Arcade Gaming Market Analysis APAC, North America, Europe, Middle East and Africa, South America - US, China, Japan, India, Germany - Size and Forecast 2024-2028

Published: Nov 2023 Pages: 184 SKU: IRTNTR43930

Arcade Gaming Market Report 2023-2027 

The arcade gaming market size is estimated to grow at a CAGR of 1.99% between 2022 and 2027. The market size is forecast to increase by USD 1,984.1 million.

Our report offers in-depth analysis of market drivers, trends, opportunities, challenges, and restraints, with segmentation 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 Middle East and Africa) and geography APAC, North America, Europe, South America, and Middle East and Africa. Additionally, Technavio provides valuable insights through value chain analysis, parent market analysis, Porter’s Five analysis, vendor analysis, and COVID-19 impact data. The report also includes a thorough analysis of historical market data from 2017 to 2022.

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Arcade Gaming Market Analysis and Insights

The increasing physical activities in arcade gaming is a key factor boosting the market growth. The arcade gaming industry swiftly embraces technological advancements, transitioning from 2D screen gameplay to immersive VR experiences. Innovations like head-mounted displays, motion controllers, and tracking devices have enhanced interaction, yet incorporating gamers' physical movements remains unexplored. Recent developments, such as a VR laser tech arcade game showcased at the AEI convention in March 2022, allow players to stand up and move naturally, elevating the VR experience. Integrating physical actions in arcade gaming can attract players, fostering global market growth in the forecast period.

The rising integration of VR in arcade games is a major trend in the arcade gaming market. VR has rapidly become mainstream in gaming and is expanding into various digital arenas, offering immersive virtual experiences. The gaming industry has seen the rise of VR-based arcade games like VR 360 Dinosaur Attack Car Arcade Game 3D Shooter and Sega's VR Agent. In 2021, Vertigo Games acquired Springboard VR, enhancing its VR game portfolio. The AEI convention in March 2022 focused on VR technology in arcades, discussing strategies for operational success. These trends are expected to boost the adoption of VR-based arcade games, elevating user experiences in the forecast period.

The high maintenance costs of gaming machines are a key challenge hindering the arcade gaming market growth. Arcade gaming involves substantial initial investments, akin to any business. However, a major hurdle for arcade gaming vendors is the significant maintenance cost. This challenge is particularly pronounced in the upkeep of gaming simulators, where hardware, from screens to legs, frequently requires repairs due to heightened usage and the prevalence of motion simulation. For effective motion simulation, all four legs of the simulator must work synchronously, translating feedback from haptic sensors into precise, high-magnitude physical motion.

The substantial demand for motion simulation and the rugged utilization of arcade machines, especially in commercial settings, contribute to a shortened machine lifecycle and increased maintenance costs. These factors are anticipated to negatively impact the demand for arcade gaming, thereby hindering the global arcade gaming market's growth in the forecast period.

Arcade Gaming Market Segmentation

The market share growth by the gaming hubs segment will be significant during the forecast period. Gaming hubs use arcade gaming machines as inventory. The latest technologies, such as gaming simulators, are still in the growth phase. Hence, numerous businesses find value propositions in the product. 

Arcade Gaming Market

By End-User

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The gaming hubs segment was valued at USD 15,061.09 million in 2017 and continued to grow by 2021. Vendors in the global arcade gaming market offer simulation-based games for gaming hubs. For instance, CXC Simulations offers Motion Pro II, a racing simulator gaming product for arcade gaming. Therefore, the introduction of such products will drive the growth of this segment during the forecast period. 

APAC is estimated to contribute 50% to the growth of the global market during the forecast period. Technavio’s analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

Arcade Gaming Market

By APAC

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APAC, particularly the Far East and Japan, leads the arcade gaming market with innovations from companies like Sony and Nintendo. The growth in developing countries, coupled with the availability of high-graphic games like simulators, is driving the market. Despite being price-sensitive, the rise of smartphones has shifted interest to mobile games. The high costs of imported arcade games, due to customs duties, especially in countries like India, have led to a significant price increase since 2017. However, arcade game events in Southeast Asia, such as Gamestart Asia and Comic Fiesta, are expected to boost awareness and drive adoption. Overall, the APAC arcade gaming market is projected to grow substantially.

