The arcade gaming market size has grown marginally in recent years. It will grow from $12.24 billion in 2023 to $12.44 billion in 2024 at a compound annual growth rate (CAGR) of 1.6%. Historical growth can be attributed to various factors including location-based trends, cultural influences, the competitive landscape, social trends, and market saturation.
The arcade gaming market size is expected to see steady growth in the next few years. It will grow to $14.07 billion in 2028 at a compound annual growth rate (CAGR) of 3.1%. The forecasted growth is driven by globalization, increased market reach, the influence of mobile gaming, and strategies for market expansion, alongside efforts to enhance gaming experiences. Major trends expected in this period include mobile integration, immersive technologies, social gaming, adapting to home gaming preferences, the gamification of experiences, and the redefinition of arcade spaces.
The rise in physical activity is anticipated to drive growth in the arcade gaming market. Physical activity, involving energy expenditure through body movement, has surged due to its recognized health benefits. Arcade gaming serves as an innovative tool promoting health by engaging players in consistent exercise, balanced diets, and good sleep practices. For example, based on statistics from the Australian Bureau of Statistics in March 2022, around 27.2% of individuals aged 15 and above met physical activity recommendations, with 73.4% of those aged 18 to 64 engaging in over 150 minutes of physical activity in the preceding week. Moreover, nearly 59.1% were active for at least 30 minutes on five or more days. This trend toward increased physical activity is expected to fuel the growth of the arcade gaming market.
High engagement in arcade gaming is anticipated to be a significant driver for the arcade gaming market's growth. This heightened involvement denotes substantial and immersive participation in arcade-style video games, often marked by prolonged and enjoyable gameplay sessions. The industry benefits from this increased involvement, stemming from shifts in consumer lifestyles, the rise in commercial gaming facilities, and increased disposable income. For instance, the UK gambling industry reported a notable 10.9% increase in total gross gambling yield (GGY) to £14.1 billion from April 2021 to March 2022, as per the gambling commission. Online casino games, particularly slots, contributed significantly with a GGY of £3.9 billion. Offline gambling, influenced by changes in lockdown conditions, surged by an impressive 105.6%, reaching £2.1 billion GGY. This surge reflects the high interest and engagement in arcade gaming, indicating a positive trajectory for the market's growth ahead.
The arcade gaming market is witnessing a surge in the introduction of cutting-edge products as a prominent trend. Key market players are strategically unveiling technologically advanced arcade games to maintain their market standing. One notable example is the June 2021 launch by Zero Latency VR, an Australian tech company renowned for developing free-roam virtual reality systems. They introduced the Far Cry VR arcade game across 33 locations globally, including the USA, UK, Europe, and Australia. This immersive game, titled Far Cry VR: Dive Into Insanity, transforms expansive rooms into the exotic, pirate-controlled island from Far Cry 3. Zero Latency VR's innovative technology facilitates untethered movement within these virtual environments, liberating gamers from wired connections to distant PCs.
Major players in the arcade gaming market are spearheading the development of innovative products infused with cutting-edge technologies, notably haptic technology, designed to simulate touch sensations through force, vibration, or motion. An illustrative instance is the January 2021 collaboration between D-BOX Technologies Inc. and five Quebec-based gaming studios, aimed at targeting the video gaming market. By integrating D-BOX's exclusive haptic technology into ongoing or available games, the arcade gaming experience is set to elevate significantly. D-BOX's pioneering motion technology promises to revolutionize gaming encounters by delivering ultra-precise feedback triggered not just by player input but also by the dynamics within the game itself.
In October 2023, Microsoft, a leading US technology corporation, completed the acquisition of Activision Blizzard for a total sum of $68.7 billion. This strategic move is poised to significantly enhance Microsoft's position within the gaming sector and the burgeoning metaverse landscape. Furthermore, it solidifies Microsoft's dominance in the realm of cloud gaming services while granting the company access to a formidable array of highly lucrative intellectual properties, including iconic franchises such as Call of Duty, World of Warcraft, and Diablo, alongside the inclusion of esteemed studios such as Treyarch and Infinity Ward within its portfolio.
