Market Overview:
The global coin-operated entertainment machine 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 in commercial places and amusement arcades. In addition, the introduction of new games such as virtual reality (VR) games is also expected to fuel the growth of this market during the forecast period. On the basis of type, the global coin-operated entertainment machine market can be segmented into fighting game, speed game, puzzle game, and others game. The fighting game segment is projected to grow at a CAGR of 6% during the forecast period from 2018 to 2030. This growth can be attributed to rising popularity of VR games among consumers across different regions worldwide. On the basis of application,the coin-operated entertainment machine market can be divided into amusement arcades and commercial places.
Product Definition:
A coin-operated entertainment machine is a device that accepts coins to provide some form of amusement or entertainment in exchange. These machines can range from traditional arcade games, like pinball and video games, to more modern redemption games that award players with prizes for their scores. The importance of these machines lies in their ability to provide fun and excitement for people of all ages, often at a relatively low cost.
Fighting Game:
The global fighting game market size was valued at USD 2.64 billion in 2015 and is expected to witness significant growth over the forecast period owing to rising popularity of competitive gaming. The increasing penetration of internet and broadband connections, coupled with growing consumer inclination towards e-sports, is anticipated to drive the industry growth over the next eight years.
Speed Game:
The speed game is a kind of entertainment which involves the players to solve puzzles by using their knowledge and skills. The object of the game is to get a high score by solving simple puzzles. It's basically based on logic and reasoning, but at the same time it requires quick thinking as well.
In coin-operated entertainment machines, there are certain games that involve slots where players need to insert money in order to play those games.
Application Insights:
The commercial places segment dominated the global coin-operated entertainment machine market in 2017, accounting for more than 60.0% share of the total revenue. The growth can be attributed to an increase in spending on video games and other amusements at restaurants, bars and clubs across various regions including North America and Europe. Furthermore, rising number of bar/club owners in countries such as Japan are preferring gaming machines that provide fun and excitement along with a sense of achievement which is further driving the demand for these amusement machines at commercial places globally.
Amusement arcades accounted for a significant share within the commercial place segment owing to their growing popularity among consumers globally as they offer affordable entertainment along with educational elements that teach players about different coins, buttons locations etc., This has resulted in increased adoption of coin-operated game consoles by parents who would like to introduce their children to computer games but cannot afford expensive systems due to constraints imposed by budgets or work schedules.
Regional Analysis:
North America dominated the global coin-operated entertainment machine market in 2017. The region is expected to maintain its position during the forecast period. This can be attributed to increasing focus on video games as a part of leisure activities, rising popularity of eSports, and growing use of gaming machines in casinos and racetracks across U.S., Canada, and Mexico. Moreover, presence of major manufacturers such as IGT; Bally Technology; Konami Corporation; Sega Sammy Holdings Co., Ltd.;and Namco Bandai Holdings Inc.; has led to increased availability of these machines in North America over the years since their launch there.
Asia Pacific is anticipated to emerge with fastest growth rate during the forecast period owing to factors such as increasing disposable income among middle-class population groups that have greater purchasing power for various forms of entertainment including amusement devices like coin-operated games installed at commercial places or arcades (iTMS Market Report 2018).
Growth Factors:
- Increasing demand for amusement and recreational activities: The global population is growing at a rapid pace and so is the disposable income of people. This is resulting in an increase in the demand for amusement and recreational activities, such as playing video games, watching movies, etc. This is benefiting the coin-operated entertainment machine market as well.
- Technological advancements: With each passing day, new technologies are being developed that are helping to improve the overall gaming experience for users of coin-operated entertainment machines. For instance, virtual reality (VR) technology can now be used to provide an immersive gaming experience that was not possible before. Such technological advancements are helping to drive growth in this market segment.
- Rising popularity of arcade games: Arcade games continue to be popular among gamers across all age groups due to their simple gameplay mechanics and social aspect thereof. This has led many game developers to focus on developing arcade games specifically, which is benefiting the coin-operated entertainment machine market significantly .