In 2020, the COVID-19 pandemic significantly impacted APAC countries like India, China, Japan, and Australia, prompting government-imposed lockdowns. This adversely affected the arcade gaming market, particularly in segments like gaming hubs and semi-commercial locations. To counteract this, vendors promoted online sales with discounts on popular arcade gaming products. The gaming industry capitalized on increased home isolation, offering incentives and discounts to attract more customers. Vaccination drives in the second half of 2020 led to a decline in COVID-19 cases, resulting in the lifting of lockdowns and the resumption of operations in gaming hubs. These factors are anticipated to boost the demand for arcade games in the region, driving market growth in the forecast period.

Arcade Gaming Market Customer Landscape

The market research report includes the adoption lifecycle of the market, covering from the innovator’s stage to the laggard’s stage. It focuses on adoption rates in different regions based on penetration. Furthermore, the report also includes key purchase criteria and drivers of price sensitivity to help companies evaluate and develop their growth strategies.

Segment Overview

The arcade gaming market report forecasts market growth by revenue at global, regional & country levels and provides an analysis of the latest trends and growth opportunities from 2017 to 2027. 

  • End-user Outlook (USD Million, 2017 - 2027)
    • Gaming hubs
    • Semi-commercial 
    • Residential 
  • Genre Outlook (USD Million, 2017 - 2027)
    • Racing 
    • Shooting 
    • Sports 
    • Action 
  • Type
    • Video games 
    • Simulation games 
    • Mechanical games
  • Region Outlook (USD Million, 2017 - 2027)
    • North America
      • The U.S.
      • Canada
    • Europe
      • The U.K.
      • Germany
      • France
      • Rest of Europe
    • APAC
      • China
      • India
    • Middle East & Africa
      • Saudi Arabia
      • South Africa
      • Rest of the Middle East & Africa
    • South America
      • Argentina
      • Brazil
      • Chile

Arcade Gaming Market Scope

Report Coverage

Details

Page number

183

Base year

2022

Historic period

2017 - 2021

Forecast period

2023-2027

Growth momentum & CAGR

Accelerate at a CAGR of 1.99%

Market growth 2023-2027

USD 1,984.1 million

Market structure

Fragmented

YoY growth 2022-2023(%)

1.74

Regional analysis

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

Performing market contribution

APAC at 50%

Key countries

US, China, Japan, India, and Germany

Competitive landscape

Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks

Key companies profiled

Bandai Namco Holdings Inc., Bay Tek Entertainment Inc., Bowlero Corp., Capcom Co. Ltd., Chicago Gaming Co., CXC Simulations, D BOX Technologies Inc., Eleetus LLC, Helix Leisure USA Inc., Incredible Technologies Inc., Innovative Concepts in Entertainment Inc., International Games System Co. Ltd., Neofuns Amusement Equipment Co. Ltd., Nintendo Co. Ltd., PrimeTime Amusements, Sega Sammy Holdings Inc., Square Enix Holdings Co. Ltd., UNIS Technology 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 Research Report?

  • CAGR of the market during the forecast period
  • Detailed information on factors that will drive the growth of the market between 2023 and 2027
  • Precise estimation of the size of the market  size and its contribution of the market in focus to the parent market
  • Accurate predictions about upcoming trends and changes in consumer behaviour
  • Growth of the market industry across APAC, North America, Europe, South America, and Middle East and Africa
  • Thorough analysis of the market’s competitive landscape and detailed information about companies
  • Comprehensive analysis of factors that will challenge the growth of market companies

We can help! Our analysts can customize this market research report to meet your requirements. 

