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      Arcade gaming market size to grow by USD 1.79 billion from 2020 to 2025: A descriptive analysis of customer landscape, vendor assessment, and market dynamics - Technavio

      Global Arcade Gaming Market

      News provided by

      Technavio

      Jan 16, 2023, 21:15 ET

      Share this article

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      NEW YORK, Jan. 16, 2023 /PRNewswire/ -- The global arcade gaming market size is estimated to increase by USD 1.79 billion from 2020 to 2025. The market's growth momentum will accelerate at a CAGR of 1.85% during the forecast period - Request a sample report

      Global arcade gaming market – Vendor analysis
      Vendor offerings -

      Continue Reading
      Technavio has announced its latest market research report titled Global Arcade Gaming Market
      Technavio has announced its latest market research report titled Global Arcade Gaming Market

      • BANDAI NAMCO Entertainment Europe SAS - This company offers various arcade games such as the big bass wheel, connect 4 hoops, dizzy chicken, full tilt, and Hypernova.
      • Bay Tek Entertainment Inc. - This company offers various arcade games such as big bass wheel, connect 4 hoops, dizzy chicken, full tilt, and Hypernova.
      • Capcom Co. Ltd. - This company offers various arcade game operations.
      • CXC Simulations - This company offers various arcade games such as CXC Craftsmanship, a racing simulation center, and virtual reality racing.
      • For details on vendors and their offerings – Buy the report!

      Vendor landscape –

      The global arcade gaming market is fragmented, with the presence of several global as well as regional vendors. A few prominent vendors that offer arcade gaming in the market are BANDAI NAMCO Entertainment Europe SAS, Bay Tek Entertainment Inc., Capcom Co. Ltd., CXC Simulations, D-BOX Technologies Inc., International Games System Co. Ltd., Nintendo Co. Ltd., PrimeTime Amusements, SEGA SAMMY HOLDINGS Inc., and Square Enix Holdings Co. Ltd. and others.
      The global arcade gaming market is at its growing stage. This statistical study of the arcade gaming market encompasses successful business strategies deployed by the key vendors. The arcade gaming market is fragmented and the vendors are deploying growth strategies such as technological innovations to compete in the market.

      Global arcade gaming market - Customer landscape
      To help companies evaluate and develop growth strategies, the report outlines –

      • Key purchase criteria
      • Adoption rates
      • Adoption lifecycle
      • Drivers of price sensitivity

      Global arcade gaming market - Segmentation assessment
      Segment Overview
      Technavio has segmented the market based on end-user (gaming hubs, semi-commercial, and residential), and type (video games, simulation games, and mechanical games).

      • The gaming hubs segment will grow at a significant rate during the forecast period. The equipment required for present-day arcade gaming is very expensive and beyond the reach of average consumers. Therefore, consumers can only experience this type of arcade gaming at gaming hubs. Such factors will support the market growth through this segment in the coming years.

      Geography overview

      By geography, the global arcade gaming market is segmented into APAC, North America, Europe, South America, and MEA. The report provides actionable insights and estimates the contribution of all regions to the growth of the global arcade gaming market.

      • APAC will account for 51% of the market's growth during the forecast period. China, Japan, and South Korea, and India are the key markets for arcade gaming in APAC. Market growth in APAC will be faster than the growth of the market in other regions. The availability of innovative arcade games with high graphics capabilities will facilitate the arcade gaming market growth in APAC over the forecast period. 

      Download a Sample Report

      Global arcade gaming market – Market dynamics

      Leading drivers - One of the key factors driving the global arcade gaming market growth is the increased physical activity in arcade gaming. The innovations in arcade gaming have changed gaming from 2D gameplay on a screen, which only requires gamers to use their hands, to VR, in which the gamer can experience the virtual world of gaming. Vendors are focusing on R&D and innovation to involve the gamer's physical motions. For instance, in March 2022, the AEI convention in Las Vegas introduced a VR laser tech arcade game that has one platform, and players can move around and play. Such factors will drive market growth during the forecast years.

      Key trends - The rising integration of VR in arcade games is one of the key arcade gaming market trends that is expected to impact the industry positively in the forecast period. Advances in VR technologies have led to the introduction of VR 360-degree videos. VR is fast being considered a mainstream gaming platform in the entertainment sphere, which is making its way to various digital arenas. Adding a 360-degree vision with the VR headset enhances the QoE of the gaming simulator. While playing racing or shooting games, gamers can experience 360-degree VR content. Gamers can not only see the front side of the gaming but also look around. With tech giants, such as Facebook, Sony, and HTC, launching their flagship VR devices, namely, Oculus Rift, Morpheus, and Vive, respectively. Such factors will further drive market growth in the coming years. 

      Major challenges - One of the key challenges to the global arcade gaming market growth is the high maintenance cost. From the screens to the legs of the simulator, the hardware is prone to repairs considering the increased penetration of motion simulation and heavy usage. The high demand for motion simulation and the rugged usage of the arcade gaming machine, especially in commercial places, will reduce the product life cycle and increase the maintenance cost. After factoring in these costs, the ROI will be delayed from a business standpoint. Such factors may limit the market growth in the coming years.

      Drivers, trends, and challenges have an impact on market dynamics, which can impact businesses. Find more insights in a sample report!

      What are the key data covered in this arcade gaming market report?

      • CAGR of the market during the forecast period
      • Detailed information on factors that will drive the growth of the arcade gaming market between 2021 and 2025
      • Precise estimation of the arcade gaming market size and its contribution to the market in focus on the parent market
      • Accurate predictions about upcoming trends and changes in consumer behavior
      • Growth of the arcade gaming industry across APAC, North America, Europe, South America, and MEA
      • A thorough analysis of the market's competitive landscape and detailed information about vendors
      • Comprehensive analysis of factors that will challenge the growth of arcade gaming market vendors

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      Related Reports:

      The cloud gaming market share is expected to increase by USD 5.73 billion from 2021 to 2026, at a CAGR of 31.13%. Furthermore, this report extensively covers market segmentation by platform (gaming consoles, computing devices, smart TVs, and mobile devices), type (video streaming and file streaming), and geography (North America, APAC, Europe, South America, and Middle East and Africa).

      The mobile gaming market size is predicted to surge to USD 66.43 billion from 2021 to 2026 at an accelerating CAGR of 12.26%. This report further entails market segmentations, including platform (online and offline) and geography (APAC, North America, Europe, Middle East and Africa, and South America)

      Arcade Gaming Market Scope

      Report Coverage

      Details

      Page number

      120

      Base year

      2020

      Forecast period

      2021-2025

      Growth momentum & CAGR

      Accelerate at a CAGR of 1.85%

      Market growth 2021-2025

      USD 1.79 billion

      Market structure

      Fragmented

      YoY growth 2022-2023 (%)

      1.63

      Regional analysis

      APAC, North America, Europe, South America, and MEA

      Performing market contribution

      APAC at 51%

      Key countries

      US, China, Japan, South Korea, and India 

      Competitive landscape

      Leading Vendors, Market Positioning of Vendors, Competitive Strategies, and Industry Risks

      Key companies profiled

      BANDAI NAMCO Entertainment Europe SAS, Bay Tek Entertainment Inc., Capcom Co. Ltd., CXC Simulations, D-BOX Technologies Inc., International Games System Co. Ltd., Nintendo Co. Ltd., PrimeTime Amusements, SEGA SAMMY HOLDINGS Inc., and Square Enix Holdings Co. Ltd.

      Market dynamics

      Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis and future consumer dynamics, and Market condition analysis for the forecast period.

      Customization purview

      If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

      Customization purview

      If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

      Browse for Technavio's consumer discretionary market reports

      Table of Contents:

      1 Executive Summary

      2 Market Landscape

      • 2.1 Market ecosystem 
        • Exhibit 01: Parent market
        • Exhibit 02: Market characteristics
      • 2.2 Value chain analysis 
        • Exhibit 03: Value chain analysis: Casinos and gaming market

      3 Market Sizing

      • 3.1 Market Definition 
        • Exhibit 04: Offerings of vendors included in the market definition
      • 3.2 Market segment analysis 
        • Exhibit 05: Market segments
      • 3.3 Market size 2020
      • 3.4 Market outlook: Forecast for 2020 - 2025
        • Exhibit 06: Global - Market size and forecast 2020 - 2025 ($ million)
        • Exhibit 07: Global market: Year-over-year growth 2020 - 2025 (%)

