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Arcade Gaming Market by End-user, Type, Genre, and Geography - Forecast and Analysis 2022-2026

  • Published: Apr 2022
  • Pages: 172
  • SKU: IRTNTR43930
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The arcade gaming market share is expected to increase by USD 1.79 billion from 2021 to 2026, and the market’s growth momentum will accelerate at a CAGR of 1.85%.

This arcade gaming market research report provides valuable insights on the post COVID-19 impact on the market, which will help companies evaluate their business approaches. Furthermore, this report extensively covers arcade gaming market segmentation by end-user end-user (gaming hubs, semi-commercial, and residential), type (video games, simulation games, and mechanical games), genre (racing, shooting, sports, and action), and geography (APAC, North America, Europe, South America, and Middle East and Africa). The arcade gaming market report also offers information on several market vendors, including BANDAI NAMCO Entertainment Europe SAS, Bay Tek Entertainment Inc., Bowlero Corp., Capcom Co. Ltd., Chicago Gaming Co., CXC Simulations, D BOX Technologies Inc., Eleetus LLC, Gold Standard Games, Helix Leisure USA Inc., Incredible Technologies Inc., International Games System Co. Ltd., Neofuns Amusement Equipment Co. Ltd., Nintendo Co. Ltd., PrimeTime Amusements, Rene Pierre SA, SEGA SAMMY HOLDINGS Inc., Square Enix Holdings Co. Ltd., Valley Dynamo Inc., and Vesaro Ltd. among others.

What will the Arcade Gaming Market Size be During the Forecast Period?

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Arcade Gaming Market: Key Drivers, Trends, and Challenges

The increasing physical activity in arcade gaming is notably driving the arcade gaming market growth, although factors such as high maintenance cost may impede market growth. Our research analysts have studied the historical data and deduced the key market drivers and the COVID-19 pandemic impact on the arcade gaming industry. The holistic analysis of the drivers will help in deducing end goals and refining marketing strategies to gain a competitive edge.

Key Arcade Gaming Market Driver

One of the key factors driving the global arcade gaming market growth is the increased physical activity in arcade gaming. The innovations in arcade gaming have changed gaming from 2D gameplay on a screen, which only requires gamers to use their hands, to VR, in which the gamer can experience the virtual world of gaming. Vendors are focusing on R and D and innovation to involve the gamer's physical motions. For instance, in March 2022, the AEI convention in Las Vegas introduced a VR laser tech arcade game that has one platform, and players can move around and play. By including the natural physical activity of the gamer, VR can be taken to the next level. In 2020, Virtuix, a VR startup, announced a new home version of the Omni virtual reality treadmill called the Omni One, where users can walk and run in 360 degrees inside video games and other virtual worlds. Such factors will drive the market growth during the forecast years.

Key Arcade Gaming Market Trend

Rising integration of VR in arcade games is one of the key arcade gaming market trends that is expected to impact the industry positively in the forecast period. Advances in VR technologies have led to the introduction of VR 360-degree videos. VR is fast being considered a mainstream gaming platform in the entertainment sphere, which is making its way to various digital arenas. Adding a 360-degree vision with the VR headset enhances the QoE of the gaming simulator. While playing racing or shooting games, gamers can experience 360-degree VR content. Gamers can not only see the front side of the gaming but also look around. With tech giants, such as Facebook, Sony, and HTC, launching their flagship VR devices, namely, Oculus Rift, Morpheus, and Vive, respectively. Such factors will further drive the market growth in the coming years.

Key Arcade Gaming Market Challenge

One of the key challenges to the global arcade gaming market growth is the high maintenance cost. From the screens to the legs of the simulator, the hardware is prone to repairs considering the increased penetration of motion simulation and heavy usage. The high demands for motion simulation and the rugged usage of the arcade gaming machine, especially in commercial places, will reduce the product life cycle and increase the maintenance cost. After factoring in these costs, the ROI will be delayed from a business standpoint. Such factors may limit the market growth in the coming years.

This arcade gaming market analysis report also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on the market growth. The actionable insights on the trends and challenges will help companies evaluate and develop growth strategies for 2022-2026.

Parent Market Analysis

Technavio categorizes the global arcade gaming market as a part of the global casinos and gaming market. Our research report has extensively covered external factors influencing the parent market growth potential in the coming years, which will determine the levels of growth of the arcade gaming market during the forecast period.

