The global amusement machine market size is calculated at USD 18.37 billion in 2025 and is forecasted to reach around USD 47.13 billion by 2034, accelerating at a CAGR of 11.04% from 2025 to 2034. The North America market size surpassed USD 6.95 billion in 2024 and is expanding at a CAGR of 11.17% during the forecast period. The market sizing and forecasts are revenue-based (USD Million/Billion), with 2024 as the base year.
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
3.1. Market Snapshot
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
5.1. COVID-19 Landscape: Amusement Machine Industry Impact
5.2. COVID 19 - Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
8.1. Amusement Machine Market Revenue and Volume, By Game Type
8.1.1 Video Games
8.1.1.1. Market Revenue and Volume Forecast
8.1.2. Simulation/AR-VR Games
8.1.2.1. Market Revenue and Volume Forecast
8.1.3. Electro-Mechanical Games
8.1.3.1. Market Revenue and Volume Forecast
8.1.4. Redemption Games
8.1.4.1. Market Revenue and Volume Forecast
8.1.5. Claw Machine Games
8.1.5.1. Market Revenue and Volume Forecast
8.1.5. Indoor Go-Karts
8.1.5.1. Market Revenue and Volume Forecast
8.1.5. Photo Booths
8.1.5.1. Market Revenue and Volume Forecast
8.1.5. Others
8.1.5.1. Market Revenue and Volume Forecast
9.1. Amusement Machine Market Revenue and Volume, By Application
9.1.1. Amusement and Recreational Theme Park
9.1.1.1. Market Revenue and Volume Forecast
9.1.2. Indoor Specialty Centers
9.1.2.1. Market Revenue and Volume Forecast
9.1.3. Game Centers
9.1.3.1. Market Revenue and Volume Forecast
9.1.4. Hotel and Bars
9.1.4.1. Market Revenue and Volume Forecast
9.1.5. Others
9.1.5.1. Market Revenue and Volume Forecast
10.1. North America
10.1.1. Market Revenue and Volume Forecast, By Game Type
10.1.2. Market Revenue and Volume Forecast, By Application
10.1.3. U.S.
10.1.3.1. Market Revenue and Volume Forecast, By Game Type
10.1.3.2. Market Revenue and Volume Forecast, By Application
10.1.4. Rest of North America
10.1.4.1. Market Revenue and Volume Forecast, By Game Type
10.1.4.2. Market Revenue and Volume Forecast, By Application
10.2. Europe
10.2.1. Market Revenue and Volume Forecast, By Game Type
10.2.2. Market Revenue and Volume Forecast, By Application
10.2.3. UK
10.2.3.1. Market Revenue and Volume Forecast, By Game Type
10.2.3.2. Market Revenue and Volume Forecast, By Application
10.2.4. Germany
10.2.4.1. Market Revenue and Volume Forecast, By Game Type
10.2.4.2. Market Revenue and Volume Forecast, By Application
10.2.5. France
10.2.5.1. Market Revenue and Volume Forecast, By Game Type
10.2.5.2. Market Revenue and Volume Forecast, By Application
10.2.6. Rest of Europe
10.2.6.1. Market Revenue and Volume Forecast, By Game Type
10.2.6.2. Market Revenue and Volume Forecast, By Application
10.3. APAC
10.3.1. Market Revenue and Volume Forecast, By Game Type
10.3.2. Market Revenue and Volume Forecast, By Application
10.3.3. India
10.3.3.1. Market Revenue and Volume Forecast, By Game Type
10.3.3.2. Market Revenue and Volume Forecast, By Application
10.3.4. China
10.3.4.1. Market Revenue and Volume Forecast, By Game Type
10.3.4.2. Market Revenue and Volume Forecast, By Application
10.3.5. Japan
10.3.5.1. Market Revenue and Volume Forecast, By Game Type
10.3.5.2. Market Revenue and Volume Forecast, By Application
10.3.6. Rest of APAC
10.3.6.1. Market Revenue and Volume Forecast, By Game Type
10.3.6.2. Market Revenue and Volume Forecast, By Application
10.4. MEA
10.4.1. Market Revenue and Volume Forecast, By Game Type
10.4.2. Market Revenue and Volume Forecast, By Application
10.4.3. GCC
10.4.3.1. Market Revenue and Volume Forecast, By Game Type
10.4.3.2. Market Revenue and Volume Forecast, By Application
10.4.4. North Africa
10.4.4.1. Market Revenue and Volume Forecast, By Game Type
10.4.4.2. Market Revenue and Volume Forecast, By Application
10.4.5. South Africa
10.4.5.1. Market Revenue and Volume Forecast, By Game Type
10.4.5.2. Market Revenue and Volume Forecast, By Application
10.4.6. Rest of MEA
10.4.6.1. Market Revenue and Volume Forecast, By Game Type
10.4.6.2. Market Revenue and Volume Forecast, By Application
10.5. Latin America
10.5.1. Market Revenue and Volume Forecast, By Game Type
10.5.2. Market Revenue and Volume Forecast, By Application
10.5.3. Brazil
10.5.3.1. Market Revenue and Volume Forecast, By Game Type
10.5.3.2. Market Revenue and Volume Forecast, By Application
10.5.4. Rest of LATAM
10.5.4.1. Market Revenue and Volume Forecast, By Game Type
10.5.4.2. Market Revenue and Volume Forecast, By Application
11.1. Adrenaline Amusements
11.1.1. Company Overview
11.1.2. Product Offerings
11.1.3. Financial Performance
11.1.4. Recent Initiatives
11.2. Bandai Namco Entertainment America Inc. (Bandai Namco Holdings Inc.)
11.2.1. Company Overview
11.2.2. Product Offerings
11.2.3. Financial Performance
11.2.4. Recent Initiatives
11.3. Bay Tek Entertainment, Inc.
11.3.1. Company Overview
11.3.2. Product Offerings
11.3.3. Financial Performance
11.3.4. Recent Initiatives
11.4. Bob’s Space Racer
11.4.1. Company Overview
11.4.2. Product Offerings
11.4.3. Financial Performance
11.4.4. Recent Initiatives
11.5. Capcom Co., Ltd.
11.5.1. Company Overview
11.5.2. Product Offerings
11.5.3. Financial Performance
11.5.4. Recent Initiatives
11.6. Coastal Amusements Inc.
11.6.1. Company Overview
11.6.2. Product Offerings
11.6.3. Financial Performance
11.6.4. Recent Initiatives
11.7. Elaut Group
11.7.1. Company Overview
11.7.2. Product Offerings
11.7.3. Financial Performance
11.7.4. Recent Initiatives
11.8. Innovative Concepts in Entertainment, Inc.
11.8.1. Company Overview
11.8.2. Product Offerings
11.8.3. Financial Performance
11.8.4. Recent Initiatives
11.9. Konami Group
11.9.1. Company Overview
11.9.2. Product Offerings
11.9.3. Financial Performance
11.9.4. Recent Initiatives
11.10. LAI Games
11.10.1. Company Overview
11.10.2. Product Offerings
11.10.3. Financial Performance
11.10.4. Recent Initiatives
12.1. Primary Research
12.2. Secondary Research
12.3. Assumptions
13.1. About Us
13.2. Glossary of Terms
For questions or customization requests, please reach out to us at sales@precedenceresearch.com
Plan your call and get expert insights!
No cookie-cutter, only authentic analysis – take the 1st step to become a Precedence Research client