Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Electronic Gaming Machine Market by Type (Poker EGMs, TV EGMs, Large-scale EGMs), By Application (TV Games, ARC Games, Poket Games, PC Games) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Electronic Gaming Machine Market by Type (Poker EGMs, TV EGMs, Large-scale EGMs), By Application (TV Games, ARC Games, Poket Games, PC Games) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 150771 3300 Consumer Goods 377 230 Pages 4.9 (49)
                                          

Market Overview:


The global electronic gaming 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 electronic gaming machines across different applications such as TV games, arcade games, poker games, and PC games. In addition, the growing popularity of eSports is also contributing to the growth of the global electronic gaming machine market. North America is expected to hold a major share of the global electronic gaming machine market in 2018 and beyond owing to technological advancements and rising demand for new and innovative products in this region.


Global Electronic Gaming Machine Industry Outlook


Product Definition:


Poker EGMs:


Poker EGMs are used in land-based casinos and online gaming sites. They are also known as card games, or simply ' Poker '. The growth factor for the electronic gaming machine market is estimated to be around 15% annually. This growth can be attributed to factors such as increasing penetration of internet services, rising number of players on online gambling sites and increased demand for home based entertainment services.


TV EGMs:


TV EGMs are Television Game Machines. They are also known as Video Arcades or Kiosks and were initially designed for use in commercial arcades. These machines have the ability to play both original game PCBs and laterally mounted cartridges, which include games such as Space Invaders, Pac-Man, Galaxian, Digitizer Boogaloo & BurgerTime and Pole Position among others.


Application Insights:


The television games segment dominated the global market in 2017. This can be attributed to the increasing penetration of TV sets and growing demand for video games. Furthermore, growth in this segment is also driven by technological advancements such as high-definition (HD) graphics and advanced gaming consoles. The Poket Games segment is expected to witness significant growth over the forecast period owing to rising smartphone ownership rates across various regions including Asia Pacific, Europe, North America and Latin America among others.


Regional Analysis:


North America dominated the global market in terms of revenue share in 2017. The growth can be attributed to the presence of a large number of casinos and gaming clubs that offer electronic games for play. Furthermore, technological advancements such as high-speed internet connectivity and robust wireless network infrastructure are expected to boost industry growth over the forecast period.


Asia Pacific is anticipated to witness significant growth over the next eight years owing to increasing disposable income levels among people, rising popularity of online gaming, growing penetration of e-commerce companies offering electronic games for sale/rental as well as free game downloads, and expansion plans by casino operators looking at lucrative opportunities offered by this sector. Moreover, supportive government regulations aimed at reducing gambling problems are projected to further drive regional market development during the forecast period. For instance; In Japan; EGMs have been legalized since 2009 under limited conditions such as location restrictions (must not be located within a bar or restaurant) and machine type (must not allow betting on sporting events).


Growth Factors:


  • Increasing demand for electronic gaming machines from the casino sector as a result of increasing popularity of gambling and casino games.
  • Proliferation of new gaming technologies and platforms that are fuelling the demand for electronic gaming machines.
  • Rising disposable income and spending on leisure activities, including gambling, is propelling the growth of the global electronic gaming machine market.
  • Growing number of women participants in gambling is also driving the demand for electronic gaming machines across different regions worldwide.

Scope Of The Report

Report Attributes

Report Details

Report Title

Electronic Gaming Machine Market Research Report

By Type

Poker EGMs, TV EGMs, Large-scale EGMs

By Application

TV Games, ARC Games, Poket Games, PC Games

By Companies

Sega, Tai rely, PlayStation, Sony, Microsoft, Xbox, Nintendo, I-dong, Timetop, Subor, Alien technology, Uniscom, JXD, WINYSON, THRUSTMASTER, BLACK HORNS, BETOP

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

230

Number of Tables & Figures

161

Customization Available

Yes, the report can be customized as per your need.


Global Electronic Gaming Machine Market Report Segments:

The global Electronic Gaming Machine market is segmented on the basis of:

Types

Poker EGMs, TV EGMs, Large-scale EGMs

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

TV Games, ARC Games, Poket Games, PC Games

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:

  1. Sega
  2. Tai rely
  3. PlayStation
  4. Sony
  5. Microsoft
  6. Xbox
  7. Nintendo
  8. I-dong
  9. Timetop
  10. Subor
  11. Alien technology
  12. Uniscom
  13. JXD
  14. WINYSON
  15. THRUSTMASTER
  16. BLACK HORNS
  17. BETOP

Global Electronic Gaming Machine Market Overview


Highlights of The Electronic Gaming Machine Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Poker EGMs
    2. TV EGMs
    3. Large-scale EGMs
  1. By Application:

    1. TV Games
    2. ARC Games
    3. Poket Games
    4. PC Games
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Electronic Gaming 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.