Major companies operating in the arcade gaming market report are Microsoft Corporation, Sony Interactive Entertainment LLC, Genting Berhad, Nintendo Company Limited, Activision Blizzard Inc., Electronic Arts Inc., Bandai Namco Studios Inc., Epic Games Inc., Take-Two Interactive Software Inc., Square Enix Holdings Company Limited, Sega Corporation, Konami Holdings Corporation, Rene Pierre SA, Nexon Co. Ltd., Ubisoft Entertainment SA, Netmarble Corporation, Bowlero Corporation, Capcom Company Limited, International Games System Company Limited, Taito Corporation, AMI Entertainment Network, D-BOX Technologies Inc., Bay Tek Entertainment Inc., Helix Leisure USA Inc., American Changer Corporation, PrimeTime Amusements, Adrenaline Amusements Inc., CXC Simulations, Chicago Gaming Company, Gold Standard Games, Tencent Holdings Limited, Zynga Inc., GungHo Online Entertainment Inc., NCSoft Corporation, SEGA Interactive Co. Ltd., Kabam Games Inc., Rovio Entertainment Corporation, GREE Inc., DeNA Co. Ltd., King Digital Entertainment, Supercell Oy, NetEase Inc., Miniclip SA, Gameloft SE.
North America was the largest region in the arcade gaming market share in 2023. The regions covered in the arcade gaming market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the arcade gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Arcade gaming encompasses various types, including video games, simulation games, and mechanical games. Video games involve manipulating moving images on a screen using controls such as handles or buttons, fostering engagement and learning in diverse social environments. These games process player inputs through computer components and showcase outputs on electrical displays. They span genres such as racing, shooting, sports, and action, available both online and offline for residential, commercial, and gaming hub use.
The arcade gaming market research report is one of a series of new reports that provides arcade gaming market statistics, including arcade gaming industry global market size, regional shares, competitors with an arcade gaming market share, detailed arcade gaming market segments, market trends and opportunities, and any further data you may need to thrive in the arcade gaming industry. This arcade gaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The arcade gaming market consists of sales of carnival games, merchandiser games, pinball machines, and slot machines. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
The arcade gaming market size is expected to see steady growth in the next few years. It will grow to $14.07 billion in 2028 at a compound annual growth rate (CAGR) of 3.1%. The forecasted growth is driven by globalization, increased market reach, the influence of mobile gaming, and strategies for market expansion, alongside efforts to enhance gaming experiences. Major trends expected in this period include mobile integration, immersive technologies, social gaming, adapting to home gaming preferences, the gamification of experiences, and the redefinition of arcade spaces.
The rise in physical activity is anticipated to drive growth in the arcade gaming market. Physical activity, involving energy expenditure through body movement, has surged due to its recognized health benefits. Arcade gaming serves as an innovative tool promoting health by engaging players in consistent exercise, balanced diets, and good sleep practices. For example, based on statistics from the Australian Bureau of Statistics in March 2022, around 27.2% of individuals aged 15 and above met physical activity recommendations, with 73.4% of those aged 18 to 64 engaging in over 150 minutes of physical activity in the preceding week. Moreover, nearly 59.1% were active for at least 30 minutes on five or more days. This trend toward increased physical activity is expected to fuel the growth of the arcade gaming market.
High engagement in arcade gaming is anticipated to be a significant driver for the arcade gaming market's growth. This heightened involvement denotes substantial and immersive participation in arcade-style video games, often marked by prolonged and enjoyable gameplay sessions. The industry benefits from this increased involvement, stemming from shifts in consumer lifestyles, the rise in commercial gaming facilities, and increased disposable income. For instance, the UK gambling industry reported a notable 10.9% increase in total gross gambling yield (GGY) to £14.1 billion from April 2021 to March 2022, as per the gambling commission. Online casino games, particularly slots, contributed significantly with a GGY of £3.9 billion. Offline gambling, influenced by changes in lockdown conditions, surged by an impressive 105.6%, reaching £2.1 billion GGY. This surge reflects the high interest and engagement in arcade gaming, indicating a positive trajectory for the market's growth ahead.
