors helps design strategies, make investments, and formulate developments to capitalize on future opportunities. In addition, these factors assist in avoiding potential pitfalls related to political, geographical, technical, social, and economic conditions, highlighting consumer behaviors and influencing manufacturing costs and purchasing decisions.
FPNV Positioning Matrix
The FPNV positioning matrix is essential in evaluating the market positioning of the vendors in the Arcade Gaming Market. This matrix offers a comprehensive assessment of vendors, examining critical metrics related to business strategy and product satisfaction. This in-depth assessment empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success, namely Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The market share analysis is a comprehensive tool that provides an insightful and in-depth assessment of the current state of vendors in the Arcade Gaming Market. By meticulously comparing and analyzing vendor contributions, companies are offered a greater understanding of their performance and the challenges they face when competing for market share. These contributions include overall revenue, customer base, and other vital metrics. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With these illustrative details, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Recent Developments
Samsung Gaming Hub Portfolio Expands to Nearly 3,000 Games With Launch of Antstream Arcade and Blacknut
The Samsung Gaming Hub ushers in a transformative era of gaming, eliminating the need for traditional consoles by offering seamless access to beloved titles through prestigious streaming partners Antstream Arcade and Blacknut. This platform allows users to dive into an expansive universe of games with a Samsung TV remote & a Bluetooth controller. [Published On: 2023-06-01]
Atari Announces Acquisition of 12 Classic Arcade Properties, Including Berzerk and Frenzy
Atari, an interactive entertainment and iconic consumer brands, has announced its acquisition of twelve cherished retro arcade games, including the 1980s phenomena Berzerk and Frenzy. With plans to broaden both digital and physical distribution channels, Atari is set to breathe new life into these classic titles through innovative game development, and exploring potential brand and merchandising synergies. [Published On: 2023-03-16]
Mysten Labs and BlueJay Games Announce Partnership for Launch of Arcade Champion on Sui
Mysten Labs is thrilled to reveal its new alliance with gaming powerhouse BlueJay Games. Together, they unveil "Arcade Champion," a mobile Web3 arcade game developed on the Sui platform. This game breathes life into a time-honored arcade tradition by incorporating a confluence of NFTs and play-to-own dynamics within its diverse array of both single and multiplayer minigames. [Published On: 2023-03-15]
Strategy Analysis & Recommendation
The strategic analysis is essential for organizations seeking a solid foothold in the global marketplace. Companies are better positioned to make informed decisions that align with their long-term aspirations by thoroughly evaluating their current standing in the Arcade Gaming Market. This critical assessment involves a thorough analysis of the organization's resources, capabilities, and overall performance to identify its core strengths and areas for improvement.
Key Company Profiles
The report delves into recent significant developments in the Arcade Gaming Market, highlighting leading vendors and their innovative profiles. These include Activision Blizzard, Inc., Atari SA, Bandai Namco Studios Inc., Bay Tek Entertainment, Inc., Bowlero Corp., Brunswick Corporation, Capcom Co., Ltd., CXC Simulations, D-BOX Technologies Inc., Gameloft SE, Helix Leisure USA, Inc., International Games System Co., Ltd., Microsoft Corporation, NetEase, Inc., Netmarble Corp., Nexon Co., Ltd., Nintendo Co., Ltd., Sega Sammy Holdings Inc., Sony Interactive Entertainment LLC, Square Enix Holdings Co., Ltd., Take-Two Interactive Software, Inc., Tencent Holdings Ltd., TouchMagix Media Pvt. Ltd. Pty. Ltd., Ubisoft Entertainment SA, and Valley-Dynamo, Inc..
Market Segmentation & Coverage