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
  • Identifying Appropriate Advertising Appeals

Global Electronic Gaming Machine Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


An electronic gaming machine (EGM) is a device that allows players to play video games on a screen. EGM's are usually housed in dedicated locations such as casinos and convenience stores, and typically have more features than home consoles.

Some of the major companies in the electronic gaming machine market are Sega, Tai rely, PlayStation, Sony, Microsoft, Xbox, Nintendo, I-dong, Timetop, Subor, Alien technology, Uniscom, JXD, WINYSON, THRUSTMASTER, BLACK HORNS, BETOP.

The electronic gaming machine market is expected to register a CAGR of 5.5%.

                                            
1. Executive Summary

2. Assumptions and Acronyms Used

3. Research Methodology

4. Electronic Gaming 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. Electronic Gaming Machine Market Dynamics
      4.3.1. Market Drivers
      4.3.2. Market Restraints
      4.3.3. Opportunity
      4.3.4. Market Trends
   4.4. Electronic Gaming Machine Market - Supply Chain
   4.5. Global Electronic Gaming Machine Market Forecast
      4.5.1. Electronic Gaming Machine Market Size (US$ Mn) and Y-o-Y Growth
      4.5.2. Electronic Gaming Machine Market Size (000’ Units) and Y-o-Y Growth
      4.5.3. Electronic Gaming Machine Market Absolute $ Opportunity

5. Global Electronic Gaming 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. Electronic Gaming Machine Market Size and Volume Forecast by Type
      5.3.1. Poker EGMs
      5.3.2. TV EGMs
      5.3.3. Large-scale EGMs
   5.4. Absolute $ Opportunity Assessment by Type
   5.5. Market Attractiveness/Growth Potential Analysis by Type

6. Global Electronic Gaming 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. Electronic Gaming Machine Market Size and Volume Forecast by Application
      6.3.1. TV Games
      6.3.2. ARC Games
      6.3.3. Poket Games
      6.3.4. PC Games
   6.4. Absolute $ Opportunity Assessment by Application
   6.5. Market Attractiveness/Growth Potential Analysis by Application

7. Global Electronic Gaming 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. Electronic Gaming 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 Electronic Gaming 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. Electronic Gaming 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 Electronic Gaming Machine Demand Share Forecast, 2019-2026

9. North America Electronic Gaming 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 Electronic Gaming 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 Electronic Gaming Machine Market Size and Volume Forecast by Application
      9.4.1. TV Games
      9.4.2. ARC Games
      9.4.3. Poket Games
      9.4.4. PC Games
   9.5. Basis Point Share (BPS) Analysis by Application
   9.6. Y-o-Y Growth Projections by Application
   9.7. North America Electronic Gaming Machine Market Size and Volume Forecast by Type
      9.7.1. Poker EGMs
      9.7.2. TV EGMs
      9.7.3. Large-scale EGMs
   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 Electronic Gaming Machine Demand Share Forecast, 2019-2026

10. Latin America Electronic Gaming 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 Electronic Gaming 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 Electronic Gaming Machine Market Size and Volume Forecast by Application
      10.4.1. TV Games
      10.4.2. ARC Games
      10.4.3. Poket Games
      10.4.4. PC Games
   10.5. Basis Point Share (BPS) Analysis by Application
   10.6. Y-o-Y Growth Projections by Application
   10.7. Latin America Electronic Gaming Machine Market Size and Volume Forecast by Type
      10.7.1. Poker EGMs
      10.7.2. TV EGMs
      10.7.3. Large-scale EGMs
   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 Electronic Gaming Machine Demand Share Forecast, 2019-2026

11. Europe Electronic Gaming 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 Electronic Gaming 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 Electronic Gaming Machine Market Size and Volume Forecast by Application
      11.4.1. TV Games
      11.4.2. ARC Games
      11.4.3. Poket Games
      11.4.4. PC Games
   11.5. Basis Point Share (BPS) Analysis by Application
   11.6. Y-o-Y Growth Projections by Application
   11.7. Europe Electronic Gaming Machine Market Size and Volume Forecast by Type
      11.7.1. Poker EGMs
      11.7.2. TV EGMs
      11.7.3. Large-scale EGs
   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 Electronic Gaming Machine Demand Share, 2019-2026

