Market Overview:
The global basketball game machines market is expected to grow at a CAGR of 5.5% during the forecast period from 2018 to 2030. The market growth can be attributed to the increasing demand for amusement and gaming machines across the globe. In addition, the growing popularity of basketball as a sport is also contributing to the growth of this market. The global basketball game machines market can be segmented on the basis of type and application. On the basis of type, it can be divided into coin payment and scan code payment systems. The coin payment system is more popular among end users owing to its low cost as compared to other types of payment systems such as debit or credit cards. On the basis of application, it can be classified into amusement parks, bars, discotheques, family entertainment centers (FECs), and bowling alleys among others.
Product Definition:
A basketball game machine is a piece of equipment used in basketball training. It consists of a large metal frame with a basket at each end and an adjustable hoop in the middle. The height of the hoop can be changed to simulate different levels of difficulty.
Coin Payment:
The global coin payment is expected to witness significant growth over the forecast period. The major factor that can be attributed to its rapid growth includes a rise in consumer preference for online shopping as well as growing penetration of smartphones and internet services.
Moreover, factors such as increasing demand for mobile-based gaming applications, rising popularity of social media platforms like Facebook and Reddit, among others are also anticipated to drive the market demand over the next few years.
Scan Code Payment:
Scan code payment is a type of electronic ticketing solution that enables customers to make purchases by scanning the barcode associated with the product. The system works on the basis that each time a customer makes a purchase, he/she needs to provide some personal information such as name, address and phone number which is then captured by the point of sale device and sent to vendor’s server where it is stored along with other consumer data.
Application Insights:
The application segment is bifurcated into amusement park, bar, discotheque, family entertainment center, and bowling alley. The amusement park segment accounted for the largest market share in 2017 owing to the rising number of commercial and public recreational facilities. Furthermore, increasing disposable income levels coupled with growing population has resulted in a significant growth of the global Amusement Park industry which will drive demand over the forecast period.
Scan code payment is gaining popularity due to its ease of use and acceptance among consumers especially in countries such as Germany where cashless transactions are becoming popular due to low bank deposits rates followed by China where mobile payments are widely used for purchases at retail stores along with restaurants & bars.
Regional Analysis:
North America dominated the global market in 2017. The region is expected to maintain its position throughout the forecast period owing to increasing popularity of basketball games and growing adoption of video gaming in countries such as Canada and Mexico. Furthermore, presence of a large number of entertainment centers that offer basketball games will drive the regional demand over the next eight years.
Asia Pacific is anticipated to witness significant growth over the coming years owing to rising popularity and awareness about basketball games among consumers from China, Japan, South Korea, Australia, India and New Zealand. In addition sports leagues such as Asia Basketball Association (ABBA) are gaining traction in these countries which will boost industry revenue through ticket sales for live events such as matches played at arenas or stadiums during tournaments or championships held there.
Growth Factors:
- Increasing demand for basketball game machines in amusement and theme parks
- Growing popularity of basketball as a sport
- Technological advancements in the design and features of basketball game machines
- Rising disposable income of consumers, especially in developing countries
- Availability of affordable financing options for purchasing basketball game machines
Scope Of The Report
Report Attributes
Report Details
Report Title
Basketball Game Machines Market Research Report
By Type
Coin Payment, Scan Code Payment
By Application
Amusement Park, Bar, Discotheque, Family Entertainment Center, Bowling Alley
By Companies
Atari, Namco, FarSight Studios, Taito, Game Circus, Backbone Entertainment
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
247
Number of Tables & Figures
173
Customization Available
Yes, the report can be customized as per your need.
Global Basketball Game Machines Market Report Segments:
The global Basketball Game Machines market is segmented on the basis of:
Types
Coin Payment, Scan Code Payment
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Amusement Park, Bar, Discotheque, Family Entertainment Center, Bowling Alley
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Atari
- Namco
- FarSight Studios
- Taito
- Game Circus
- Backbone Entertainment
Highlights of The Basketball Game Machines Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Coin Payment
- Scan Code Payment
- By Application:
- Amusement Park
- Bar
- Discotheque
- Family Entertainment Center
- Bowling Alley
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Basketball Game Machines Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Basketball Game Machines are a type of arcade game that simulates the action of playing basketball. The games typically feature a court with three hoops, and players can shoot baskets by hitting the ball through one hoop or pass it to another player for a shot.
Some of the major players in the basketball game machines market are Atari, Namco, FarSight Studios, Taito, Game Circus, Backbone Entertainment.
The basketball game machines market is expected to register a CAGR of 5.5%.