Scope Of The Report
Report Attributes
Report Details
Report Title
Coin-operated Entertainment Machine Market Research Report
By Type
Fighting Game, Speed Game, Puzzle Game, Others Game
By Application
Amusement Arcades, Commercial Place
By Companies
BANDAI NAMCO Holdings Inc., Raw Thrills, Inc., UNIS Technology Co.Ltd., Taito Corporation (Square Enix Holdings Co., Ltd.), Dream Arcades, Bespoke Arcades, Rec Room Masters LLC
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
233
Number of Tables & Figures
164
Customization Available
Yes, the report can be customized as per your need.
Global Coin-operated Entertainment Machine Market Report Segments:
The global Coin-operated Entertainment Machine market is segmented on the basis of:
Types
Fighting Game, Speed Game, Puzzle Game, Others Game
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 Arcades, Commercial Place
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:
- BANDAI NAMCO Holdings Inc.
- Raw Thrills, Inc.
- UNIS Technology Co.Ltd.
- Taito Corporation (Square Enix Holdings Co., Ltd.)
- Dream Arcades
- Bespoke Arcades
- Rec Room Masters LLC
Highlights of The Coin-operated Entertainment Machine 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:
- Fighting Game
- Speed Game
- Puzzle Game
- Others Game
- By Application:
- Amusement Arcades
- Commercial Place
- 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 Coin-operated Entertainment Machine 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.
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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?
A coin-operated entertainment machine is a type of amusement machine that uses coins to play games or obtain prizes.
Some of the major players in the coin-operated entertainment machine market are BANDAI NAMCO Holdings Inc., Raw Thrills, Inc., UNIS Technology Co.Ltd., Taito Corporation (Square Enix Holdings Co., Ltd.), Dream Arcades, Bespoke Arcades, Rec Room Masters LLC.
The coin-operated entertainment machine market is expected to grow at a compound annual growth rate of 5.5%.
1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Coin-operated Entertainment Machine 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. Coin-operated Entertainment Machine Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Opportunity
4.3.4. Market Trends
4.4. Coin-operated Entertainment Machine Market - Supply Chain
4.5. Global Coin-operated Entertainment Machine Market Forecast
4.5.1. Coin-operated Entertainment Machine Market Size (US$ Mn) and Y-o-Y Growth
4.5.2. Coin-operated Entertainment Machine Market Size (000 Units) and Y-o-Y Growth
4.5.3. Coin-operated Entertainment Machine Market Absolute $ Opportunity
5. Global Coin-operated Entertainment Machine 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. Coin-operated Entertainment Machine Market Size and Volume Forecast by Type
5.3.1. Fighting Game
5.3.2. Speed Game
5.3.3. Puzzle Game
5.3.4. Others Game
5.4. Absolute $ Opportunity Assessment by Type
5.5. Market Attractiveness/Growth Potential Analysis by Type
6. Global Coin-operated Entertainment Machine 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. Coin-operated Entertainment Machine Market Size and Volume Forecast by Application
6.3.1. Amusement Arcades
6.3.2. Commercial Place
6.4. Absolute $ Opportunity Assessment by Application
6.5. Market Attractiveness/Growth Potential Analysis by Application
7. Global Coin-operated Entertainment Machine 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. Coin-operated Entertainment Machine 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 Coin-operated Entertainment Machine 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. Coin-operated Entertainment Machine 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 Coin-operated Entertainment Machine Demand Share Forecast, 2019-2026
9. North America Coin-operated Entertainment Machine 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 Coin-operated Entertainment Machine 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 Coin-operated Entertainment Machine Market Size and Volume Forecast by Application
9.4.1. Amusement Arcades
9.4.2. Commercial Place
9.5. Basis Point Share (BPS) Analysis by Application
9.6. Y-o-Y Growth Projections by Application
