+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

Arcade Gaming - Global Strategic Business Report

  • PDF Icon

    Report

  • 190 Pages
  • November 2024
  • Region: Global
  • Global Industry Analysts, Inc
  • ID: 5997881
The global market for Arcade Gaming was estimated at US$19.0 Billion in 2023 and is projected to reach US$21.2 Billion by 2030, growing at a CAGR of 1.6% from 2023 to 2030. This comprehensive report provides an in-depth analysis of market trends, drivers, and forecasts, helping you make informed business decisions.

How Is Arcade Gaming Shaping the Entertainment Landscape?

Arcade gaming continues to shape the entertainment landscape by offering a nostalgic yet dynamic gaming experience that bridges generations. Originating in the late 20th century, arcade games were the epicenter of gaming culture, providing an accessible platform for gamers to engage in competitive and cooperative play. Today, arcade gaming has evolved but still retains its charm, drawing in both seasoned players and new audiences. Modern arcades blend classic games like Pac-Man and Street Fighter with innovative, immersive experiences such as virtual reality (VR) and motion-sensing games, creating diverse entertainment venues that appeal to a wide range of interests. The social aspect of arcade gaming - whether through multiplayer setups or shared communal spaces - adds a layer of interaction that is often missing in home gaming, making it a unique and enduring part of the gaming industry.

What Innovations Are Enhancing the Appeal of Arcade Gaming?

Innovations in arcade gaming are enhancing its appeal by integrating cutting-edge technology and diversifying the types of experiences available. VR and augmented reality (AR) are becoming increasingly common in arcades, offering fully immersive environments that go beyond traditional gaming. These technologies allow players to physically interact with the game space, creating a more engaging and intense experience. Additionally, advancements in haptic feedback and motion sensors have led to the development of games that require physical participation, such as dance games and sports simulators, which combine entertainment with exercise. The revival of retro-style arcade machines with modern twists - such as enhanced graphics or multiplayer online capabilities - also attracts both nostalgic gamers and new players. Moreover, arcade centers are increasingly incorporating social and competitive elements, such as leaderboards and tournament setups, fostering a community of gamers who return regularly to test their skills.

How Does Arcade Gaming Impact Social Interaction and Community Building?

Arcade gaming significantly impacts social interaction and community building by providing a physical space where players can gather, compete, and collaborate. Unlike home gaming, which can often be a solitary activity, arcades offer a communal environment where players share experiences and engage in friendly competition. The face-to-face interaction inherent in arcade gaming fosters a sense of camaraderie and can lead to the formation of gaming communities, where regular players develop connections and friendships. Multiplayer games, particularly those that require teamwork, enhance these social bonds by encouraging players to work together to achieve common goals. Additionally, arcade gaming events, such as tournaments and themed nights, further cultivate a sense of community by bringing together enthusiasts to celebrate their shared passion. This social aspect is a key factor in the enduring popularity of arcades, even in an era dominated by online gaming.

What Trends Are Driving Growth in the Arcade Gaming Market?

Several trends are driving growth in the arcade gaming market, including the resurgence of retro gaming, the integration of advanced technology, and the rise of location-based entertainment. The nostalgia for classic arcade games has led to a revival of retro-style gaming, with modern arcades catering to those who seek to relive their childhood experiences or discover the charm of older games. At the same time, the incorporation of cutting-edge technology like VR, AR, and motion-sensing games is attracting a new generation of players who are looking for more immersive and physically engaging experiences. The expansion of location-based entertainment, where arcade games are featured in combination with other activities like dining, bowling, or mini-golf, is also contributing to the growth of the market by offering a more comprehensive entertainment experience. These trends highlight the adaptability of arcade gaming, ensuring its continued relevance and appeal in the rapidly evolving entertainment industry.

Key Insights:

  • Market Growth: Understand the significant growth trajectory of the Gaming Hubs End-Use segment, which is expected to reach US$10.5 Billion by 2030 with a CAGR of a 1.9%. The Semi-Commercial End-Use segment is also set to grow at 1.4% CAGR over the analysis period.
  • Regional Analysis: Gain insights into the U.S. market, which was estimated at $5.2 Billion in 2023, and China, forecasted to grow at an impressive 3.5% CAGR to reach $4.1 Billion by 2030. Discover growth trends in other key regions, including Japan, Canada, Germany, and the Asia-Pacific.