Who are the Major Arcade Gaming Market Vendors?

The report analyzes the market’s competitive landscape and offers information on several market vendors, including:

 

  • BANDAI NAMCO Entertainment Europe SAS
  • Bay Tek Entertainment Inc.
  • Bowlero Corp.
  • Capcom Co. Ltd.
  • Chicago Gaming Co.
  • CXC Simulations
  • D BOX Technologies Inc.
  • Eleetus LLC
  • Gold Standard Games
  • Helix Leisure USA Inc.
  • Incredible Technologies Inc.
  • International Games System Co. Ltd.
  • Neofuns Amusement Equipment Co. Ltd.
  • Nintendo Co. Ltd.
  • PrimeTime Amusements
  • Rene Pierre SA
  • SEGA SAMMY HOLDINGS Inc.
  • Square Enix Holdings Co. Ltd.
  • Valley Dynamo Inc.
  • Vesaro Ltd.

 

This statistical study of the arcade gaming market encompasses successful business strategies deployed by the key vendors. The arcade gaming market is fragmented and the vendors are deploying growth strategies such as technological innovations to compete in the market.

Product Insights and News

  • BANDAI NAMCO Entertainment Europe SAS - This company offers various arcade games such as the big bass wheel, connect 4 hoops, dizzy chicken, full tilt, and Hypernova.
  • BANDAI NAMCO Entertainment Europe SAS - Under the unified segment, the company offers games for various genres such as action and adventure, arcade games, educational games, and puzzles.

To make the most of the opportunities and recover from post COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

The arcade gaming market forecast report offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies.

Arcade Gaming Market Value Chain Analysis

Our report provides extensive information on the value chain analysis for the arcade gaming market, which vendors can leverage to gain a competitive advantage during the forecast period. The end-to-end understanding of the value chain is essential in profit margin optimization and evaluation of business strategies. The data available in our value chain analysis segment can help vendors drive costs and enhance customer services during the forecast period.

Which are the Key Regions for Arcade Gaming Market?

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51% of the market’s growth will originate from APAC during the forecast period. China, Japan, and South Korea (Republic of Korea) are the key markets for arcade gaming in APAC. Market growth in APAC will be faster than the growth of the market in other regions.

The availability of innovative arcade games with high graphics capabilities will facilitate the arcade gaming market growth in APAC over the forecast period. This market research report entails detailed information on the competitive intelligence, marketing gaps, and regional opportunities in store for vendors, which will assist in creating efficient business plans.

COVID Impact and Recovery Analysis

Countries in APAC, such as India, China, Japan, and Australia, are severely affected by the COVID-19 pandemic. To limit the spread of the disease, governing bodies across APAC imposed a lockdown for several weeks in the first half of 2020. Moreover, as many individuals were stranded at home amid the lockdown, the arcade gaming market was adversely affected. However, the initiation of vaccination drives led to a decline in the number of COVID-19 cases in the second half of 2020. This has resulted in the lifting of lockdowns and the resumption of operations in gaming hubs in APAC. Thus, such factors are expected to increase the demand for residential arcade games, which, in turn, will drive the growth of the arcade gaming market in the region during the forecast period.

What are the Revenue-generating End-user Segments in the Arcade Gaming Market?

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The arcade gaming market share growth by the gaming hubs segment will be significant during the forecast period. The equipment required for present-day arcade gaming is very expensive and beyond the reach of average consumers. Therefore, consumers can only experience this type of arcade gaming at gaming hubs. Such factors will support the market growth through this segment in the coming years.

This report provides an accurate prediction of the contribution of all the segments to the growth of the arcade gaming market size and actionable market insights on post COVID-19 impact on each segment.

 

Arcade Gaming Market Scope

Report Coverage

Details

Page number

120

Base year

2021

Forecast period

2022-2026

Growth momentum & CAGR

Accelerate at a CAGR of 1.85%

Market growth 2022-2026

$ 1.79 billion

Market structure

Fragmented

YoY growth (%)

1.63

Regional analysis

APAC, North America, Europe, South America, and Middle East and Africa

Performing market contribution

APAC at 51%

Key consumer countries

US, China, Japan, South Korea, and India

Competitive landscape

Leading companies, Competitive strategies, Consumer engagement scope

Key companies profiled

BANDAI NAMCO Entertainment Europe SAS, Bay Tek Entertainment Inc., Bowlero Corp., Capcom Co. Ltd., Chicago Gaming Co., CXC Simulations, D BOX Technologies Inc., Eleetus LLC, Gold Standard Games, Helix Leisure USA Inc., Incredible Technologies Inc., International Games System Co. Ltd., Neofuns Amusement Equipment Co. Ltd., Nintendo Co. Ltd., PrimeTime Amusements, Rene Pierre SA, SEGA SAMMY HOLDINGS Inc., Square Enix Holdings Co. Ltd., Valley Dynamo Inc., and Vesaro Ltd.