1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Basketball Game Machines Market Overview
4.1. Introduction
4.1.1. Market Taxonomy
4.1.2. Market Definition
4.2. Macro-Economic Factors
4.2.1. Industry Outlook
4.3. Basketball Game Machines Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Opportunity
4.3.4. Market Trends
4.4. Basketball Game Machines Market - Supply Chain
4.5. Global Basketball Game Machines Market Forecast
4.5.1. Basketball Game Machines Market Size (US$ Mn) and Y-o-Y Growth
4.5.2. Basketball Game Machines Market Size (000 Units) and Y-o-Y Growth
4.5.3. Basketball Game Machines Market Absolute $ Opportunity
5. Global Basketball Game Machines Market Analysis and Forecast by Type
5.1. Market Trends
5.2. Introduction
5.2.1. Basis Point Share (BPS) Analysis by Type
5.2.2. Y-o-Y Growth Projections by Type
5.3. Basketball Game Machines Market Size and Volume Forecast by Type
5.3.1. Coin Payment
5.3.2. Scan Code Payment
5.4. Absolute $ Opportunity Assessment by Type
5.5. Market Attractiveness/Growth Potential Analysis by Type
6. Global Basketball Game Machines Market Analysis and Forecast by Application
6.1. Market Trends
6.2. Introduction
6.2.1. Basis Point Share (BPS) Analysis by Application
6.2.2. Y-o-Y Growth Projections by Application
6.3. Basketball Game Machines Market Size and Volume Forecast by Application
6.3.1. Amusement Park
6.3.2. Bar
6.3.3. Discotheque
6.3.4. Family Entertainment Center
6.3.5. Bowling Alley
6.4. Absolute $ Opportunity Assessment by Application
6.5. Market Attractiveness/Growth Potential Analysis by Application
7. Global Basketball Game Machines Market Analysis and Forecast by Sales Channel
7.1. Market Trends
7.2. Introduction
7.2.1. Basis Point Share (BPS) Analysis by Sales Channel
7.2.2. Y-o-Y Growth Projections by Sales Channel
7.3. Basketball Game Machines Market Size and Volume Forecast by Sales Channel
7.3.1. Manufacturer/Distributor/Service Provider
7.3.2. Aftermarket
7.4. Absolute $ Opportunity Assessment by Sales Channel
7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel
8. Global Basketball Game Machines Market Analysis and Forecast by Region
8.1. Market Trends
8.2. Introduction
8.2.1. Basis Point Share (BPS) Analysis by Region
8.2.2. Y-o-Y Growth Projections by Region
8.3. Basketball Game Machines Market Size and Volume Forecast by Region
8.3.1. North America
8.3.2. Latin America
8.3.3. Europe
8.3.4. Asia Pacific
8.3.5. Middle East and Africa (MEA)
8.4. Absolute $ Opportunity Assessment by Region
8.5. Market Attractiveness/Growth Potential Analysis by Region
8.6. Global Basketball Game Machines Demand Share Forecast, 2019-2026
9. North America Basketball Game Machines Market Analysis and Forecast
9.1. Introduction
9.1.1. Basis Point Share (BPS) Analysis by Country
9.1.2. Y-o-Y Growth Projections by Country
9.2. North America Basketball Game Machines Market Size and Volume Forecast by Country
9.2.1. U.S.
9.2.2. Canada
9.3. Absolute $ Opportunity Assessment by Country
9.4. North America Basketball Game Machines Market Size and Volume Forecast by Application
9.4.1. Amusement Park
9.4.2. Bar
9.4.3. Discotheque
9.4.4. Family Entertainment Center
9.4.5. Bowling Alley
9.5. Basis Point Share (BPS) Analysis by Application
9.6. Y-o-Y Growth Projections by Application
9.7. North America Basketball Game Machines Market Size and Volume Forecast by Type
9.7.1. Coin Payment
9.7.2. Scan Code Payment
9.8. Basis Point Share (BPS) Analysis by Type
9.9. Y-o-Y Growth Projections by Type
9.10. Market Attractiveness/Growth Potential Analysis
9.10.1. By Country
9.10.2. By Product Type
9.10.3. By Application
9.10.4. By Sales Channel
9.11. North America Basketball Game Machines Demand Share Forecast, 2019-2026
