The global redemption amusement machine market is expected to grow at a CAGR of 3.5% during the forecast period, from 2021 to 2030. The market is driven by the increasing demand for entertainment and leisure activities among people across the globe. The increasing number of amusement parks and game centers are also driving the growth of this market. Ticket redemption machine is the most widely used type which takes up about 39% of the total in 2018 in global. Game centers was the most widely used area which took up about 50% of the global total in 2018. North America was one of the largest markets for this industry with a share of around 34%.
Some Of The Growth Factors Of This Market:
- The increasing number of people with disposable income and the growing popularity of amusement parks are driving the growth of the Redemption Amusement Machine market.
- The increasing number of amusement parks in emerging economies such as China, India, and Brazil is also driving the growth of this market.
- Increasing demand for redemption games in casinos is also driving this market's growth.
Industry Growth Insights published a new data on “Redemption Amusement Machine Market”. The research report is titled “Redemption Amusement Machine Market research by Types (Ticket Redemption, Prize Redemption, Music Game, Dance Revolution, Racing Type Machine, Others, , Ticket redemption machine is the most widely used type which takes up about 39% of the total in 2018 in global.), By Applications (Amusement Parks, Game Centers, Bars, Others, , Game centers was the most widely used area which took up about 50% of the global total in 2018.), By Players/Companies Adrenaline Amusements, SEGA, Coastal Amusements, BayTek, Elaut, Innovative Concepts in Entertainment, Raw Thrills, Family Fun Companies, LAI Games, Concept Games, Superwing, India Amusement, TouchMagix, Sunflower Amusement, UNIS Technology, KONAMI Group, Bandai Namco Amusement, Andamiro, Wahlap Technology”.
Scope Of The Report
Report Attributes
Report Details
Report Title
Redemption Amusement Machine Market Research Report
By Type
Ticket Redemption, Prize Redemption, Music Game, Dance Revolution, Racing Type Machine, Others, , Ticket redemption machine is the most widely used type which takes up about 39% of the total in 2018 in global.
By Application
Amusement Parks, Game Centers, Bars, Others, , Game centers was the most widely used area which took up about 50% of the global total in 2018.
By Companies
Adrenaline Amusements, SEGA, Coastal Amusements, BayTek, Elaut, Innovative Concepts in Entertainment, Raw Thrills, Family Fun Companies, LAI Games, Concept Games, Superwing, India Amusement, TouchMagix, Sunflower Amusement, UNIS Technology, KONAMI Group, Bandai Namco Amusement, Andamiro, Wahlap Technology
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
241
Number of Tables & Figures
169
Customization Available
Yes, the report can be customized as per your need.
Global Redemption Amusement Machine Market Report Segments:
The global Redemption Amusement Machine market is segmented on the basis of:
Types
Ticket Redemption, Prize Redemption, Music Game, Dance Revolution, Racing Type Machine, Others, , Ticket redemption machine is the most widely used type which takes up about 39% of the total in 2018 in global.
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 Parks, Game Centers, Bars, Others, , Game centers was the most widely used area which took up about 50% of the global total in 2018.
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:
- Adrenaline Amusements
- SEGA
- Coastal Amusements
- BayTek
- Elaut
- Innovative Concepts in Entertainment
- Raw Thrills
- Family Fun Companies
- LAI Games
- Concept Games
- Superwing
- India Amusement
- TouchMagix
- Sunflower Amusement
- UNIS Technology
- KONAMI Group
- Bandai Namco Amusement
- Andamiro
- Wahlap Technology
Highlights of The Redemption Amusement 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:
- Ticket Redemption
- Prize Redemption
- Music Game
- Dance Revolution
- Racing Type Machine
- Others
- Ticket redemption machine is the most widely used type which takes up about 39% of the total in 2018 in global.
- By Application:
- Amusement Parks
- Game Centers
- Bars
- Others
- Game centers was the most widely used area which took up about 50% of the global total in 2018.
- 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 Redemption Amusement 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?
Redemption Amusement Machine is a redemption game that allows players to win prizes by playing games and winning points. The player can then use the points to redeem prizes.
Some of the key players operating in the redemption amusement machine market are Adrenaline Amusements, SEGA, Coastal Amusements, BayTek, Elaut, Innovative Concepts in Entertainment, Raw Thrills, Family Fun Companies, LAI Games, Concept Games, Superwing, India Amusement, TouchMagix, Sunflower Amusement, UNIS Technology, KONAMI Group, Bandai Namco Amusement, Andamiro, Wahlap Technology.