The arcade gaming market is witnessing a surge in the introduction of cutting-edge products as a prominent trend. Key market players are strategically unveiling technologically advanced arcade games to maintain their market standing. One notable example is the June 2021 launch by Zero Latency VR, an Australian tech company renowned for developing free-roam virtual reality systems. They introduced the Far Cry VR arcade game across 33 locations globally, including the USA, UK, Europe, and Australia. This immersive game, titled Far Cry VR: Dive Into Insanity, transforms expansive rooms into the exotic, pirate-controlled island from Far Cry 3. Zero Latency VR's innovative technology facilitates untethered movement within these virtual environments, liberating gamers from wired connections to distant PCs.
Major players in the arcade gaming market are spearheading the development of innovative products infused with cutting-edge technologies, notably haptic technology, designed to simulate touch sensations through force, vibration, or motion. An illustrative instance is the January 2021 collaboration between D-BOX Technologies Inc. and five Quebec-based gaming studios, aimed at targeting the video gaming market. By integrating D-BOX's exclusive haptic technology into ongoing or available games, the arcade gaming experience is set to elevate significantly. D-BOX's pioneering motion technology promises to revolutionize gaming encounters by delivering ultra-precise feedback triggered not just by player input but also by the dynamics within the game itself.
In October 2023, Microsoft, a leading US technology corporation, completed the acquisition of Activision Blizzard for a total sum of $68.7 billion. This strategic move is poised to significantly enhance Microsoft's position within the gaming sector and the burgeoning metaverse landscape. Furthermore, it solidifies Microsoft's dominance in the realm of cloud gaming services while granting the company access to a formidable array of highly lucrative intellectual properties, including iconic franchises such as Call of Duty, World of Warcraft, and Diablo, alongside the inclusion of esteemed studios such as Treyarch and Infinity Ward within its portfolio.
Major companies operating in the arcade gaming market report are Microsoft Corporation, Sony Interactive Entertainment LLC, Genting Berhad, Nintendo Company Limited, Activision Blizzard Inc., Electronic Arts Inc., Bandai Namco Studios Inc., Epic Games Inc., Take-Two Interactive Software Inc., Square Enix Holdings Company Limited, Sega Corporation, Konami Holdings Corporation, Rene Pierre SA, Nexon Co. Ltd., Ubisoft Entertainment SA, Netmarble Corporation, Bowlero Corporation, Capcom Company Limited, International Games System Company Limited, Taito Corporation, AMI Entertainment Network, D-BOX Technologies Inc., Bay Tek Entertainment Inc., Helix Leisure USA Inc., American Changer Corporation, PrimeTime Amusements, Adrenaline Amusements Inc., CXC Simulations, Chicago Gaming Company, Gold Standard Games, Tencent Holdings Limited, Zynga Inc., GungHo Online Entertainment Inc., NCSoft Corporation, SEGA Interactive Co. Ltd., Kabam Games Inc., Rovio Entertainment Corporation, GREE Inc., DeNA Co. Ltd., King Digital Entertainment, Supercell Oy, NetEase Inc., Miniclip SA, Gameloft SE.
North America was the largest region in the arcade gaming market share in 2023. The regions covered in the arcade gaming market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the arcade gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Arcade gaming encompasses various types, including video games, simulation games, and mechanical games. Video games involve manipulating moving images on a screen using controls such as handles or buttons, fostering engagement and learning in diverse social environments. These games process player inputs through computer components and showcase outputs on electrical displays. They span genres such as racing, shooting, sports, and action, available both online and offline for residential, commercial, and gaming hub use.
