封面
市場調查報告書
商品編碼
1658128

遊樂場遊戲市場規模、佔有率和成長分析(按類型、控制機制、技術、年齡層、最終用戶和地區)—2025-2032 年產業預測

Arcade Gaming Market Size, Share, and Growth Analysis, By Genre (Action Games, Puzzle Games), By Control Mechanism (Buttons, Joystick), By Technology, By Age Group, By End-users, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 223 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

遊樂場遊戲市場規模預計在 2023 年達到 45 億美元,並從 2024 年的 47.5 億美元成長到 2032 年的 72.9 億美元,預測期內(2025-2032 年)的複合年成長率為 5.5%。

遊樂場遊戲的特點是在公共營運的遊戲機上無休止地進行遊戲,並且由於商務用遊戲廳的普及和購物中心安裝的遊戲機數量的增加,預計街機遊戲將實現顯著成長。虛擬實境技術與遊樂場遊戲的整合成為主要的市場趨勢,它提供的身臨其境的體驗推動了對基於虛擬實境的遊戲的需求。為了利用這一趨勢,街機廳營運商需要調整和創新其遊戲產品。然而,遊樂場遊戲機的高成本以及安裝所需的巨大空間等挑戰可能會阻礙潛在的成長。總體而言,如果營運商能夠有效突破這些限制,遊樂場遊戲市場將提供擴張的機會。

目錄

介紹

  • 調查目的
  • 研究範圍
  • 定義

調查方法

  • 資訊採購
  • 次要和主要資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分機會分析

市場動態及展望

  • 市場概況
  • 市場規模
  • 市場動態
    • 促進因素和機會
    • 限制與挑戰
  • 波特的分析

主要市場考察

  • 關鍵成功因素
  • 競爭程度
  • 主要投資機會
  • 市場生態系統
  • 市場吸引力指數(2024 年)
  • PESTEL 分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析

遊樂場遊戲市場規模(按類型分類)及複合年成長率(2025-2032)

  • 市場概況
  • 動作遊戲
  • 益智遊戲
  • 射擊遊戲
  • 體育遊戲

遊樂場遊戲市場規模(按控制機制和複合年成長率) (2025-2032)

  • 市場概況
  • 按鈕
  • 搖桿
  • 動作感測器
  • 觸控螢幕

遊樂場遊戲市場規模(依技術及複合年成長率) (2025-2032)

  • 市場概況
  • 非電玩遊戲
    • 空氣曲棍球
    • 擊球籠
    • 英式撞球
    • 圖板遊戲/獎品遊戲
    • 保齡球遊戲
    • 飛鏢遊戲
    • 兒童遊樂設施
  • 電子遊戲
    • 遊樂場電玩遊戲
    • 格鬥遊戲
    • 音樂/節奏遊戲
    • 益智遊戲
    • 賽車遊戲
    • 射擊遊戲
    • 電子遊戲

遊樂場遊戲市場規模:依年齡層及複合年成長率(2025-2032)

  • 市場概況
  • 18 歲以下
  • 19 至 35 歲
  • 年齡 36 歲或以上

遊樂場遊戲市場規模(按最終用戶和複合年成長率) (2025-2032)

  • 市場概況
  • 遊樂園及家庭娛樂中心
  • 電影院和劇院
  • 公司辦公室及商務中心
  • 郵輪
  • 教育機構
  • 電子競技場館和競技遊戲競技場
  • 活動和聚會策劃師
  • 家庭用戶
  • 飯店和度假村
  • 餐廳/咖啡連鎖店
  • 購物中心和零售中心
  • 獨立遊樂場及娛樂廳

遊樂場遊戲市場規模(按地區)及複合年成長率(2025-2032)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲國家
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前 5 家公司對比
  • 主要企業市場定位(2024年)
  • 主要市場參與者所採用的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2024 年)
  • 主要企業簡介
    • 公司詳細資訊
    • 產品系列分析
    • 公司分部佔有率分析
    • 收益與前一年同期比較對比(2022-2024 年)

主要企業簡介

  • Bandai Namco Entertainment(Japan)
  • Sega(Japan)
  • Raw Thrills(United States)
  • Taito(Japan)
  • Konami(Japan)
  • Capcom(Japan)
  • LAI Games(United States)
  • Adrenaline Amusements(United States)
  • Andamiro(South Korea)
  • ICE(Innovative Concepts in Entertainment)(United States)
  • Bay Tek(United States)
  • UNIS(United States)
  • Wahlap(Taiwan)
  • Bandai Namco Amusement America(United States)
  • Benchmark Games(United States)
  • Play Mechanix(United States)
  • Game Play Network(United States)
  • Global VR(United States)
  • Golden Tee Golf(Incredible Technologies)(United States)
  • Stern Pinball(United States)

結論和建議

簡介目錄
Product Code: SQMIG25N2012

Arcade Gaming Market size was valued at USD 4.5 billion in 2023 and is poised to grow from USD 4.75 billion in 2024 to USD 7.29 billion by 2032, growing at a CAGR of 5.5% during the forecast period (2025-2032).

Arcade gaming, characterized by its endless gameplay on public machines, is set to experience significant growth driven by the proliferation of commercial gaming parlors and increased machine installations in malls. The integration of virtual reality technology into arcade games stands out as a key market trend, offering an immersive experience that boosts demand for VR-based games. To capitalize on this trend, arcade businesses must adapt and innovate their offerings. However, potential growth may be hindered by challenges such as the high costs associated with arcade machines and the substantial space required for their placement. Overall, the arcade gaming market presents opportunities for expansion, provided that businesses navigate these constraints effectively.