Why You Should Buy This Report:

  • Detailed Market Analysis: Access a thorough analysis of the Global Arcade Gaming Market, covering all major geographic regions and market segments.
  • Competitive Insights: Get an overview of the competitive landscape, including the market presence of major players across different geographies.
  • Future Trends and Drivers: Understand the key trends and drivers shaping the future of the Global Arcade Gaming Market.
  • Actionable Insights: Benefit from actionable insights that can help you identify new revenue opportunities and make strategic business decisions.

Key Questions Answered:

  • How is the Global Arcade Gaming Market expected to evolve by 2030?
  • What are the main drivers and restraints affecting the market?
  • Which market segments will grow the most over the forecast period?
  • How will market shares for different regions and segments change by 2030?
  • Who are the leading players in the market, and what are their prospects?

Report Features:

  • Comprehensive Market Data: Independent analysis of annual sales and market forecasts in US$ Million from 2023 to 2030.
  • In-Depth Regional Analysis: Detailed insights into key markets, including the U.S., China, Japan, Canada, Europe, Asia-Pacific, Latin America, Middle East, and Africa.
  • Company Profiles: Coverage of major players such as Bandai Namco Holdings Inc., Bay Tek Entertainment, Inc., Chicago Gaming Company, and more.
  • Complimentary Updates: Receive free report updates for one year to keep you informed of the latest market developments.

Select Competitors (Total 49 Featured):

  • Bandai Namco Holdings Inc.
  • Bay Tek Entertainment, Inc.
  • Chicago Gaming Company
  • Dream Arcades Inc.
  • Global VR Inc.
  • Helix Leisure
  • Innovative Concepts in Entertainment, Inc. (ICE)
  • International Games System Co. Ltd.
  • Melco International Development Limited
  • Neofuns Amusement Equipment Co. Ltd.
  • PrimeTime Amusements
  • Raw Thrills, Inc.
  • Sega Sammy Holdings Inc.
  • Square Enix Holdings Co. Ltd.
  • Valley-Dynamo, Inc.