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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 2023
    • 3.4 Market outlook: Forecast for 2023-2028
      • Exhibit 15: Chart on Global - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 16: Data Table on Global - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 17: Chart on Global Market: Year-over-year growth 2023-2028 (%)
      • Exhibit 18: Data Table on Global Market: Year-over-year growth 2023-2028 (%)

    4 Historic Market Size

    • 4.1 Global arcade gaming market 2018 - 2022
      • Exhibit 19: Historic Market Size – Data Table on global arcade gaming market 2018 - 2022 ($ billion)
    • 4.2 End-user Segment Analysis 2018 - 2022
      • Exhibit 20: Historic Market Size – End-user Segment 2018 - 2022 ($ billion)
    • 4.3 Genre Segment Analysis 2018 - 2022
      • Exhibit 21: Historic Market Size – Genre Segment 2018 - 2022 ($ billion)
    • 4.4 Type Segment Analysis 2018 - 2022
      • Exhibit 22: Historic Market Size – Type Segment 2018 - 2022 ($ billion)
    • 4.5 Geography Segment Analysis 2018 - 2022
      • Exhibit 23: Historic Market Size – Geography Segment 2018 - 2022 ($ billion)
    • 4.6 Country Segment Analysis 2018 - 2022
      • Exhibit 24: Historic Market Size – Country Segment 2018 - 2022 ($ billion)

    5 Five Forces Analysis

    • 5.1 Five forces summary
      • Exhibit 25: Five forces analysis - Comparison between 2023 and 2028
    • 5.2 Bargaining power of buyers
      • Exhibit 26: Chart on Bargaining power of buyers – Impact of key factors 2023 and 2028
    • 5.3 Bargaining power of suppliers
      • Exhibit 27: Bargaining power of suppliers – Impact of key factors in 2023 and 2028
    • 5.4 Threat of new entrants
      • Exhibit 28: Threat of new entrants – Impact of key factors in 2023 and 2028
    • 5.5 Threat of substitutes
      • Exhibit 29: Threat of substitutes – Impact of key factors in 2023 and 2028
    • 5.6 Threat of rivalry
      • Exhibit 30: Threat of rivalry – Impact of key factors in 2023 and 2028
    • 5.7 Market condition
      • Exhibit 31: Chart on Market condition - Five forces 2023 and 2028

    6 Market Segmentation by End-user

    • 6.1 Market segments
      • Exhibit 32: Chart on End-user - Market share 2023-2028 (%)
      • Exhibit 33: Data Table on End-user - Market share 2023-2028 (%)
    • 6.2 Comparison by End-user
      • Exhibit 34: Chart on Comparison by End-user
      • Exhibit 35: Data Table on Comparison by End-user
    • 6.3 Gaming hubs - Market size and forecast 2023-2028
      • Exhibit 36: Chart on Gaming hubs - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 37: Data Table on Gaming hubs - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 38: Chart on Gaming hubs - Year-over-year growth 2023-2028 (%)
      • Exhibit 39: Data Table on Gaming hubs - Year-over-year growth 2023-2028 (%)
    • 6.4 Semi-commercial - Market size and forecast 2023-2028
      • Exhibit 40: Chart on Semi-commercial - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 41: Data Table on Semi-commercial - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 42: Chart on Semi-commercial - Year-over-year growth 2023-2028 (%)
      • Exhibit 43: Data Table on Semi-commercial - Year-over-year growth 2023-2028 (%)
    • 6.5 Residential - Market size and forecast 2023-2028
      • Exhibit 44: Chart on Residential - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 45: Data Table on Residential - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 46: Chart on Residential - Year-over-year growth 2023-2028 (%)
      • Exhibit 47: Data Table on Residential - Year-over-year growth 2023-2028 (%)
    • 6.6 Market opportunity by End-user
      • Exhibit 48: Market opportunity by End-user ($ billion)
      • Exhibit 49: Data Table on Market opportunity by End-user ($ billion)

