The arcade gaming market size is expected to see steady growth in the next few years. It will grow to $16.87 billion in 2030 at a compound annual growth rate (CAGR) of 4.3%. The growth in the forecast period can be attributed to increasing convergence of arcade and esports gaming, rising investments in immersive gaming technologies, expansion of location-based gaming experiences, growing demand for social and competitive play, increasing adoption of data-driven game personalization. Major trends in the forecast period include growing adoption of vr and simulation arcade games, rising demand for skill-based and competitive gaming, expansion of arcade gaming in malls and entertainment centers, increasing integration of digital payment systems, enhanced focus on interactive player experiences.
High engagement in arcade gaming is expected to boost the growth of the arcade gaming market in the coming years. High engagement in arcade gaming refers to significant, immersive participation in arcade-style video games, often marked by strong enjoyment and extended periods of play. High engagement in arcade gaming benefits the arcade gaming industry because it contributes to overall market expansion. Changes in consumer lifestyles, the increasing number of commercial gaming venues, and rising disposable incomes have all helped drive growth in the arcade gaming market. For example, in November 2025, the Gambling Commission, a U.K.-based government regulatory body, reported that the U.K. gambling industry generated a total gross gambling yield (GGY) of £16.8 ($19.75) billion, representing a 7.3% increase from April 2023 to March 2024. Therefore, high engagement in arcade gaming will support the growth of the arcade gaming market going forward.
Key players in the arcade gaming market are introducing innovative arcade games to maintain their market positions. For example, in July 2024, Coleco, a US-based toy manufacturer, unveiled the ColecoVision Full-Size Stand-Up Arcade Unit. This arcade cabinet uniquely features 40 classic ColecoVision games and offers the flexibility to add ROMs from various classic and contemporary gaming systems due to its open-source design. It is equipped with an easy setup, high-quality joysticks, a trackball, arcade buttons, and an original-style ColecoVision gamepad, all displayed on a 32-inch high-definition screen. Moreover, it acts as a community hub, enabling retro gaming enthusiasts to connect with each other.
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 are Bandai Namco Entertainment, Sega Amusements, Raw Thrills Inc., Taito Corporation, Konami Digital Entertainment, Capcom Co. Ltd., LAI Games, Adrenaline Amusements, Andamiro Co. Ltd., ICE (Innovative Concepts in Entertainment), Bay Tek Entertainment, UNIS Technology Ltd., Wahlap Technology, BANDAI NAMCO Amusement America, Benchmark Games, Play Mechanix, Game Play Network Inc., Global VR, Golden Tee Golf (Incredible Technologies), Hanco Technologies, Stern Pinball Inc., Pac-Man Entertainment, Barron Games International, Sega Corporation, Funovation, CXC Simulations, Smart Industries, Team Play Inc., Valley-Dynamo.
North America was the largest region in the arcade gaming market share in 2025. The regions covered in the arcade gaming market report are Asia-Pacific, South East Asia, 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, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
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.
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Table of Contents
Executive Summary
Arcade Gaming Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses 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.
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Description
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, including technological disruption, regulatory shifts, and changing consumer preferences? The arcade gaming market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, 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. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- 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 technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- 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.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- 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 company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Type: Video Games; Simulation Games; Mechanical Games2) By Genre: Racing; Shooting; Sports; Action
3) By Application: Commercial; Gaming Hubs
Subsegments:
1) By Video Games: Action Games; Adventure Games; Fighting Games; Sports Games; Puzzle Games; Rhythm Games2) By Simulation Games: Racing Simulators; Flight Simulators; Sports Simulators
3) By Mechanical Games: Pinball Machines; Coin-Operated Mechanical Games; Redemption Games; Ticket Redemption Games
Companies Mentioned: Bandai Namco Entertainment; Sega Amusements; Raw Thrills Inc.; Taito Corporation; Konami Digital Entertainment; Capcom Co. Ltd.; LAI Games; Adrenaline Amusements; Andamiro Co. Ltd.; ICE (Innovative Concepts in Entertainment); Bay Tek Entertainment; UNIS Technology Ltd.; Wahlap Technology; BANDAI NAMCO Amusement America; Benchmark Games; Play Mechanix; Game Play Network Inc.; Global VR; Golden Tee Golf (Incredible Technologies); Hanco Technologies; Stern Pinball Inc.; Pac-Man Entertainment; Barron Games International; Sega Corporation; Funovation; CXC Simulations; Smart Industries; Team Play Inc.; Valley-Dynamo
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; 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: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Arcade Gaming market report include:- Bandai Namco Entertainment
- Sega Amusements
- Raw Thrills Inc.
- Taito Corporation
- Konami Digital Entertainment
- Capcom Co. Ltd.
- LAI Games
- Adrenaline Amusements
- Andamiro Co. Ltd.
- ICE (Innovative Concepts in Entertainment)
- Bay Tek Entertainment
- UNIS Technology Ltd.
- Wahlap Technology
- Benchmark Games
- Play Mechanix
- Game Play Network Inc.
- Global VR
- Golden Tee Golf (Incredible Technologies)
- Hanco Technologies
- Stern Pinball Inc.
- Pac-Man Entertainment
- Barron Games International
- Sega Corporation
- Funovation
- CXC Simulations
- Smart Industries
- Team Play Inc.
- Valley-Dynamo
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 14.23 Billion |
| Forecasted Market Value ( USD | $ 16.87 Billion |
| Compound Annual Growth Rate | 4.3% |
| Regions Covered | Global |
| No. of Companies Mentioned | 29 |