10. Latin America Basketball Game Machines Market Analysis and Forecast
10.1. Introduction
10.1.1. Basis Point Share (BPS) Analysis by Country
10.1.2. Y-o-Y Growth Projections by Country
10.1.3. Latin America Average Pricing Analysis
10.2. Latin America Basketball Game Machines Market Size and Volume Forecast by Country
10.2.1. Brazil
10.2.2. Mexico
10.2.3. Rest of Latin America
10.3. Absolute $ Opportunity Assessment by Country
10.4. Latin America Basketball Game Machines Market Size and Volume Forecast by Application
10.4.1. Amusement Park
10.4.2. Bar
10.4.3. Discotheque
10.4.4. Family Entertainment Center
10.4.5. Bowling Alley
10.5. Basis Point Share (BPS) Analysis by Application
10.6. Y-o-Y Growth Projections by Application
10.7. Latin America Basketball Game Machines Market Size and Volume Forecast by Type
10.7.1. Coin Payment
10.7.2. Scan Code Payment
10.8. Basis Point Share (BPS) Analysis by Type
10.9. Y-o-Y Growth Projections by Type
10.10. Market Attractiveness/Growth Potential Analysis
10.10.1. By Country
10.10.2. By Product Type
10.10.3. By Application
10.10.4. By Sales Channel
10.11. Latin America Basketball Game Machines Demand Share Forecast, 2019-2026
11. Europe Basketball Game Machines Market Analysis and Forecast
11.1. Introduction
11.1.1. Basis Point Share (BPS) Analysis by Country
11.1.2. Y-o-Y Growth Projections by Country
11.1.3. Europe Average Pricing Analysis
11.2. Europe Basketball Game Machines Market Size and Volume Forecast by Country
11.2.1. Germany
11.2.2. France
11.2.3. Italy
11.2.4. U.K.
11.2.5. Spain
11.2.6. Russia
11.2.7. Rest of Europe
11.3. Absolute $ Opportunity Assessment by Country
11.4. Europe Basketball Game Machines Market Size and Volume Forecast by Application
11.4.1. Amusement Park
11.4.2. Bar
11.4.3. Discotheque
11.4.4. Family Entertainment Center
11.4.5. Bowling Alley
11.5. Basis Point Share (BPS) Analysis by Application
11.6. Y-o-Y Growth Projections by Application
11.7. Europe Basketball Game Machines Market Size and Volume Forecast by Type
11.7.1. Coin Payment
11.7.2. Scan Code Payment
11.8. Basis Point Share (BPS) Analysis by Type
11.9. Y-o-Y Growth Projections by Type
11.10. Market Attractiveness/Growth Potential Analysis
11.10.1. By Country
11.10.2. By Product Type
11.10.3. By Application
11.10.4. By Sales Channel
11.11. Europe Basketball Game Machines Demand Share, 2019-2026
12. Asia Pacific Basketball Game Machines Market Analysis and Forecast
12.1. Introduction
12.1.1. Basis Point Share (BPS) Analysis by Country
12.1.2. Y-o-Y Growth Projections by Country
12.1.3. Asia Pacific Average Pricing Analysis
12.2. Asia Pacific Basketball Game Machines Market Size and Volume Forecast by Country
12.2.1. China
12.2.2. Japan
12.2.3. South Korea
12.2.4. India
12.2.5. Australia
12.2.6. Rest of Asia Pacific (APAC)
12.3. Absolute $ Opportunity Assessment by Country
12.4. Asia Pacific Basketball Game Machines Market Size and Volume Forecast by Application
12.4.1. Amusement Park
12.4.2. Bar
12.4.3. Discotheque
12.4.4. Family Entertainment Center
12.4.5. Bowling Alley
12.5. Basis Point Share (BPS) Analysis by Application
12.6. Y-o-Y Growth Projections by Application
12.7. Asia Pacific Basketball Game Machines Market Size and Volume Forecast by Type
12.7.1. Coin Payment
12.7.2. Scan Code Payment
12.8. Basis Point Share (BPS) Analysis by Type
12.9. Y-o-Y Growth Projections by Type
12.10. Market Attractiveness/Growth Potential Analysis
12.10.1. By Country
12.10.2. By Product Type
12.10.3. By Application
12.10.4. By Sales Channel
12.11. Asia Pacific Basketball Game Machines Demand Share, 2019-2026
13. Middle East & Africa Basketball Game Machines Market Analysis and Forecast
13.1. Introduction