12. Asia Pacific Electronic Gaming 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 Electronic Gaming 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 Electronic Gaming Machine Market Size and Volume Forecast by Application
      12.4.1. TV Games
      12.4.2. ARC Games
      12.4.3. Poket Games
      12.4.4. PC Games
   12.5. Basis Point Share (BPS) Analysis by Application
   12.6. Y-o-Y Growth Projections by Application
   12.7. Asia Pacific Electronic Gaming Machine Market Size and Volume Forecast by Type
      12.7.1. Poker EGMs
      12.7.2. TV EGMs
      12.7.3. Large-scale EGMs
   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 Electronic Gaming Machine Demand Share, 2019-2026

13. Middle East & Africa Electronic Gaming 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 Electronic Gaming 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 Electronic Gaming Machine Market Size and Volume Forecast by Application
      13.4.1. TV Games
      13.4.2. ARC Games
      13.4.3. Poket Games
      13.4.4. PC Games
   13.5. Basis Point Share (BPS) Analysis by Application
   13.6. Y-o-Y Growth Projections by Application
   13.7. Middle East & Africa Electronic Gaming Machine Market Size and Volume Forecast by Type
      13.7.1. Poker EGMs
      13.7.2. TV EGMs
      13.7.3. Large-scale EGMs
   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 Electronic Gaming Machine Demand Share, 2019-2026

14. Competition Landscape
   14.1. Global Electronic Gaming Machine Market: Market Share Analysis
   14.2. Electronic Gaming Machine Distributors and Customers
   14.3. Electronic Gaming Machine Market: Competitive Dashboard
   14.4. Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.4.1. Sega
         14.4.1.1. Overview
         14.4.1.2. Financials
         14.4.1.3. Developments
         14.4.1.4. Strategic Outlook
      14.4.2. Tai rely
         14.4.2.1. Overview
         14.4.2.2. Financials
         14.4.2.3. Developments
         14.4.2.4. Strategic Outlook
      14.4.3. PlayStation
         14.4.3.1. Overview
         14.4.3.2. Financials
         14.4.3.3. Developments
         14.4.3.4. Strategic Outlook
      14.4.4. Sony
         14.4.4.1. Overview
         14.4.4.2. Financials
         14.4.4.3. Developments
         14.4.4.4. Strategic Outlook
      14.4.5. Microsoft
         14.4.5.1. Overview
         14.4.5.2. Financials
         14.4.5.3. Developments
         14.4.5.4. Strategic Outlook
      14.4.6. Xbox
         14.4.6.1. Overview
         14.4.6.2. Financials
         14.4.6.3. Developments
         14.4.6.4. Strategic Outlook
      14.4.7. Nintendo
         14.4.7.1. Overview
         14.4.7.2. Financials
         14.4.7.3. Developments
         14.4.7.4. Strategic Outlook
      14.4.8. I-dong
         14.4.8.1. Overview
         14.4.8.2. Financials
         14.4.8.3. Developments
         14.4.8.4. Strategic Outlook
      14.4.9. Timetop
         14.4.9.1. Overview
         14.4.9.2. Financials
         14.4.9.3. Developments
         14.4.9.4. Strategic Outlook
      14.4.10. Subor
         14.4.10.1. Overview
         14.4.10.2. Financials
         14.4.10.3. Developments
         14.4.10.4. Strategic Outlook
      14.4.11. Alien technology
         14.4.11.1. Overview
         14.4.11.2. Financials
         14.4.11.3. Developments
         14.4.11.4. Strategic Outlook
      14.4.12. Uniscom
         14.4.12.1. Overview
         14.4.12.2. Financials
         14.4.12.3. Developments
         14.4.12.4. Strategic Outlook
      14.4.13. JXD
         14.4.13.1. Overview
         14.4.13.2. Financials
         14.4.13.3. Developments
         14.4.13.4. Strategic Outlook
      14.4.14. WINYSON
         14.4.14.1. Overview
         14.4.14.2. Financials
         14.4.14.3. Developments
         14.4.14.4. Strategic Outlook
      14.4.15. THRUSTMASTER
         14.4.15.1. Overview
         14.4.15.2. Financials
         14.4.15.3. Developments
         14.4.15.4. Strategic Outlook
      14.4.16. BLACK HORNS
         14.4.16.1. Overview
         14.4.16.2. Financials
         14.4.16.3. Developments
         14.4.16.4. Strategic Outlook
      14.4.17. BETOP
         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

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