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Arcade Gaming Market Growth, Size, Trends, Analysis Report by Type, Application, Region and Segment Forecast 2021-2025

  • Published: Apr 2022
  • Pages: 120
  • 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 MEA). 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?

Arcade Gaming Market Size

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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 costs may impede the 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

The 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.

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?

Arcade Gaming Market Market segmentation by region

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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?

Arcade Gaming Market Segmentation

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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

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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

2 Market Landscape

  • 2.1 Market ecosystem
    • Exhibit 01: Parent market
    • Exhibit 02: Market characteristics
  • 2.2 Value chain analysis
    • Exhibit 03: Value chain analysis: Casinos and gaming market

3 Market Sizing

  • 3.1 Market definition
    • Exhibit 04: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis
    • Exhibit 05: Market segments
  • 3.3 Market size 2020
    • 3.4 Market outlook: Forecast for 2020 - 2025
      • Exhibit 06: Global - Market size and forecast 2020 - 2025 ($ million)
      • Exhibit 07: Global market: Year-over-year growth 2020 - 2025 (%)

    4 Five Forces Analysis

    • 4.1 Five forces summary
      • Exhibit 08: Five forces analysis 2020 & 2025
    • 4.2 Bargaining power of buyers
      • Exhibit 09: Bargaining power of buyers
    • 4.3 Bargaining power of suppliers
      • Exhibit 10: Bargaining power of suppliers
    • 4.4 Threat of new entrants
      • Exhibit 11: Threat of new entrants
    • 4.5 Threat of substitutes
      • Exhibit 12: Threat of substitutes
    • 4.6 Threat of rivalry
      • Exhibit 13: Threat of rivalry
    • 4.7 Market condition
      • Exhibit 14: Market condition - Five forces 2020

    5 Market Segmentation by End-user

    • 5.1 Market segments
      • 5.2 Comparison by End-user
        • 5.3 Gaming hubs - Market size and forecast 2020-2025
          • Exhibit 17: Gaming hubs - Market size and forecast 2020-2025 ($ million)
          • Exhibit 18: Gaming hubs - Year-over-year growth 2020-2025 (%)
        • 5.4 Semi-commercial - Market size and forecast 2020-2025
          • Exhibit 19: Semi-commercial - Market size and forecast 2020-2025 ($ million)
          • Exhibit 20: Semi-commercial - Year-over-year growth 2020-2025 (%)
        • 5.5 Residential - Market size and forecast 2020-2025
          • Exhibit 21: Residential - Market size and forecast 2020-2025 ($ million)
          • Exhibit 22: Residential - Year-over-year growth 2020-2025 (%)
        • 5.6 Market opportunity by End-user
          • Exhibit 23: Market opportunity by End-user

        6 Market Segmentation by Type

        • 6.1 Market segments
          • 6.2 Comparison by Type
            • 6.3 Video games - Market size and forecast 2020-2025
              • Exhibit 26: Video games - Market size and forecast 2020-2025 ($ million)
              • Exhibit 27: Video games - Year-over-year growth 2020-2025 (%)
            • 6.4 Simulation games - Market size and forecast 2020-2025
              • Exhibit 28: Simulation games - Market size and forecast 2020-2025 ($ million)
              • Exhibit 29: Simulation games - Year-over-year growth 2020-2025 (%)
            • 6.5 Mechanical games - Market size and forecast 2020-2025
              • Exhibit 30: Mechanical games - Market size and forecast 2020-2025 ($ million)
              • Exhibit 31: Mechanical games - Year-over-year growth 2020-2025 (%)
            • 6.6 Market opportunity by Type
              • Exhibit 32: Market opportunity by Type

            7 Market Segmentation by Genre

            • 7.1 Market segments
              • 7.2 Comparison by Genre
                • 7.3 Racing - Market size and forecast 2020-2025
                  • Exhibit 35: Racing - Market size and forecast 2020-2025 ($ million)
                  • Exhibit 36: Racing - Year-over-year growth 2020-2025 (%)
                • 7.4 Shooting - Market size and forecast 2020-2025
                  • Exhibit 37: Shooting - Market size and forecast 2020-2025 ($ million)
                  • Exhibit 38: Shooting - Year-over-year growth 2020-2025 (%)
                • 7.5 Sports - Market size and forecast 2020-2025
                  • Exhibit 39: Sports - Market size and forecast 2020-2025 ($ million)
                  • Exhibit 40: Sports - Year-over-year growth 2020-2025 (%)
                • 7.6 Action - Market size and forecast 2020-2025
                  • Exhibit 41: Action - Market size and forecast 2020-2025 ($ million)
                  • Exhibit 42: Action - Year-over-year growth 2020-2025 (%)
                • 7.7 Market opportunity by Genre
                  • Exhibit 43: Market opportunity by Genre