    7 Market Segmentation by Genre

    • 7.1 Market segments
      • Exhibit 50: Chart on Genre - Market share 2023-2028 (%)
      • Exhibit 51: Data Table on Genre - Market share 2023-2028 (%)
    • 7.2 Comparison by Genre
      • Exhibit 52: Chart on Comparison by Genre
      • Exhibit 53: Data Table on Comparison by Genre
    • 7.3 Racing - Market size and forecast 2023-2028
      • Exhibit 54: Chart on Racing - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 55: Data Table on Racing - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 56: Chart on Racing - Year-over-year growth 2023-2028 (%)
      • Exhibit 57: Data Table on Racing - Year-over-year growth 2023-2028 (%)
    • 7.4 Shooting - Market size and forecast 2023-2028
      • Exhibit 58: Chart on Shooting - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 59: Data Table on Shooting - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 60: Chart on Shooting - Year-over-year growth 2023-2028 (%)
      • Exhibit 61: Data Table on Shooting - Year-over-year growth 2023-2028 (%)
    • 7.5 Sports - Market size and forecast 2023-2028
      • Exhibit 62: Chart on Sports - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 63: Data Table on Sports - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 64: Chart on Sports - Year-over-year growth 2023-2028 (%)
      • Exhibit 65: Data Table on Sports - Year-over-year growth 2023-2028 (%)
    • 7.6 Action - Market size and forecast 2023-2028
      • Exhibit 66: Chart on Action - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 67: Data Table on Action - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 68: Chart on Action - Year-over-year growth 2023-2028 (%)
      • Exhibit 69: Data Table on Action - Year-over-year growth 2023-2028 (%)
    • 7.7 Market opportunity by Genre
      • Exhibit 70: Market opportunity by Genre ($ billion)
      • Exhibit 71: Data Table on Market opportunity by Genre ($ billion)

    8 Market Segmentation by Type

    • 8.1 Market segments
      • Exhibit 72: Chart on Type - Market share 2023-2028 (%)
      • Exhibit 73: Data Table on Type - Market share 2023-2028 (%)
    • 8.2 Comparison by Type
      • Exhibit 74: Chart on Comparison by Type
      • Exhibit 75: Data Table on Comparison by Type
    • 8.3 Video games - Market size and forecast 2023-2028
      • Exhibit 76: Chart on Video games - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 77: Data Table on Video games - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 78: Chart on Video games - Year-over-year growth 2023-2028 (%)
      • Exhibit 79: Data Table on Video games - Year-over-year growth 2023-2028 (%)
    • 8.4 Simulation games - Market size and forecast 2023-2028
      • Exhibit 80: Chart on Simulation games - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 81: Data Table on Simulation games - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 82: Chart on Simulation games - Year-over-year growth 2023-2028 (%)
      • Exhibit 83: Data Table on Simulation games - Year-over-year growth 2023-2028 (%)
    • 8.5 Mechanical games - Market size and forecast 2023-2028
      • Exhibit 84: Chart on Mechanical games - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 85: Data Table on Mechanical games - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 86: Chart on Mechanical games - Year-over-year growth 2023-2028 (%)
      • Exhibit 87: Data Table on Mechanical games - Year-over-year growth 2023-2028 (%)
    • 8.6 Market opportunity by Type
      • Exhibit 88: Market opportunity by Type ($ billion)
      • Exhibit 89: Data Table on Market opportunity by Type ($ billion)

    9 Customer Landscape

    • 9.1 Customer landscape overview
      • Exhibit 90: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