Top-down and bottom-up approaches were used to estimate and validate the size of the Arcade Gaming market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Arcade Gaming Market Segments Analysis

Global Arcade Gaming Market is segmented by Genre, Control Mechanism, Technology, Age Group, End-users and region. Based on Genre, the market is segmented into Action Games, Puzzle Games, Shooter Games and Sports Games. Based on Control Mechanism, the market is segmented into Buttons, Joystick, Motion Sensors and Touch Screens. Based on Technology, the market is segmented into Non-Video Game and Video Games. Based on Age Group, the market is segmented into 19 to 35 Years, 36 Years & Above and Less 18 Years. Based on End-users, the market is segmented into Amusement Parks and Family Entertainment Centers, Cinemas and Theaters, Corporate Offices and Business Centers, Cruise Ships, Educational Institutions, Esports Venues and Competitive Gaming Arenas, Event and Party Planners, Home Users, Hotels and Resorts, Restaurant and Cafe Chains, Shopping Malls and Retail Centers and Standalone Arcades and Amusement Parlors. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Arcade Gaming Market

Nostalgia is a significant factor fueling the resurgence of retro gaming, as individuals from older generations seek to relive cherished memories associated with arcade games. The simplicity and enjoyment that arcade games offer contribute to their appeal, making them a central element of the growing retro gaming trend. This demand for classic gaming experiences is a primary driver of expansion within the arcade gaming market, attracting new players as well as rekindling the passions of those who played these games in their youth. As nostalgia continues to capture the hearts of gamers, the arcade gaming market is poised for considerable growth.

Restraints in the Arcade Gaming Market

The arcade gaming market faces significant challenges due to the growing allure of online gaming, which can be accessed from virtually any location worldwide. Online platforms offer unique experiences that traditional arcade gaming struggles to match, attracting a larger pool of gamers. As more individuals opt for the convenience and variety of online games, this trend may impede the long-term growth of the arcade gaming sector. The shift in consumer preference towards digital experiences over physical arcade settings poses a potential constraint on the expansion and sustainability of the arcade gaming market as it adapts to these changing dynamics.

Market Trends of the Arcade Gaming Market

The arcade gaming market is witnessing a significant trend towards the incorporation of virtual reality (VR), transforming traditional gaming experiences into immersive adventures that attract a broader audience. As VR technology progresses and becomes more mainstream, demand for VR-based arcade games has surged, offering players compelling experiences and interactive environments. Popular titles like the VR360 Dinosaur Attack and Sega's VR Agent exemplify this shift, drawing players in with their lifelike graphics and engaging gameplay. This trend not only enhances player engagement but also revitalizes arcade establishments, positioning them as key destinations for cutting-edge entertainment in an increasingly digital world.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Arcade Gaming Market Size by Genre & CAGR (2025-2032)

  • Market Overview
  • Action Games
  • Puzzle Games
  • Shooter Games
  • Sports Games

Global Arcade Gaming Market Size by Control Mechanism & CAGR (2025-2032)

  • Market Overview
  • Buttons
  • Joystick
  • Motion Sensors
  • Touch Screens

Global Arcade Gaming Market Size by Technology & CAGR (2025-2032)

  • Market Overview
  • Non-Video Game
    • Air Hockey
    • Batting Cages
    • Billiards
    • Board Games/Prize games
    • Bowling Games
    • Darts games
    • Kiddie Rides
  • Video Games
    • Arcade Video Games
    • Fighting Games
    • Music/rhythm Games
    • Puzzle Games
    • Racing Games
    • Shooting Games
    • Video Games

Global Arcade Gaming Market Size by Age Group & CAGR (2025-2032)

  • Market Overview
  • 19 to 35 Years
  • 36 Years & Above
  • Less 18 Years

Global Arcade Gaming Market Size by End-users & CAGR (2025-2032)

  • Market Overview
  • Amusement Parks and Family Entertainment Centers
  • Cinemas and Theaters
  • Corporate Offices and Business Centers
  • Cruise Ships
  • Educational Institutions
  • Esports Venues and Competitive Gaming Arenas
  • Event and Party Planners
  • Home Users
  • Hotels and Resorts
  • Restaurant and Cafe Chains
  • Shopping Malls and Retail Centers
  • Standalone Arcades and Amusement Parlors

Global Arcade Gaming Market Size & CAGR (2025-2032)

  • North America (Genre, Control Mechanism, Technology, Age Group, End-users)
    • US
    • Canada
  • Europe (Genre, Control Mechanism, Technology, Age Group, End-users)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Genre, Control Mechanism, Technology, Age Group, End-users)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Genre, Control Mechanism, Technology, Age Group, End-users)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Genre, Control Mechanism, Technology, Age Group, End-users)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Bandai Namco Entertainment (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sega (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Raw Thrills (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Taito (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Konami (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Capcom (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • LAI Games (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Adrenaline Amusements (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Andamiro (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ICE (Innovative Concepts in Entertainment) (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bay Tek (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • UNIS (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Wahlap (Taiwan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bandai Namco Amusement America (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Benchmark Games (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Play Mechanix (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Game Play Network (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Global VR (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Golden Tee Golf (Incredible Technologies) (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Stern Pinball (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations