Amusement Machine Market Size, Share, and Trends 2024 to 2034

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.

  • Last Updated : April 2025
  • Report Code : 5950
  • Category : Machinery and Equipment

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

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

Chapter 5. COVID 19 Impact on Amusement Machine Market 

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

Chapter 7. Competitive Landscape

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

Chapter 8. Global Amusement Machine Market, By Game Type

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

Chapter 9. Global Amusement Machine Market, By Application

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

Chapter 10. Global Amusement Machine Market, Regional Estimates and Trend 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

Chapter 11. Company Profiles

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

Chapter 12. Research Methodology

12.1. Primary Research

12.2. Secondary Research

12.3. Assumptions

Chapter 13. Appendix

13.1. About Us

13.2. Glossary of Terms

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Frequently Asked Questions

The global amusement machine market size is expected to grow from USD 16.54 billion in 2024 to USD 47.13 billion by 2034.

The amusement machine market is anticipated to grow at a CAGR of 11.04% between 2025 and 2034.

The major players operating in the amusement machine market are Adrenaline Amusements, Bandai Namco Entertainment America Inc. (Bandai Namco Holdings Inc.), Bay Tek Entertainment, Inc., Bob’s Space Racer, Capcom Co., Ltd., Coastal Amusements Inc., Elaut Group, Innovative Concepts in Entertainment, Inc., Konami Group, LAI Games, Player One Amusement Group, Raw Thrills, Inc., SEGA SAMMY HOLDINGS Inc., TAITO CORPORATION (SQUARE ENIX), TrioTech Amusement, and Others.

The driving factors of the amusement machine market are the the need for engaging entertainment experiences, improved user engagement, and the incorporation of non-contact and automated technologies.

North America region will lead the global amusement machine market during the forecast period 2025 to 2034.

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