    10 Geographic Landscape

    • 10.1 Geographic segmentation
      • Exhibit 91: Chart on Market share by geography 2023-2028 (%)
      • Exhibit 92: Data Table on Market share by geography 2023-2028 (%)
    • 10.2 Geographic comparison
      • Exhibit 93: Chart on Geographic comparison
      • Exhibit 94: Data Table on Geographic comparison
    • 10.3 APAC - Market size and forecast 2023-2028
      • Exhibit 95: Chart on APAC - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 96: Data Table on APAC - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 97: Chart on APAC - Year-over-year growth 2023-2028 (%)
      • Exhibit 98: Data Table on APAC - Year-over-year growth 2023-2028 (%)
    • 10.4 North America - Market size and forecast 2023-2028
      • Exhibit 99: Chart on North America - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 100: Data Table on North America - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 101: Chart on North America - Year-over-year growth 2023-2028 (%)
      • Exhibit 102: Data Table on North America - Year-over-year growth 2023-2028 (%)
    • 10.5 Europe - Market size and forecast 2023-2028
      • Exhibit 103: Chart on Europe - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 104: Data Table on Europe - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 105: Chart on Europe - Year-over-year growth 2023-2028 (%)
      • Exhibit 106: Data Table on Europe - Year-over-year growth 2023-2028 (%)
    • 10.6 Middle East and Africa - Market size and forecast 2023-2028
      • Exhibit 107: Chart on Middle East and Africa - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 108: Data Table on Middle East and Africa - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 109: Chart on Middle East and Africa - Year-over-year growth 2023-2028 (%)
      • Exhibit 110: Data Table on Middle East and Africa - Year-over-year growth 2023-2028 (%)
    • 10.7 South America - Market size and forecast 2023-2028
      • Exhibit 111: Chart on South America - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 112: Data Table on South America - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 113: Chart on South America - Year-over-year growth 2023-2028 (%)
      • Exhibit 114: Data Table on South America - Year-over-year growth 2023-2028 (%)
    • 10.8 China - Market size and forecast 2023-2028
      • Exhibit 115: Chart on China - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 116: Data Table on China - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 117: Chart on China - Year-over-year growth 2023-2028 (%)
      • Exhibit 118: Data Table on China - Year-over-year growth 2023-2028 (%)
    • 10.9 US - Market size and forecast 2023-2028
      • Exhibit 119: Chart on US - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 120: Data Table on US - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 121: Chart on US - Year-over-year growth 2023-2028 (%)
      • Exhibit 122: Data Table on US - Year-over-year growth 2023-2028 (%)
    • 10.10 Japan - Market size and forecast 2023-2028
      • Exhibit 123: Chart on Japan - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 124: Data Table on Japan - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 125: Chart on Japan - Year-over-year growth 2023-2028 (%)
      • Exhibit 126: Data Table on Japan - Year-over-year growth 2023-2028 (%)
    • 10.11 Germany - Market size and forecast 2023-2028
      • Exhibit 127: Chart on Germany - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 128: Data Table on Germany - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 129: Chart on Germany - Year-over-year growth 2023-2028 (%)
      • Exhibit 130: Data Table on Germany - Year-over-year growth 2023-2028 (%)
    • 10.12 India - Market size and forecast 2023-2028
      • Exhibit 131: Chart on India - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 132: Data Table on India - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 133: Chart on India - Year-over-year growth 2023-2028 (%)
      • Exhibit 134: Data Table on India - Year-over-year growth 2023-2028 (%)
    • 10.13 Market opportunity by geography
      • Exhibit 135: Market opportunity by geography ($ billion)
      • Exhibit 136: Data Tables on Market opportunity by geography ($ billion)

    11 Drivers, Challenges, and Trends

    • 11.1 Market drivers
      • 11.2 Market challenges
        • 11.3 Impact of drivers and challenges
          • Exhibit 137: Impact of drivers and challenges in 2023 and 2028
        • 11.4 Market trends

          12 Vendor Landscape

          • 12.1 Overview
            • 12.2 Vendor landscape
              • Exhibit 138: Overview on Criticality of inputs and Factors of differentiation
            • 12.3 Landscape disruption
              • Exhibit 139: Overview on factors of disruption
            • 12.4 Industry risks
              • Exhibit 140: Impact of key risks on business