Market dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and recovery analysis and future consumer dynamics, Market condition analysis for forecast period

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

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What are the Key Data Covered in this Arcade Gaming Market Report?

  • CAGR of the market during the forecast period 2022-2026
  • Detailed information on factors that will drive arcade gaming market growth during the next five years
  • Precise estimation of the arcade gaming market size and its contribution to the parent market
  • Accurate predictions on upcoming trends and changes in consumer behavior
  • The growth of the arcade gaming industry across APAC, North America, Europe, South America, and Middle East and Africa
  • A thorough analysis of the market’s competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of arcade gaming market vendors

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1 Executive Summary

  • 1.1 Market overview
    • Exhibit 01: Executive Summary – Chart on Market Overview
    • Exhibit 02: Executive Summary – Data Table on Market Overview
    • Exhibit 03: Executive Summary – Chart on Global Market Characteristics
    • Exhibit 04: Executive Summary – Chart on Market by Geography
    • Exhibit 05: Executive Summary – Chart on Market Segmentation by End-user
    • Exhibit 06: Executive Summary – Chart on Market Segmentation by Genre
    • Exhibit 07: Executive Summary – Chart on Market Segmentation by Type
    • Exhibit 08: Executive Summary – Chart on Incremental Growth
    • Exhibit 09: Executive Summary – Data Table on Incremental Growth
    • Exhibit 10: Executive Summary – Chart on Vendor Market Positioning

2 Market Landscape

  • 2.1 Market ecosystem
    • Exhibit 11: Parent market
    • Exhibit 12: Market Characteristics

3 Market Sizing

  • 3.1 Market definition
    • Exhibit 13: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis
    • Exhibit 14: Market segments
  • 3.3 Market size 2021
    • 3.4 Market outlook: Forecast for 2021-2026
      • Exhibit 15: Chart on Global - Market size and forecast 2021-2026 ($ million)
      • Exhibit 16: Data Table on Global - Market size and forecast 2021-2026 ($ million)
      • Exhibit 17: Chart on Global Market: Year-over-year growth 2021-2026 (%)
      • Exhibit 18: Data Table on Global Market: Year-over-year growth 2021-2026 (%)

    4 Five Forces Analysis

    • 4.1 Five forces summary
      • Exhibit 19: Five forces analysis - Comparison between2021 and 2026
    • 4.2 Bargaining power of buyers
      • Exhibit 20: Chart on Bargaining power of buyers – Impact of key factors 2021 and 2026
    • 4.3 Bargaining power of suppliers
      • Exhibit 21: Bargaining power of suppliers – Impact of key factors in 2021 and 2026
    • 4.4 Threat of new entrants
      • Exhibit 22: Threat of new entrants – Impact of key factors in 2021 and 2026
    • 4.5 Threat of substitutes
      • Exhibit 23: Threat of substitutes – Impact of key factors in 2021 and 2026
    • 4.6 Threat of rivalry
      • Exhibit 24: Threat of rivalry – Impact of key factors in 2021 and 2026
    • 4.7 Market condition
      • Exhibit 25: Chart on Market condition - Five forces 2021 and 2026