The redemption amusement machine market is expected to grow at a compound annual growth rate of 3.5%.
1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Redemption Amusement 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. Redemption Amusement Machine Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Opportunity
4.3.4. Market Trends
4.4. Redemption Amusement Machine Market - Supply Chain
4.5. Global Redemption Amusement Machine Market Forecast
4.5.1. Redemption Amusement Machine Market Size (US$ Mn) and Y-o-Y Growth
4.5.2. Redemption Amusement Machine Market Size (000 Units) and Y-o-Y Growth
4.5.3. Redemption Amusement Machine Market Absolute $ Opportunity
5. Global Redemption Amusement 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. Redemption Amusement Machine Market Size and Volume Forecast by Type
5.3.1. Ticket Redemption
5.3.2. Prize Redemption
5.3.3. Music Game
5.3.4. Dance Revolution
5.3.5. Racing Type Machine
5.3.6. Others
5.3.8. Ticket redemption machine is the most widely used type which takes up about 39% of the total in 2018 in global.
5.4. Absolute $ Opportunity Assessment by Type
5.5. Market Attractiveness/Growth Potential Analysis by Type
6. Global Redemption Amusement 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. Redemption Amusement Machine Market Size and Volume Forecast by Application
6.3.1. Amusement Parks
6.3.2. Game Centers
6.3.3. Bars
6.3.4. Others
6.3.6. Game centers was the most widely used area which took up about 50% of the global total in 2018.
6.4. Absolute $ Opportunity Assessment by Application
6.5. Market Attractiveness/Growth Potential Analysis by Application
7. Global Redemption Amusement 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. Redemption Amusement 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 Redemption Amusement 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. Redemption Amusement 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 Redemption Amusement Machine Demand Share Forecast, 2019-2026
9. North America Redemption Amusement 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 Redemption Amusement 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 Redemption Amusement Machine Market Size and Volume Forecast by Application
9.4.1. Amusement Parks
9.4.2. Game Centers
9.4.3. Bars
9.4.4. Others
9.4.6. Game centers was the most widely used area which took up about 50% of the global total in 2018.
9.5. Basis Point Share (BPS) Analysis by Application
9.6. Y-o-Y Growth Projections by Application
9.7. North America Redemption Amusement Machine Market Size and Volume Forecast by Type
9.7.1. Ticket Redemption
9.7.2. Prize Redemption
9.7.3. Music Game
9.7.4. Dance Revolution
9.7.5. Racing Type Machine
9.7.6. Others
9.7.8. Ticket redemption machine is the most widely used type which takes up about 39% of the total in 2018 in global.
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 Redemption Amusement Machine Demand Share Forecast, 2019-2026
10. Latin America Redemption Amusement 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 Redemption Amusement 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 Redemption Amusement Machine Market Size and Volume Forecast by Application
10.4.1. Amusement Parks
10.4.2. Game Centers
10.4.3. Bars
10.4.4. Others
10.4.6. Game centers was the most widely used area which took up about 50% of the global total in 2018.
10.5. Basis Point Share (BPS) Analysis by Application
10.6. Y-o-Y Growth Projections by Application
10.7. Latin America Redemption Amusement Machine Market Size and Volume Forecast by Type
10.7.1. Ticket Redemption
10.7.2. Prize Redemption
10.7.3. Music Game
10.7.4. Dance Revolution
10.7.5. Racing Type Machine
10.7.6. Others
10.7.8. Ticket redemption machine is the most widely used type which takes up about 39% of the total in 2018 in global.
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 Redemption Amusement Machine Demand Share Forecast, 2019-2026
11. Europe Redemption Amusement 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 Redemption Amusement 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 Redemption Amusement Machine Market Size and Volume Forecast by Application