The arcade gaming market research report is one of a series of new reports that provides arcade gaming market statistics, including arcade gaming industry global market size, regional shares, competitors with an arcade gaming market share, detailed arcade gaming market segments, market trends and opportunities, and any further data you may need to thrive in the arcade gaming industry. This arcade gaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The arcade gaming market consists of sales of carnival games, merchandiser games, pinball machines, and slot machines. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Arcade Gaming Market Characteristics3. Arcade Gaming Market Trends and Strategies32. Global Arcade Gaming Market Competitive Benchmarking33. Global Arcade Gaming Market Competitive Dashboard34. Key Mergers and Acquisitions in the Arcade Gaming Market
4. Arcade Gaming Market - Macro Economic Scenario
5. Global Arcade Gaming Market Size and Growth
6. Arcade Gaming Market Segmentation
7. Arcade Gaming Market Regional and Country Analysis
8. Asia-Pacific Arcade Gaming Market
9. China Arcade Gaming Market
10. India Arcade Gaming Market
11. Japan Arcade Gaming Market
12. Australia Arcade Gaming Market
13. Indonesia Arcade Gaming Market
14. South Korea Arcade Gaming Market
15. Western Europe Arcade Gaming Market
16. UK Arcade Gaming Market
17. Germany Arcade Gaming Market
18. France Arcade Gaming Market
19. Italy Arcade Gaming Market
20. Spain Arcade Gaming Market
21. Eastern Europe Arcade Gaming Market
22. Russia Arcade Gaming Market
23. North America Arcade Gaming Market
24. USA Arcade Gaming Market
25. Canada Arcade Gaming Market
26. South America Arcade Gaming Market
27. Brazil Arcade Gaming Market
28. Middle East Arcade Gaming Market
29. Africa Arcade Gaming Market
30. Arcade Gaming Market Competitive Landscape and Company Profiles
31. Arcade Gaming Market Other Major and Innovative Companies
35. Arcade Gaming Market Future Outlook and Potential Analysis
36. Appendix
Executive Summary
Arcade Gaming Global Market Report 2024 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on arcade gaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Reasons to Purchase
- Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
- Understand how the market has been affected by the coronavirus and how it is responding as the impact of the virus abates.
- Assess the Russia-Ukraine war’s impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
- Measure the impact of high global inflation on market growth.
- Create regional and country strategies on the basis of local data and analysis.
- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
- Understand customers based on the latest market shares.
- Benchmark performance against key competitors.
- Suitable for supporting your internal and external presentations with reliable high quality data and analysis.
- Report will be updated with the latest data and delivered to you with an Excel data sheet for easy data extraction and analysis.
- All data from the report will also be delivered in an excel dashboard format.
Where is the largest and fastest growing market for arcade gaming? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? This report answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include:
- The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.
- The impact of higher inflation in many countries and the resulting spike in interest rates.
- The continued but declining impact of COVID-19 on supply chains and consumption patterns.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Report Scope
Markets Covered:1) By Type: Video Games; Simulation Games; Mechanical Games
2) By Genre: Racing; Shooting; Sports; Action
3) By Distribution Channel: Online; Offline
4) By Application: Residential; Commercial; Gaming Hubs
Key Companies Mentioned: Microsoft Corporation; Sony Interactive Entertainment LLC; Genting Berhad; Nintendo Company Limited; Activision Blizzard Inc.
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes
Delivery Format: PDF, Word and Excel Data Dashboard
Companies Mentioned
- Microsoft Corporation
- Sony Interactive Entertainment LLC
- Genting Berhad
- Nintendo Company Limited
- Activision Blizzard Inc.
- Electronic Arts Inc.
- Bandai Namco Studios Inc.
- Epic Games Inc.
- Take-Two Interactive Software Inc.
- Square Enix Holdings Company Limited
- Sega Corporation
- Konami Holdings Corporation
- Rene Pierre SA
- Nexon Co. Ltd.
- Ubisoft Entertainment SA
- Netmarble Corporation
- Bowlero Corporation
- Capcom Company Limited
- International Games System Company Limited
- Taito Corporation uare
- AMI Entertainment Network
- D-BOX Technologies Inc.
- Bay Tek Entertainment Inc.
- Helix Leisure USA Inc.
- American Changer Corporation
- PrimeTime Amusements
- Adrenaline Amusements Inc.
- CXC Simulations
- Chicago Gaming Company
- Gold Standard Games
- Tencent Holdings Limited
- Zynga Inc.
- GungHo Online Entertainment Inc.
- NCSoft Corporation
- SEGA Interactive Co. Ltd.
- Kabam Games Inc.
- Rovio Entertainment Corporation
- GREE Inc.
- DeNA Co. Ltd.
- King Digital Entertainment
- Supercell Oy
- NetEase Inc.
- Miniclip SA
- Gameloft SE
Methodology
LOADING...
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 175 |
Published | February 2024 |
Forecast Period | 2024 - 2028 |
Estimated Market Value ( USD | $ 12.44 Billion |
Forecasted Market Value ( USD | $ 14.07 Billion |
Compound Annual Growth Rate | 3.1% |
Regions Covered | Global |
No. of Companies Mentioned | 44 |