    5 Market Segmentation by End-user

    • 5.1 Market segments
      • Exhibit 26: Chart on End-user - Market share 2021-2026 (%)
      • Exhibit 27: Data Table on End-user - Market share 2021-2026 (%)
    • 5.2 Comparison by End-user
      • Exhibit 28: Chart on Comparison by End-user
      • Exhibit 29: Data Table on Comparison by End-user
    • 5.3 Gaming hubs - Market size and forecast 2021-2026
      • Exhibit 30: Chart on Gaming hubs - Market size and forecast 2021-2026 ($ million)
      • Exhibit 31: Data Table on Gaming hubs - Market size and forecast 2021-2026 ($ million)
      • Exhibit 32: Chart on Gaming hubs - Year-over-year growth 2021-2026 (%)
      • Exhibit 33: Data Table on Gaming hubs - Year-over-year growth 2021-2026 (%)
    • 5.4 Semi-commercial - Market size and forecast 2021-2026
      • Exhibit 34: Chart on Semi-commercial - Market size and forecast 2021-2026 ($ million)
      • Exhibit 35: Data Table on Semi-commercial - Market size and forecast 2021-2026 ($ million)
      • Exhibit 36: Chart on Semi-commercial - Year-over-year growth 2021-2026 (%)
      • Exhibit 37: Data Table on Semi-commercial - Year-over-year growth 2021-2026 (%)
    • 5.5 Residential - Market size and forecast 2021-2026
      • Exhibit 38: Chart on Residential - Market size and forecast 2021-2026 ($ million)
      • Exhibit 39: Data Table on Residential - Market size and forecast 2021-2026 ($ million)
      • Exhibit 40: Chart on Residential - Year-over-year growth 2021-2026 (%)
      • Exhibit 41: Data Table on Residential - Year-over-year growth 2021-2026 (%)
    • 5.6 Market opportunity by End-user
      • Exhibit 42: Market opportunity by End-user ($ million)

    6 Market Segmentation by Genre

    • 6.1 Market segments
      • Exhibit 43: Chart on Genre - Market share 2021-2026 (%)
      • Exhibit 44: Data Table on Genre - Market share 2021-2026 (%)
    • 6.2 Comparison by Genre
      • Exhibit 45: Chart on Comparison by Genre
      • Exhibit 46: Data Table on Comparison by Genre
    • 6.3 Racing - Market size and forecast 2021-2026
      • Exhibit 47: Chart on Racing - Market size and forecast 2021-2026 ($ million)
      • Exhibit 48: Data Table on Racing - Market size and forecast 2021-2026 ($ million)
      • Exhibit 49: Chart on Racing - Year-over-year growth 2021-2026 (%)
      • Exhibit 50: Data Table on Racing - Year-over-year growth 2021-2026 (%)
    • 6.4 Shooting - Market size and forecast 2021-2026
      • Exhibit 51: Chart on Shooting - Market size and forecast 2021-2026 ($ million)
      • Exhibit 52: Data Table on Shooting - Market size and forecast 2021-2026 ($ million)
      • Exhibit 53: Chart on Shooting - Year-over-year growth 2021-2026 (%)
      • Exhibit 54: Data Table on Shooting - Year-over-year growth 2021-2026 (%)
    • 6.5 Sports - Market size and forecast 2021-2026
      • Exhibit 55: Chart on Sports - Market size and forecast 2021-2026 ($ million)
      • Exhibit 56: Data Table on Sports - Market size and forecast 2021-2026 ($ million)
      • Exhibit 57: Chart on Sports - Year-over-year growth 2021-2026 (%)
      • Exhibit 58: Data Table on Sports - Year-over-year growth 2021-2026 (%)
    • 6.6 Action - Market size and forecast 2021-2026
      • Exhibit 59: Chart on Action - Market size and forecast 2021-2026 ($ million)
      • Exhibit 60: Data Table on Action - Market size and forecast 2021-2026 ($ million)
      • Exhibit 61: Chart on Action - Year-over-year growth 2021-2026 (%)
      • Exhibit 62: Data Table on Action - Year-over-year growth 2021-2026 (%)
    • 6.7 Market opportunity by Genre
      • Exhibit 63: Market opportunity by Genre ($ million)