            13 Vendor Analysis

            • 13.1 Vendors covered
              • Exhibit 141: Vendors covered
            • 13.2 Market positioning of vendors
              • Exhibit 142: Matrix on vendor position and classification
            • 13.3 Bandai Namco Holdings Inc.
              • Exhibit 143: Bandai Namco Holdings Inc. - Overview
              • Exhibit 144: Bandai Namco Holdings Inc. - Business segments
              • Exhibit 145: Bandai Namco Holdings Inc. - Key offerings
              • Exhibit 146: Bandai Namco Holdings Inc. - Segment focus
            • 13.4 Bay Tek Entertainment Inc.
              • Exhibit 147: Bay Tek Entertainment Inc. - Overview
              • Exhibit 148: Bay Tek Entertainment Inc. - Product / Service
              • Exhibit 149: Bay Tek Entertainment Inc. - Key offerings
            • 13.5 Bowlero Corp.
              • Exhibit 150: Bowlero Corp. - Overview
              • Exhibit 151: Bowlero Corp. - Product / Service
              • Exhibit 152: Bowlero Corp. - Key news
              • Exhibit 153: Bowlero Corp. - Key offerings
            • 13.6 Capcom Co. Ltd.
              • Exhibit 154: Capcom Co. Ltd. - Overview
              • Exhibit 155: Capcom Co. Ltd. - Business segments
              • Exhibit 156: Capcom Co. Ltd. - Key offerings
              • Exhibit 157: Capcom Co. Ltd. - Segment focus
            • 13.7 Chicago Gaming Co.
              • Exhibit 158: Chicago Gaming Co. - Overview
              • Exhibit 159: Chicago Gaming Co. - Product / Service
              • Exhibit 160: Chicago Gaming Co. - Key offerings
            • 13.8 CXC Simulations
              • Exhibit 161: CXC Simulations - Overview
              • Exhibit 162: CXC Simulations - Product / Service
              • Exhibit 163: CXC Simulations - Key offerings
            • 13.9 D BOX Technologies Inc.
              • Exhibit 164: D BOX Technologies Inc. - Overview
              • Exhibit 165: D BOX Technologies Inc. - Product / Service
              • Exhibit 166: D BOX Technologies Inc. - Key news
              • Exhibit 167: D BOX Technologies Inc. - Key offerings
            • 13.10 Eleetus LLC
              • Exhibit 168: Eleetus LLC - Overview
              • Exhibit 169: Eleetus LLC - Product / Service
              • Exhibit 170: Eleetus LLC - Key offerings
            • 13.11 Helix Leisure USA Inc.
              • Exhibit 171: Helix Leisure USA Inc. - Overview
              • Exhibit 172: Helix Leisure USA Inc. - Product / Service
              • Exhibit 173: Helix Leisure USA Inc. - Key offerings
            • 13.12 Incredible Technologies Inc.
              • Exhibit 174: Incredible Technologies Inc. - Overview
              • Exhibit 175: Incredible Technologies Inc. - Product / Service
              • Exhibit 176: Incredible Technologies Inc. - Key offerings
            • 13.13 Innovative Concepts in Entertainment Inc.
              • Exhibit 177: Innovative Concepts in Entertainment Inc. - Overview
              • Exhibit 178: Innovative Concepts in Entertainment Inc. - Product / Service
              • Exhibit 179: Innovative Concepts in Entertainment Inc. - Key offerings
            • 13.14 International Games System Co. Ltd.
              • Exhibit 180: International Games System Co. Ltd. - Overview
              • Exhibit 181: International Games System Co. Ltd. - Product / Service
              • Exhibit 182: International Games System Co. Ltd. - Key offerings
            • 13.15 Neofuns Amusement Equipment Co. Ltd.
              • Exhibit 183: Neofuns Amusement Equipment Co. Ltd. - Overview
              • Exhibit 184: Neofuns Amusement Equipment Co. Ltd. - Product / Service
              • Exhibit 185: Neofuns Amusement Equipment Co. Ltd. - Key offerings
            • 13.16 Nintendo Co. Ltd.
              • Exhibit 186: Nintendo Co. Ltd. - Overview
              • Exhibit 187: Nintendo Co. Ltd. - Product / Service
              • Exhibit 188: Nintendo Co. Ltd. - Key offerings
            • 13.17 PrimeTime Amusements
              • Exhibit 189: PrimeTime Amusements - Overview
              • Exhibit 190: PrimeTime Amusements - Product / Service
              • Exhibit 191: PrimeTime Amusements - Key offerings

            14 Appendix

            • 14.1 Scope of the report
              • 14.2 Inclusions and exclusions checklist
                • Exhibit 192: Inclusions checklist
                • Exhibit 193: Exclusions checklist
              • 14.3 Currency conversion rates for US$
                • Exhibit 194: Currency conversion rates for US$
              • 14.4 Research methodology
                • Exhibit 195: Research methodology
                • Exhibit 196: Validation techniques employed for market sizing
                • Exhibit 197: Information sources
              • 14.5 List of abbreviations
                • Exhibit 198: 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.

              INFORMATION 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

              DATA 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

              REPORT 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

              Key Questions Answered

              • 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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