Table of Contents

I. METHODOLOGYII. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
  • Influencer Market Insights
  • World Market Trajectories
  • Global Economic Update
  • Arcade Gaming - Global Key Competitors Percentage Market Share in 2024 (E)
  • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
  • Retro Gaming Revival Fuels Interest and Expansion in the Arcade Gaming Market
  • Integration of VR and AR in Arcade Games Drives New User Engagement
  • Rising Popularity of Family Entertainment Centers Supports Growth in Arcade Installations
  • Global Increase in Mall Culture Propels Arcade Gaming Spaces
  • Competitive Gaming and Arcade Tournaments Create a Thriving Community
  • Investment in Immersive and Interactive Gaming Experiences Grows
  • Technological Advances in Payment Systems Streamline Arcade Operations
  • Expansion of Food and Beverage Services in Arcades Enhances Visitor Retention
  • Educational and Skill-Based Game Development Trends in Arcades
4. GLOBAL MARKET PERSPECTIVE
  • Table 1: World Arcade Gaming Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
  • Table 2: World Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 3: World Historic Review for Arcade Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 4: World 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2014, 2024 & 2030
  • Table 5: World Recent Past, Current & Future Analysis for Gaming Hubs End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 6: World Historic Review for Gaming Hubs End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 7: World 16-Year Perspective for Gaming Hubs End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 8: World Recent Past, Current & Future Analysis for Semi-Commercial End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 9: World Historic Review for Semi-Commercial End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 10: World 16-Year Perspective for Semi-Commercial End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 11: World Recent Past, Current & Future Analysis for Residential End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 12: World Historic Review for Residential End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 13: World 16-Year Perspective for Residential End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
III. MARKET ANALYSIS
UNITED STATES
  • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (E)
  • Table 14: USA Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 15: USA Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 16: USA 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
CANADA
  • Table 17: Canada Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 18: Canada Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 19: Canada 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
JAPAN
  • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (E)
  • Table 20: Japan Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 21: Japan Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 22: Japan 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
CHINA
  • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (E)
  • Table 23: China Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 24: China Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 25: China 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
EUROPE
  • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (E)
  • Table 26: Europe Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 27: Europe Historic Review for Arcade Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 28: Europe 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2014, 2024 & 2030
  • Table 29: Europe Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 30: Europe Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 31: Europe 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
FRANCE
  • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (E)
  • Table 32: France Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 33: France Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 34: France 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
GERMANY
  • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (E)
  • Table 35: Germany Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 36: Germany Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 37: Germany 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
ITALY
  • Table 38: Italy Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 39: Italy Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 40: Italy 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
UNITED KINGDOM
  • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (E)
  • Table 41: UK Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 42: UK Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 43: UK 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
SPAIN
  • Table 44: Spain Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 45: Spain Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 46: Spain 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
RUSSIA
  • Table 47: Russia Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 48: Russia Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 49: Russia 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
REST OF EUROPE
  • Table 50: Rest of Europe Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 51: Rest of Europe Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 52: Rest of Europe 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
ASIA-PACIFIC
  • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (E)
  • Table 53: Asia-Pacific Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 54: Asia-Pacific Historic Review for Arcade Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 55: Asia-Pacific 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2014, 2024 & 2030
  • Table 56: Asia-Pacific Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 57: Asia-Pacific Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 58: Asia-Pacific 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
AUSTRALIA
  • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2024 (E)
  • Table 59: Australia Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 60: Australia Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 61: Australia 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
INDIA
  • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2024 (E)
  • Table 62: India Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 63: India Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 64: India 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
SOUTH KOREA
  • Table 65: South Korea Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 66: South Korea Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 67: South Korea 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
REST OF ASIA-PACIFIC
  • Table 68: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 69: Rest of Asia-Pacific Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 70: Rest of Asia-Pacific 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
LATIN AMERICA
  • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2024 (E)
  • Table 71: Latin America Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 72: Latin America Historic Review for Arcade Gaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 73: Latin America 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2014, 2024 & 2030
  • Table 74: Latin America Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 75: Latin America Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 76: Latin America 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
ARGENTINA
  • Table 77: Argentina Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 78: Argentina Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 79: Argentina 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
BRAZIL
  • Table 80: Brazil Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 81: Brazil Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 82: Brazil 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
MEXICO
  • Table 83: Mexico Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 84: Mexico Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 85: Mexico 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
REST OF LATIN AMERICA
  • Table 86: Rest of Latin America Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 87: Rest of Latin America Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 88: Rest of Latin America 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
MIDDLE EAST
  • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2024 (E)
  • Table 89: Middle East Recent Past, Current & Future Analysis for Arcade Gaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 90: Middle East Historic Review for Arcade Gaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 91: Middle East 16-Year Perspective for Arcade Gaming by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2014, 2024 & 2030
  • Table 92: Middle East Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 93: Middle East Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 94: Middle East 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
IRAN
  • Table 95: Iran Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 96: Iran Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 97: Iran 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
ISRAEL
  • Table 98: Israel Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 99: Israel Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 100: Israel 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
SAUDI ARABIA
  • Table 101: Saudi Arabia Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 102: Saudi Arabia Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 103: Saudi Arabia 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
UNITED ARAB EMIRATES
  • Table 104: UAE Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 105: UAE Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 106: UAE 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
REST OF MIDDLE EAST
  • Table 107: Rest of Middle East Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 108: Rest of Middle East Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 109: Rest of Middle East 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
AFRICA
  • Arcade Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2024 (E)
  • Table 110: Africa Recent Past, Current & Future Analysis for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 111: Africa Historic Review for Arcade Gaming by End-Use - Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 112: Africa 16-Year Perspective for Arcade Gaming by End-Use - Percentage Breakdown of Value Sales for Gaming Hubs End-Use, Semi-Commercial End-Use and Residential End-Use for the Years 2014, 2024 & 2030
IV. COMPETITION

Companies Mentioned

  • Bandai Namco Holdings Inc.
  • Bay Tek Entertainment, Inc.
  • Chicago Gaming Company
  • Dream Arcades Inc.
  • Global VR Inc.
  • Helix Leisure
  • Innovative Concepts in Entertainment, Inc. (ICE)
  • International Games System Co. Ltd.
  • Melco International Development Limited
  • Neofuns Amusement Equipment Co. Ltd.
  • PrimeTime Amusements
  • Raw Thrills, Inc.
  • Sega Sammy Holdings Inc.
  • Square Enix Holdings Co. Ltd.
  • Valley-Dynamo, Inc.

Table Information