    7 Market Segmentation by Type

    • 7.1 Market segments
      • Exhibit 64: Chart on Type - Market share 2021-2026 (%)
      • Exhibit 65: Data Table on Type - Market share 2021-2026 (%)
    • 7.2 Comparison by Type
      • Exhibit 66: Chart on Comparison by Type
      • Exhibit 67: Data Table on Comparison by Type
    • 7.3 Video games - Market size and forecast 2021-2026
      • Exhibit 68: Chart on Video games - Market size and forecast 2021-2026 ($ million)
      • Exhibit 69: Data Table on Video games - Market size and forecast 2021-2026 ($ million)
      • Exhibit 70: Chart on Video games - Year-over-year growth 2021-2026 (%)
      • Exhibit 71: Data Table on Video games - Year-over-year growth 2021-2026 (%)
    • 7.4 Simulation games - Market size and forecast 2021-2026
      • Exhibit 72: Chart on Simulation games - Market size and forecast 2021-2026 ($ million)
      • Exhibit 73: Data Table on Simulation games - Market size and forecast 2021-2026 ($ million)
      • Exhibit 74: Chart on Simulation games - Year-over-year growth 2021-2026 (%)
      • Exhibit 75: Data Table on Simulation games - Year-over-year growth 2021-2026 (%)
    • 7.5 Mechanical games - Market size and forecast 2021-2026
      • Exhibit 76: Chart on Mechanical games - Market size and forecast 2021-2026 ($ million)
      • Exhibit 77: Data Table on Mechanical games - Market size and forecast 2021-2026 ($ million)
      • Exhibit 78: Chart on Mechanical games - Year-over-year growth 2021-2026 (%)
      • Exhibit 79: Data Table on Mechanical games - Year-over-year growth 2021-2026 (%)
    • 7.6 Market opportunity by Type
      • Exhibit 80: Market opportunity by Type ($ million)

    8 Customer Landscape

    • 8.1 Customer landscape overview
      • Exhibit 81: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

    9 Geographic Landscape

    • 9.1 Geographic segmentation
      • Exhibit 82: Chart on Market share by geography 2021-2026 (%)
      • Exhibit 83: Data Table on Market share by geography 2021-2026 (%)
    • 9.2 Geographic comparison
      • Exhibit 84: Chart on Geographic comparison
      • Exhibit 85: Data Table on Geographic comparison
    • 9.3 APAC - Market size and forecast 2021-2026
      • Exhibit 86: Chart on APAC - Market size and forecast 2021-2026 ($ million)
      • Exhibit 87: Data Table on APAC - Market size and forecast 2021-2026 ($ million)
      • Exhibit 88: Chart on APAC - Year-over-year growth 2021-2026 (%)
      • Exhibit 89: Data Table on APAC - Year-over-year growth 2021-2026 (%)
    • 9.4 North America - Market size and forecast 2021-2026
      • Exhibit 90: Chart on North America - Market size and forecast 2021-2026 ($ million)
      • Exhibit 91: Data Table on North America - Market size and forecast 2021-2026 ($ million)
      • Exhibit 92: Chart on North America - Year-over-year growth 2021-2026 (%)
      • Exhibit 93: Data Table on North America - Year-over-year growth 2021-2026 (%)
    • 9.5 Europe - Market size and forecast 2021-2026
      • Exhibit 94: Chart on Europe - Market size and forecast 2021-2026 ($ million)
      • Exhibit 95: Data Table on Europe - Market size and forecast 2021-2026 ($ million)
      • Exhibit 96: Chart on Europe - Year-over-year growth 2021-2026 (%)
      • Exhibit 97: Data Table on Europe - Year-over-year growth 2021-2026 (%)
    • 9.6 South America - Market size and forecast 2021-2026
      • Exhibit 98: Chart on South America - Market size and forecast 2021-2026 ($ million)
      • Exhibit 99: Data Table on South America - Market size and forecast 2021-2026 ($ million)
      • Exhibit 100: Chart on South America - Year-over-year growth 2021-2026 (%)
      • Exhibit 101: Data Table on South America - Year-over-year growth 2021-2026 (%)
    • 9.7 Middle East and Africa - Market size and forecast 2021-2026
      • Exhibit 102: Chart on Middle East and Africa - Market size and forecast 2021-2026 ($ million)
      • Exhibit 103: Data Table on Middle East and Africa - Market size and forecast 2021-2026 ($ million)
      • Exhibit 104: Chart on Middle East and Africa - Year-over-year growth 2021-2026 (%)
      • Exhibit 105: Data Table on Middle East and Africa - Year-over-year growth 2021-2026 (%)
    • 9.8 US - Market size and forecast 2021-2026
      • Exhibit 106: Chart on US - Market size and forecast 2021-2026 ($ million)
      • Exhibit 107: Data Table on US - Market size and forecast 2021-2026 ($ million)
      • Exhibit 108: Chart on US - Year-over-year growth 2021-2026 (%)
      • Exhibit 109: Data Table on US - Year-over-year growth 2021-2026 (%)
    • 9.9 China - Market size and forecast 2021-2026
      • Exhibit 110: Chart on China - Market size and forecast 2021-2026 ($ million)
      • Exhibit 111: Data Table on China - Market size and forecast 2021-2026 ($ million)
      • Exhibit 112: Chart on China - Year-over-year growth 2021-2026 (%)
      • Exhibit 113: Data Table on China - Year-over-year growth 2021-2026 (%)
    • 9.10 Japan - Market size and forecast 2021-2026
      • Exhibit 114: Chart on Japan - Market size and forecast 2021-2026 ($ million)
      • Exhibit 115: Data Table on Japan - Market size and forecast 2021-2026 ($ million)
      • Exhibit 116: Chart on Japan - Year-over-year growth 2021-2026 (%)
      • Exhibit 117: Data Table on Japan - Year-over-year growth 2021-2026 (%)
    • 9.11 South Korea - Market size and forecast 2021-2026
      • Exhibit 118: Chart on South Korea - Market size and forecast 2021-2026 ($ million)
      • Exhibit 119: Data Table on South Korea - Market size and forecast 2021-2026 ($ million)
      • Exhibit 120: Chart on South Korea - Year-over-year growth 2021-2026 (%)
      • Exhibit 121: Data Table on South Korea - Year-over-year growth 2021-2026 (%)
    • 9.12 India - Market size and forecast 2021-2026
      • Exhibit 122: Chart on India - Market size and forecast 2021-2026 ($ million)
      • Exhibit 123: Data Table on India - Market size and forecast 2021-2026 ($ million)
      • Exhibit 124: Chart on India - Year-over-year growth 2021-2026 (%)
      • Exhibit 125: Data Table on India - Year-over-year growth 2021-2026 (%)
    • 9.13 Market opportunity by geography
      • Exhibit 126: Market opportunity by geography ($ million)

