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市場調查報告書
商品編碼
1637042
全球大型機臺遊戲市場:依組件、收入模式、組成部分、類型、目標用戶年齡組(兒童、青少年、成人、中年、老年)和地區的預測(~2032年)Global Arcade Game Market Research Report Information By Component, By Revenue Model, Component, Genre, Target User Age Group, (Children, Teenagers, Adults, Middle-Aged Adults, Seniors ), and Region Forecast till 2032 |
全球大型機臺遊戲市場規模預計將從2023年的506.98億美元和2024年的525.668億美元成長到2032年的712.366億美元,預測期內的年複合成長率為 3.9%。
消費者在娛樂和休閒活動上的支出不斷增加、對互動和沈浸式娛樂體驗的需求不斷成長以及商業遊戲機構數量的不斷增加推動市場擴張。
AR和VR在大型機臺遊戲中的應用日益廣泛也是業界的主要趨勢。 VR 在遊戲領域迅速流行起來,並擴展到其他數位領域,提供身臨其境的虛擬體驗。 VR 透過提供高度沉浸式的體驗徹底改變了大型機臺遊戲。玩家現在可以用以前難以想像的方式探索虛擬世界並與周圍環境互動。基於虛擬實境(VR)的大型機臺遊戲越來越受歡迎,例如VR 360 Dinosaur Attack Car Arcade Game 3D Shooter和世嘉的VR Agent。2022年3月舉行的AEI大會重點關注商場中的VR技術及其成功營運的技術。預計這些發展將在預測期內提升基於 VR 的大型機臺遊戲的普及度並改善用戶體驗。
區域見解
預計亞太地區將在整個預測期內佔據主導地位。與其他地區相比,亞洲相對容易進入,因此長期以來一直是博彩業者青睞的市場。此外,西方觀眾、贊助商和組織也日益投資該行業。
在北美,人們對體驗式娛樂的興趣日益濃厚,推動了大型機臺遊戲產業的發展。遊戲廳使用沉浸式技術、社交遊戲體驗和主題景點來吸引廣泛的觀眾。這一趨勢反映了人們對互動和社交娛樂的興趣,推動了該地區的大型機臺遊戲業務的發展。市場擴張的動力源於該地區實惠的價格、不斷成長的穩健經濟基本面以及尖端技術的可用性。
本報告調查了全球大型機臺遊戲市場,並提供了市場的定義和概述、影響市場成長的各種因素的分析、市場規模的趨勢和預測各區分、地區/主要國家的明細、競爭環境以及主要公司的概況。
Global Arcade Game Market Research Report Information By Component (Video Games, Pinball Games, Redemption Games, Skill Games, Electro-Mechanical Games, Interactive Games, Sports Games, Simulation Games, Merchandiser Games, Others), By Revenue Model (Pay-to-Play, Subscription-Based, In-App Purchases, Advertising), Component (Gaming Machine, Gaming Software, Accessories & Peripherals, Maintenance & Support Service), Genre (Action, Adventure, Fighting, Racing, Sports, Strategy, Simulation), Target User Age Group, (Children (under 12), Teenagers (13-19), Adults (20-35), Middle-Aged Adults (36-50), Seniors (Above 50), and Region (North America, Europe, Asia-Pacific, Middle East & Africa, and South America) Forecast till 2032
The arcade game market was estimated at USD 50,698.0 million in 2023. The Arcade Game market is expected to increase from USD 52,566.8 million in 2024 to USD 71,236.6 million by 2032, with a compound yearly growth rate (CAGR) of 3.9% over the forecast period (2023-2032). Rising consumer expenditure on entertainment and leisure activities, increased desire for interactive and immersive entertainment experiences, and an increasing number of commercial gaming facilities are driving market expansion.
The growing use of AR and VR in arcade games is a big industry trend. VR has quickly gained popularity in gaming and is extending into other digital arenas, providing immersive virtual experiences. VR has transformed arcade gaming by offering extremely immersive experiences. Players can now explore virtual worlds and interact with their surroundings in ways that were previously unimaginable. VR-based arcade games have grown in popularity, with titles such as VR 360 Dinosaur Attack Car Arcade Game 3D Shooter and Sega's VR Agent. The AEI convention in March 2022 focused on VR technologies in arcades and techniques for operational success. These developments are projected to increase the adoption of VR-based arcade games, hence improving user experiences over the forecast period.
Market Segment insights
The Arcade Game market is classified into the following types: video games, pinball games, redemption games, skill games, electro-mechanical games, interactive games, sports games, simulation games, merchandise games, and others.
The market has been divided into four segments based on the revenue model: pay-to-play, subscription-based, in-app purchases, and advertising.
The market is divided into four segments based on component: upright arcade cabinets, gaming software, accessories and peripherals, and maintenance and support services.
The Arcade Game market is divided into six genres: action, adventure, fighting, racing, sports, strategy, and simulation.
The Arcade Game Market is segmented by target user age group: children (under 12), teenagers (13-19), adults (20-35), middle-aged adults (36-50), and seniors (over 50).
Regional insights
The analysis divides the market into five regions: North America, Europe, Asia-Pacific, the Middle East and Africa, and South America. Throughout the projected period, the Asia-Pacific arcade game market is expected to dominate. Asia has long been a desired market for the gaming business since it is relatively easy to enter compared to other regions. Furthermore, an increasing number of western-based spectators, sponsors, and organizations are investing in this industry.
In North America, the arcade gaming sector is being boosted by a renewed interest in experiential entertainment. Arcades use immersive technologies, social gaming experiences, and themed attractions to attract a varied audience. This tendency represents a desire for interactive, social entertainment, which helps to boost the region's arcade game business. The market's expansion is driven by the region's increasing affordability and solid economic backbone, as well as the use of cutting-edge technologies.
Europe is likely to experience significant growth in the future due to increased smartphone use and monetization. Even though the arcade gaming market is being hurt by the increasing usage of smartphones and tablets for gaming, an arcade machine still has a target audience in the region, and gaming spending has only increased.
The South American region has experienced tremendous growth because of several arcade games offering redemption choices for prizes or tickets, which widen the arcade's appeal and attract families and casual visitors. This improves the gaming experience by boosting excitement and providing concrete rewards.
ICE Games, Capcom Co., Ltd., Sega Sammy Holdings Inc., Raw Thrills, Bandai Namco Holdings, Andamiro Co. Ltd., Arcade1Up, D-BOX Technologies, Bay Tek Entertainment, and Dream Arcades are some of the key companies in the arcade game business.