                8 Customer landscape

                • 8.1 Customer landscape
                  • Exhibit 44: Customer landscape

                9 Geographic Landscape

                • 9.1 Geographic segmentation
                  • 9.2 Geographic comparison
                    • 9.3 APAC - Market size and forecast 2020-2025
                      • 9.4 North America - Market size and forecast 2020-2025
                        • 9.5 Europe - Market size and forecast 2020-2025
                          • 9.6 South America - Market size and forecast 2020-2025
                            • 9.7 MEA - Market size and forecast 2020-2025
                              • 9.8 Key leading countries
                                • 9.9 Market opportunity by geography

                                  10 Drivers, Challenges, and Trends

                                  • 10.1 Market drivers
                                    • 10.2 Market challenges
                                      • 10.3 Market trends

                                        11 Vendor Landscape

                                        • 11.1 Overview
                                          • 11.2 Landscape disruption

                                            12 Vendor Analysis

                                            • 12.1 Vendors covered
                                              • 12.2 Market positioning of vendors
                                                • 12.3 BANDAI NAMCO Entertainment Europe SAS
                                                  • 12.4 Bay Tek Entertainment Inc.
                                                    • 12.5 Capcom Co. Ltd.
                                                      • 12.6 CXC Simulations
                                                        • 12.7 D-BOX Technologies Inc.
                                                          • 12.8 International Games System Co. Ltd.
                                                            • 12.9 Nintendo Co. Ltd.
                                                              • 12.10 PrimeTime Amusements
                                                                • 12.11 SEGA SAMMY HOLDINGS Inc.
                                                                  • 12.12 Square Enix Holdings Co. Ltd.

                                                                    13 Appendix

                                                                    • 13.1 Scope of the report
                                                                      • 13.2 Currency conversion rates for US$
                                                                        • 13.3 Research methodology
                                                                          • 13.4 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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                                                                            Arcade Gaming Market market growth will increase by $1.65 bn during 2021-2025.
                                                                            The arcade gaming market market is expected to grow at a CAGR of 1.74% during 2021-2025.
                                                                            Technavio has segmented the arcade gaming market market by end-user (gaming hubs, semi-commercial, and residential) ,type (video games, simulation games, and mechanical games) , and geography (APAC, North America, Europe, South America, and MEA).
                                                                            BANDAI NAMCO Entertainment Europe SAS, Bay Tek Entertainment Inc., Capcom Co. Ltd., CXC Simulations, D-BOX Technologies Inc., International Games System Co. Ltd., Nintendo Co. Ltd., PrimeTime Amusements, SEGA SAMMY HOLDINGS Inc., Square Enix Holdings Co. Ltd. are a few of the key vendors in the arcade gaming market market.
                                                                            APAC will register the highest growth rate of 52% among the other regions. Therefore, the arcade gaming market market in APAC is expected to garner significant business opportunities for the vendors during the forecast period.
                                                                            • US
                                                                            • China
                                                                            • Japan
                                                                            • South Korea (Republic of Korea)
                                                                            The key factors driving the arcade gaming market market growth are:
                                                                            • High scope for monetization
                                                                            • Acceptance of 360-degree cameras as next-generation technology
                                                                            The arcade gaming market 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.
                                                                            • What are the key global market and the regional market share?
                                                                            • What are the revenue-generating key market segments?
                                                                            • What are the key factors driving and challenging this market’s growth?
                                                                            • Who are the key market vendors and their growth strategies?
                                                                            • What are the latest trends influencing the growth of this market?
                                                                            • What are the variables influencing the market growth in the primary regions?
                                                                            • What are the factors influencing the growth of the parent market?
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                                                                            • Data on revenue-generating market segments
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