    10 Drivers, Challenges, and Trends

    • 10.1 Market drivers
      • 10.2 Market challenges
        • 10.3 Impact of drivers and challenges
          • Exhibit 127: Impact of drivers and challenges in 2021 and 2026
        • 10.4 Market trends

          11 Vendor Landscape

          • 11.1 Overview
            • 11.2 Vendor landscape
              • Exhibit 128: Overview on Criticality of inputs and Factors of differentiation
            • 11.3 Landscape disruption
              • Exhibit 129: Overview on factors of disruption
            • 11.4 Industry risks
              • Exhibit 130: Impact of key risks on business

            12 Vendor Analysis

            • 12.1 Vendors covered
              • Exhibit 131: Vendors covered
            • 12.2 Market positioning of vendors
              • Exhibit 132: Matrix on vendor position and classification
            • 12.3 BANDAI NAMCO Entertainment Europe SAS
              • Exhibit 133: BANDAI NAMCO Entertainment Europe SAS - Overview
              • Exhibit 134: BANDAI NAMCO Entertainment Europe SAS - Product / Service
              • Exhibit 135: BANDAI NAMCO Entertainment Europe SAS - Key offerings
            • 12.4 Bay Tek Entertainment Inc.
              • Exhibit 136: Bay Tek Entertainment Inc. - Overview
              • Exhibit 137: Bay Tek Entertainment Inc. - Product / Service
              • Exhibit 138: Bay Tek Entertainment Inc. - Key offerings
            • 12.5 Capcom Co. Ltd.
              • Exhibit 139: Capcom Co. Ltd. - Overview
              • Exhibit 140: Capcom Co. Ltd. - Business segments
              • Exhibit 141: Capcom Co. Ltd. - Key offerings
              • Exhibit 142: Capcom Co. Ltd. - Segment focus
            • 12.6 CXC Simulations
              • Exhibit 143: CXC Simulations - Overview
              • Exhibit 144: CXC Simulations - Product / Service
              • Exhibit 145: CXC Simulations - Key offerings
            • 12.7 D BOX Technologies Inc.
              • Exhibit 146: D BOX Technologies Inc. - Overview
              • Exhibit 147: D BOX Technologies Inc. - Product / Service
              • Exhibit 148: D BOX Technologies Inc. - Key news
              • Exhibit 149: D BOX Technologies Inc. - Key offerings
            • 12.8 International Games System Co. Ltd.
              • Exhibit 150: International Games System Co. Ltd. - Overview
              • Exhibit 151: International Games System Co. Ltd. - Product / Service
              • Exhibit 152: International Games System Co. Ltd. - Key offerings
            • 12.9 Nintendo Co. Ltd.
              • Exhibit 153: Nintendo Co. Ltd. - Overview
              • Exhibit 154: Nintendo Co. Ltd. - Business segments
              • Exhibit 155: Nintendo Co. Ltd. - Key offerings
              • Exhibit 156: Nintendo Co. Ltd. - Segment focus
            • 12.10 PrimeTime Amusements
              • Exhibit 157: PrimeTime Amusements - Overview
              • Exhibit 158: PrimeTime Amusements - Product / Service
              • Exhibit 159: PrimeTime Amusements - Key offerings
            • 12.11 SEGA SAMMY HOLDINGS Inc.
              • Exhibit 160: SEGA SAMMY HOLDINGS Inc. - Overview
              • Exhibit 161: SEGA SAMMY HOLDINGS Inc. - Business segments
              • Exhibit 162: SEGA SAMMY HOLDINGS Inc. - Key offerings
              • Exhibit 163: SEGA SAMMY HOLDINGS Inc. - Segment focus
            • 12.12 Square Enix Holdings Co. Ltd.
              • Exhibit 164: Square Enix Holdings Co. Ltd. - Overview
              • Exhibit 165: Square Enix Holdings Co. Ltd. - Product / Service
              • Exhibit 166: Square Enix Holdings Co. Ltd. - Key offerings