9.7. North America Coin-operated Entertainment Machine Market Size and Volume Forecast by Type
9.7.1. Fighting Game
9.7.2. Speed Game
9.7.3. Puzzle Game
9.7.4. Others Game
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 Coin-operated Entertainment Machine Demand Share Forecast, 2019-2026
10. Latin America Coin-operated Entertainment Machine 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 Coin-operated Entertainment Machine 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 Coin-operated Entertainment Machine Market Size and Volume Forecast by Application
10.4.1. Amusement Arcades
10.4.2. Commercial Place
10.5. Basis Point Share (BPS) Analysis by Application
10.6. Y-o-Y Growth Projections by Application
10.7. Latin America Coin-operated Entertainment Machine Market Size and Volume Forecast by Type
10.7.1. Fighting Game
10.7.2. Speed Game
10.7.3. Puzzle Game
10.7.4. Others Game
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 Coin-operated Entertainment Machine Demand Share Forecast, 2019-2026
11. Europe Coin-operated Entertainment Machine 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 Coin-operated Entertainment Machine 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 Coin-operated Entertainment Machine Market Size and Volume Forecast by Application
11.4.1. Amusement Arcades
11.4.2. Commercial Place
11.5. Basis Point Share (BPS) Analysis by Application
11.6. Y-o-Y Growth Projections by Application
11.7. Europe Coin-operated Entertainment Machine Market Size and Volume Forecast by Type
11.7.1. Fighting Game
11.7.2. Speed Game
11.7.3. Puzzle Game
11.7.4. Others Game
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 Coin-operated Entertainment Machine Demand Share, 2019-2026
12. Asia Pacific Coin-operated Entertainment Machine 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 Coin-operated Entertainment Machine 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 Coin-operated Entertainment Machine Market Size and Volume Forecast by Application
12.4.1. Amusement Arcades
12.4.2. Commercial Place
12.5. Basis Point Share (BPS) Analysis by Application
12.6. Y-o-Y Growth Projections by Application
12.7. Asia Pacific Coin-operated Entertainment Machine Market Size and Volume Forecast by Type
12.7.1. Fighting Game
12.7.2. Speed Game
12.7.3. Puzzle Game
12.7.4. Others Game
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 Coin-operated Entertainment Machine Demand Share, 2019-2026
13. Middle East & Africa Coin-operated Entertainment Machine 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 Coin-operated Entertainment Machine 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 Coin-operated Entertainment Machine Market Size and Volume Forecast by Application
13.4.1. Amusement Arcades
13.4.2. Commercial Place
13.5. Basis Point Share (BPS) Analysis by Application
13.6. Y-o-Y Growth Projections by Application
13.7. Middle East & Africa Coin-operated Entertainment Machine Market Size and Volume Forecast by Type
13.7.1. Fighting Game
13.7.2. Speed Game
13.7.3. Puzzle Game
13.7.4. Others Game
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 Coin-operated Entertainment Machine Demand Share, 2019-2026
14. Competition Landscape
14.1. Global Coin-operated Entertainment Machine Market: Market Share Analysis
14.2. Coin-operated Entertainment Machine Distributors and Customers
14.3. Coin-operated Entertainment Machine Market: Competitive Dashboard
14.4. Company Profiles (Details Overview, Financials, Developments, Strategy)
14.4.1. BANDAI NAMCO Holdings Inc.
14.4.1.1. Overview
14.4.1.2. Financials
14.4.1.3. Developments
14.4.1.4. Strategic Outlook
14.4.2. Raw Thrills, Inc.
14.4.2.1. Overview
14.4.2.2. Financials
14.4.2.3. Developments
14.4.2.4. Strategic Outlook
14.4.3. UNIS Technology Co.Ltd.
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 Corporation (Square Enix Holdings Co., Ltd.)
14.4.4.1. Overview
14.4.4.2. Financials
14.4.4.3. Developments
14.4.4.4. Strategic Outlook
14.4.5. Dream Arcades
14.4.5.1. Overview
14.4.5.2. Financials
14.4.5.3. Developments
14.4.5.4. Strategic Outlook
14.4.6. Bespoke Arcades
14.4.6.1. Overview
14.4.6.2. Financials
14.4.6.3. Developments
14.4.6.4. Strategic Outlook
14.4.7. Rec Room Masters LLC
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