11.4.1. Amusement Parks
11.4.2. Game Centers
11.4.3. Bars
11.4.4. Others
11.4.6. Game centers was the most widely used area which took up about 50% of the global total in 2018.
11.5. Basis Point Share (BPS) Analysis by Application
11.6. Y-o-Y Growth Projections by Application
11.7. Europe Redemption Amusement Machine Market Size and Volume Forecast by Type
11.7.1. Ticket Redemption
11.7.2. Prize Redemption
11.7.3. Music Game
11.7.4. Dance Revolution
11.7.5. Racing Type Machine
11.7.6. Others
11.7.8. Ticket redemption machine is the most widely used type which takes up about 39% of the total in 2018 in global.
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 Redemption Amusement Machine Demand Share, 2019-2026
12. Asia Pacific Redemption Amusement 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 Redemption Amusement 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 Redemption Amusement Machine Market Size and Volume Forecast by Application
12.4.1. Amusement Parks
12.4.2. Game Centers
12.4.3. Bars
12.4.4. Others
12.4.6. Game centers was the most widely used area which took up about 50% of the global total in 2018.
12.5. Basis Point Share (BPS) Analysis by Application
12.6. Y-o-Y Growth Projections by Application
12.7. Asia Pacific Redemption Amusement Machine Market Size and Volume Forecast by Type
12.7.1. Ticket Redemption
12.7.2. Prize Redemption
12.7.3. Music Game
12.7.4. Dance Revolution
12.7.5. Racing Type Machine
12.7.6. Others
12.7.8. Ticket redemption machine is the most widely used type which takes up about 39% of the total in 2018 in global.
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 Redemption Amusement Machine Demand Share, 2019-2026
13. Middle East & Africa Redemption Amusement 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 Redemption Amusement 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 Redemption Amusement Machine Market Size and Volume Forecast by Application
13.4.1. Amusement Parks
13.4.2. Game Centers
13.4.3. Bars
13.4.4. Others
13.4.6. Game centers was the most widely used area which took up about 50% of the global total in 2018.
13.5. Basis Point Share (BPS) Analysis by Application
13.6. Y-o-Y Growth Projections by Application
13.7. Middle East & Africa Redemption Amusement Machine Market Size and Volume Forecast by Type
13.7.1. Ticket Redemption
13.7.2. Prize Redemption
13.7.3. Music Game
13.7.4. Dance Revolution
13.7.5. Racing Type Machine
13.7.6. Others
13.7.8. Ticket redemption machine is the most widely used type which takes up about 39% of the total in 2018 in global.
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 Redemption Amusement Machine Demand Share, 2019-2026
14. Competition Landscape
14.1. Global Redemption Amusement Machine Market: Market Share Analysis
14.2. Redemption Amusement Machine Distributors and Customers
14.3. Redemption Amusement Machine Market: Competitive Dashboard
14.4. Company Profiles (Details Overview, Financials, Developments, Strategy)
14.4.1. Adrenaline Amusements
14.4.1.1. Overview
14.4.1.2. Financials
14.4.1.3. Developments
14.4.1.4. Strategic Outlook
14.4.2. SEGA
14.4.2.1. Overview
14.4.2.2. Financials
14.4.2.3. Developments
14.4.2.4. Strategic Outlook
14.4.3. Coastal Amusements
14.4.3.1. Overview
14.4.3.2. Financials
14.4.3.3. Developments
14.4.3.4. Strategic Outlook
14.4.4. BayTek
14.4.4.1. Overview
14.4.4.2. Financials
14.4.4.3. Developments
14.4.4.4. Strategic Outlook
14.4.5. Elaut
14.4.5.1. Overview
14.4.5.2. Financials
14.4.5.3. Developments
14.4.5.4. Strategic Outlook
14.4.6. Innovative Concepts in 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. Raw Thrills
14.4.7.1. Overview
14.4.7.2. Financials
14.4.7.3. Developments
14.4.7.4. Strategic Outlook
14.4.8. Family Fun Companies
14.4.8.1. Overview
14.4.8.2. Financials
14.4.8.3. Developments
14.4.8.4. Strategic Outlook
14.4.9. LAI Games
14.4.9.1. Overview
14.4.9.2. Financials
14.4.9.3. Developments
14.4.9.4. Strategic Outlook
14.4.10. Concept Games
14.4.10.1. Overview
14.4.10.2. Financials
14.4.10.3. Developments
14.4.10.4. Strategic Outlook
14.4.11. Superwing
14.4.11.1. Overview
14.4.11.2. Financials
14.4.11.3. Developments
14.4.11.4. Strategic Outlook
14.4.12. India Amusement
14.4.12.1. Overview
14.4.12.2. Financials
14.4.12.3. Developments
14.4.12.4. Strategic Outlook
14.4.13. TouchMagix
14.4.13.1. Overview
14.4.13.2. Financials
14.4.13.3. Developments
14.4.13.4. Strategic Outlook
14.4.14. Sunflower Amusement
14.4.14.1. Overview
14.4.14.2. Financials
14.4.14.3. Developments
14.4.14.4. Strategic Outlook
14.4.15. UNIS Technology
14.4.15.1. Overview
14.4.15.2. Financials
14.4.15.3. Developments
14.4.15.4. Strategic Outlook
14.4.16. KONAMI Group
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