Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Arcade Gaming Market by Type (Racing, Shooting, Sports, Action), By Application (Restaurants, Bars, Amusement Arcades) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Arcade Gaming Market by Type (Racing, Shooting, Sports, Action), By Application (Restaurants, Bars, Amusement Arcades) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 317005 4200 Service & Software 377 151 Pages 4.8 (35)
                                          

Market Overview:


The global arcade gaming 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 arcade gaming machines from restaurants, bars, and amusement arcades. In addition, the growing popularity of action-based and racing games is also propelling the growth of this market. Based on type, the arcade gaming market can be segmented into racing games, shooting games, sports games, and action games. Racing games are expected to account for a major share of this market in terms of revenue owing to their high popularity among gamers across different age groups. Action-based games are also anticipated to witness significant growth during the forecast period as they offer an immersive experience that keeps players engaged for longer periods of time. Based on application, the arcade gaming market can be segmented into restaurants, bars/pubs/lounges), and amusement arcades (family entertainment centers (FECs), theme parks). Restaurants are projected to account for a leading share in terms of revenue due to rising consumer spending on food & beverages aroundthe world .


Global Arcade Gaming Industry Outlook


Product Definition:


Arcade gaming is a type of video gaming that is typically more interactive and competitive than other video game genres. Arcade games usually require quick reflexes and split-second decision making, as players battle each other or race to complete objectives.


Racing:


Racing is a challenge based game where the objective is to finish an race in the least possible number of laps. The player controls a vehicle that can be any type of vehicles like cars, bikes or trucks and there are different tracks available for racing. In order to win races, one needs to complete certain tasks that are set by the developer either through goals or time trials.


Shooting:


Shooting is a popular term used in arcades to refer to the act of firing or launching any projectile device such as a gun, catapult, slingshot, etc. The most common way shooting games are played is by using a video game controller for aiming and pressing the fire button when ready to shoot.


The global shooting and it's usage in arcade gaming market size was valued at USD 3.94 billion in 2018.


Application Insights:


The restaurants segment dominated the global arcade gaming market in 2017. This can be attributed to the rising number of entertainment centers at restaurants and hotels. Furthermore, a growing preference for video games among consumers is also expected to have a positive impact on industry growth over the forecast period. The bars segment is expected to witness significant growth during the forecast period owing to increasing penetration of bar gaming machines as well as table games at bars and clubs.


Amusement arcades are anticipated to witness steady growth over the coming years due largelyto an increase in consumer disposable income coupled with rising population densities resulting in increased travel spending on amusement parks and arcades worldwide including China, Japan, South Korea, Taiwan.


Regional Analysis:


North America dominated the global arcade gaming market in 2017. The region is expected to maintain its dominance over the forecast period as well. North America has a large number of arcades, which have been popular since decades and are still thriving due to their unique features such as redemption games, prizes on offer, and entertainment for players. Moreover, U.S.


Growth Factors:


  • Increasing demand for arcade gaming machines from the entertainment and amusement industry
  • Growing popularity of multiplayer games that can be played in arcades
  • Introduction of new and innovative games that attract players of all ages
  • Increased availability of arcade gaming machines through online and retail stores
  • Rising income levels in developing countries that create more opportunities for arcade gaming

Scope Of The Report

Report Attributes

Report Details

Report Title

Arcade Gaming Market Research Report

By Type

Racing, Shooting, Sports, Action

By Application

Restaurants, Bars, Amusement Arcades

By Companies

CXC Simulations, Eleetus, NAMCO, SEGA, D-BOX Technologies, Vesaro, Taito, BRUNSWICK GROUP, Gold Standard Games, Rene Pierre

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

151

Number of Tables & Figures

106

Customization Available

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


Global Arcade Gaming Market Report Segments:

The global Arcade Gaming market is segmented on the basis of:

Types

Racing, Shooting, Sports, Action

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

Restaurants, Bars, Amusement Arcades

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. CXC Simulations
  2. Eleetus
  3. NAMCO
  4. SEGA
  5. D-BOX Technologies
  6. Vesaro
  7. Taito
  8. BRUNSWICK GROUP
  9. Gold Standard Games
  10. Rene Pierre

Global Arcade Gaming Market Overview


Highlights of The Arcade Gaming 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. Racing
    2. Shooting
    3. Sports
    4. Action
  1. By Application:

    1. Restaurants
    2. Bars
    3. Amusement Arcades
  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 Arcade Gaming 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 Arcade Gaming 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?


Arcade gaming is a type of video game that typically consists of playing through a series of levels to achieve a goal.

Some of the major players in the arcade gaming market are CXC Simulations, Eleetus, NAMCO, SEGA, D-BOX Technologies, Vesaro, Taito, BRUNSWICK GROUP, Gold Standard Games, Rene Pierre.

The arcade gaming market is expected to grow at a compound annual growth rate of 5.5%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Arcade Gaming Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 Arcade Gaming Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Arcade Gaming Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the Arcade Gaming Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global Arcade Gaming Market Size & Forecast, 2020-2028       4.5.1 Arcade Gaming Market Size and Y-o-Y Growth       4.5.2 Arcade Gaming Market Absolute $ Opportunity

Chapter 5 Global  Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2  Market Size Forecast by Type
      5.2.1 Racing
      5.2.2 Shooting
      5.2.3 Sports
      5.2.4 Action
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global  Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2  Market Size Forecast by Applications
      6.2.1 Restaurants
      6.2.2 Bars
      6.2.3 Amusement Arcades
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Arcade Gaming Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Arcade Gaming Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America  Analysis and Forecast
   9.1 Introduction
   9.2 North America  Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America  Market Size Forecast by Type
      9.6.1 Racing
      9.6.2 Shooting
      9.6.3 Sports
      9.6.4 Action
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America  Market Size Forecast by Applications
      9.10.1 Restaurants
      9.10.2 Bars
      9.10.3 Amusement Arcades
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe  Analysis and Forecast
   10.1 Introduction
   10.2 Europe  Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe  Market Size Forecast by Type
      10.6.1 Racing
      10.6.2 Shooting
      10.6.3 Sports
      10.6.4 Action
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe  Market Size Forecast by Applications
      10.10.1 Restaurants
      10.10.2 Bars
      10.10.3 Amusement Arcades
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific  Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific  Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific  Market Size Forecast by Type
      11.6.1 Racing
      11.6.2 Shooting
      11.6.3 Sports
      11.6.4 Action
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific  Market Size Forecast by Applications
      11.10.1 Restaurants
      11.10.2 Bars
      11.10.3 Amusement Arcades
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America  Analysis and Forecast
   12.1 Introduction
   12.2 Latin America  Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America  Market Size Forecast by Type
      12.6.1 Racing
      12.6.2 Shooting
      12.6.3 Sports
      12.6.4 Action
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America  Market Size Forecast by Applications
      12.10.1 Restaurants
      12.10.2 Bars
      12.10.3 Amusement Arcades
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA)  Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA)  Market Size 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 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA)  Market Size Forecast by Type
      13.6.1 Racing
      13.6.2 Shooting
      13.6.3 Sports
      13.6.4 Action
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA)  Market Size Forecast by Applications
      13.10.1 Restaurants
      13.10.2 Bars
      13.10.3 Amusement Arcades
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Arcade Gaming Market: Competitive Dashboard
   14.2 Global Arcade Gaming Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 CXC Simulations
      14.3.2 Eleetus
      14.3.3 NAMCO
      14.3.4 SEGA
      14.3.5 D-BOX Technologies
      14.3.6 Vesaro
      14.3.7 Taito
      14.3.8 BRUNSWICK GROUP
      14.3.9 Gold Standard Games
      14.3.10 Rene Pierre

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