            13 Appendix

            • 13.1 Scope of the report
              • 13.2 Inclusions and exclusions checklist
                • Exhibit 167: Inclusions checklist
                • Exhibit 168: Exclusions checklist
              • 13.3 Currency conversion rates for US$
                • Exhibit 169: Currency conversion rates for US$
              • 13.4 Research methodology
                • Exhibit 170: Research methodology
                • Exhibit 171: Validation techniques employed for market sizing
                • Exhibit 172: Information sources
              • 13.5 List of abbreviations
                • Exhibit 173: List of abbreviations

              Research Framework

              Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

              TechnavioINFORMATION SOURCES

              Primary sources

              • Manufacturers and suppliers
              • Channel partners
              • Industry experts
              • Strategic decision makers

              Secondary sources

              • Industry journals and periodicals
              • Government data
              • Financial reports of key industry players
              • Historical data
              • Press releases
              Technavio

              TechnavioDATA ANALYSIS

              Data Synthesis

              • Collation of data
              • Estimation of key figures
              • Analysis of derived insights

              Data Validation

              • Triangulation with data models
              • Reference against proprietary databases
              • Corroboration with industry experts
              Technavio

              TechnavioREPORT WRITING

              Qualitative

              • Market drivers
              • Market challenges
              • Market trends
              • Five forces analysis

              Quantitative

              • Market size and forecast
              • Market segmentation
              • Geographical insights
              • Competitive landscape
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              The arcade gaming market growth will increase by $1796.18 million during 2022-2026.
              The arcade gaming market is expected to grow at a CAGR of 1.85% during 2022-2026.
              Technavio has segmented the arcade gaming market by end-user (Gaming hubs, Semi-commercial, and Residential) ,genre (Video games, Simulation games, and Mechanical games) , and type (Racing, Shooting, Sports, and Action).
              BANDAI NAMCO Entertainment Europe SAS, Bay Tek Entertainment Inc., Bowlero Corp., Capcom Co. Ltd., Chicago Gaming Co., CXC Simulations, D BOX Technologies Inc., Eleetus LLC, Gold Standard Games, Helix Leisure USA Inc., Incredible Technologies Inc., International Games System Co. Ltd., Neofuns Amusement Equipment Co. Ltd., Nintendo Co. Ltd., PrimeTime Amusements, Rene Pierre SA, SEGA SAMMY HOLDINGS Inc., Square Enix Holdings Co. Ltd., Valley Dynamo Inc., Vesaro Ltd. are a few of the key vendors in the arcade gaming market.
              APAC will register the highest growth rate of 50.91% among the other regions. Therefore, the arcade gaming market in APAC is expected to garner significant business opportunities for the vendors during the forecast period.
              • US
              • China
              • Japan
              • South Korea
              • India
              The key factors driving the arcade gaming market growth are:
              • Increasing physical activity in arcade gaming
              • Rising integration of VR in arcade games
              The arcade gaming market vendors should focus on grabbing business opportunities from the gaming hubs segment as it accounted for the largest market share in the base year.
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