13.1.1. Basis Point Share (BPS) Analysis by Country
13.1.2. Y-o-Y Growth Projections by Country
13.1.3. Asia Pacific Average Pricing Analysis
13.2. Middle East & Africa Basketball Game Machines Market Size and Volume Forecast by Country
13.2.1. Saudi Arabia
13.2.2. South Africa
13.2.3. UAE
13.2.4. Rest of Middle East & Africa (MEA)
13.3. Absolute $ Opportunity Assessment by Country
13.4. Middle East & Africa Basketball Game Machines Market Size and Volume Forecast by Application
13.4.1. Amusement Park
13.4.2. Bar
13.4.3. Discotheque
13.4.4. Family Entertainment Center
13.4.5. Bowling Alley
13.5. Basis Point Share (BPS) Analysis by Application
13.6. Y-o-Y Growth Projections by Application
13.7. Middle East & Africa Basketball Game Machines Market Size and Volume Forecast by Type
13.7.1. Coin Payment
13.7.2. Scan Code Payment
13.8. Basis Point Share (BPS) Analysis by Type
13.9. Y-o-Y Growth Projections by Type
13.10. Market Attractiveness/Growth Potential Analysis
13.10.1. By Country
13.10.2. By Product Type
13.10.3. By Application
13.10.4. By Sales Channel
13.11. Middle East & Africa Basketball Game Machines Demand Share, 2019-2026
14. Competition Landscape
14.1. Global Basketball Game Machines Market: Market Share Analysis
14.2. Basketball Game Machines Distributors and Customers
14.3. Basketball Game Machines Market: Competitive Dashboard
14.4. Company Profiles (Details Overview, Financials, Developments, Strategy)
14.4.1. Atari
14.4.1.1. Overview
14.4.1.2. Financials
14.4.1.3. Developments
14.4.1.4. Strategic Outlook
14.4.2. Namco
14.4.2.1. Overview
14.4.2.2. Financials
14.4.2.3. Developments
14.4.2.4. Strategic Outlook
14.4.3. FarSight Studios
14.4.3.1. Overview
14.4.3.2. Financials
14.4.3.3. Developments
14.4.3.4. Strategic Outlook
14.4.4. Taito
14.4.4.1. Overview
14.4.4.2. Financials
14.4.4.3. Developments
14.4.4.4. Strategic Outlook
14.4.5. Game Circus
14.4.5.1. Overview
14.4.5.2. Financials
14.4.5.3. Developments
14.4.5.4. Strategic Outlook
14.4.6. Backbone Entertainment
14.4.6.1. Overview
14.4.6.2. Financials
14.4.6.3. Developments
14.4.6.4. Strategic Outlook
14.4.7. COMPANY7
14.4.7.1. Overview
14.4.7.2. Financials
14.4.7.3. Developments
14.4.7.4. Strategic Outlook
14.4.8. COMPANY8
14.4.8.1. Overview
14.4.8.2. Financials
14.4.8.3. Developments
14.4.8.4. Strategic Outlook
14.4.9. COMPANY9
14.4.9.1. Overview
14.4.9.2. Financials
14.4.9.3. Developments
14.4.9.4. Strategic Outlook
14.4.10. COMPANY 10
14.4.10.1. Overview
14.4.10.2. Financials
14.4.10.3. Developments
14.4.10.4. Strategic Outlook
14.4.11. COMPANY 11
14.4.11.1. Overview
14.4.11.2. Financials
14.4.11.3. Developments
14.4.11.4. Strategic Outlook
14.4.12. COMPANY 12
14.4.12.1. Overview
14.4.12.2. Financials
14.4.12.3. Developments
14.4.12.4. Strategic Outlook
14.4.13. COMPANY 13
14.4.13.1. Overview
14.4.13.2. Financials
14.4.13.3. Developments
14.4.13.4. Strategic Outlook
14.4.14. COMPANY 14
14.4.14.1. Overview
14.4.14.2. Financials
14.4.14.3. Developments
14.4.14.4. Strategic Outlook
14.4.15. COMPANY 15
14.4.15.1. Overview
14.4.15.2. Financials
14.4.15.3. Developments
14.4.15.4. Strategic Outlook
14.4.16. COMPANY 16
14.4.16.1. Overview
14.4.16.2. Financials
14.4.16.3. Developments
14.4.16.4. Strategic Outlook
14.4.17. COMPANY 17
14.4.17.1. Overview
14.4.17.2. Financials
14.4.17.3. Developments
14.4.17.4. Strategic Outlook
14.4.18. COMPANY 18
14.4.18.1. Overview
14.4.18.2. Financials
14.4.18.3. Developments
14.4.18.4. Strategic Outlook
14.4.19. COMPANY 19
14.4.19.1. Overview
14.4.19.2. Financials
14.4.19.3. Developments
14.4.19.4. Strategic Outlook
14.4.20. COMPANY 20
14.4.20.1. Overview
14.4.20.2. Financials
14.4.20.3. Developments
14.4.20.4. Strategic Outlook