      4 Five Forces Analysis

      • 4.1 Five forces summary 
        • Exhibit 08: Five forces analysis 2020 & 2025
      • 4.2 Bargaining power of buyers 
        • Exhibit 09: Bargaining power of buyers
      • 4.3 Bargaining power of suppliers 
        • Exhibit 10: Bargaining power of suppliers
      • 4.4 Threat of new entrants 
        • Exhibit 11: Threat of new entrants
      • 4.5 Threat of substitutes 
        • Exhibit 12: Threat of substitutes
      • 4.6 Threat of rivalry 
        • Exhibit 13: Threat of rivalry
      • 4.7 Market condition 
        • Exhibit 14: Market condition - Five forces 2020

      5 Market Segmentation by End-user

      • 5.1 Market segments
      • 5.2 Comparison by End-user
      • 5.3 Gaming hubs - Market size and forecast 2020-2025
        • Exhibit 17: Gaming hubs - Market size and forecast 2020-2025 ($ million)
        • Exhibit 18: Gaming hubs - Year-over-year growth 2020-2025 (%)
      • 5.4 Semi-commercial - Market size and forecast 2020-2025
        • Exhibit 19: Semi-commercial - Market size and forecast 2020-2025 ($ million)
        • Exhibit 20: Semi-commercial - Year-over-year growth 2020-2025 (%)
      • 5.5 Residential - Market size and forecast 2020-2025
        • Exhibit 21: Residential - Market size and forecast 2020-2025 ($ million)
        • Exhibit 22: Residential - Year-over-year growth 2020-2025 (%)
      • 5.6 Market opportunity by End-user 
        • Exhibit 23: Market opportunity by End-user

      6 Market Segmentation by Type

      • 6.1 Market segments
      • 6.2 Comparison by Type
      • 6.3 Video games - Market size and forecast 2020-2025
        • Exhibit 26: Video games - Market size and forecast 2020-2025 ($ million)
        • Exhibit 27: Video games - Year-over-year growth 2020-2025 (%)
      • 6.4 Simulation games - Market size and forecast 2020-2025
        • Exhibit 28: Simulation games - Market size and forecast 2020-2025 ($ million)
        • Exhibit 29: Simulation games - Year-over-year growth 2020-2025 (%)
      • 6.5 Mechanical games - Market size and forecast 2020-2025
        • Exhibit 30: Mechanical games - Market size and forecast 2020-2025 ($ million)
        • Exhibit 31: Mechanical games - Year-over-year growth 2020-2025 (%)
      • 6.6 Market opportunity by Type 
        • Exhibit 32: Market opportunity by Type

      7 Market Segmentation by Genre

      • 7.1 Market segments
      • 7.2 Comparison by Genre
      • 7.3 Racing - Market size and forecast 2020-2025
        • Exhibit 35: Racing - Market size and forecast 2020-2025 ($ million)
        • Exhibit 36: Racing - Year-over-year growth 2020-2025 (%)
      • 7.4 Shooting - Market size and forecast 2020-2025
        • Exhibit 37: Shooting - Market size and forecast 2020-2025 ($ million)
        • Exhibit 38: Shooting - Year-over-year growth 2020-2025 (%)
      • 7.5 Sports - Market size and forecast 2020-2025
        • Exhibit 39: Sports - Market size and forecast 2020-2025 ($ million)
        • Exhibit 40: Sports - Year-over-year growth 2020-2025 (%)
      • 7.6 Action - Market size and forecast 2020-2025
        • Exhibit 41: Action - Market size and forecast 2020-2025 ($ million)
        • Exhibit 42: Action - Year-over-year growth 2020-2025 (%)
      • 7.7 Market opportunity by Genre 
        • Exhibit 43: Market opportunity by Genre

      8 Customer landscape

      • 8.1 Customer landscape 
        • Exhibit 44: Customer landscape

      9 Geographic Landscape

      • 9.1 Geographic segmentation
      • 9.2 Geographic comparison
      • 9.3 APAC - Market size and forecast 2020-2025
      • 9.4 North America - Market size and forecast 2020-2025
      • 9.5 Europe - Market size and forecast 2020-2025
      • 9.6 South America - Market size and forecast 2020-2025
      • 9.7 MEA - Market size and forecast 2020-2025
      • 9.8 Key leading countries
      • 9.9 Market opportunity by geography

      10 Drivers, Challenges, and Trends

      • 10.1 Market drivers
      • 10.2 Market challenges
      • 10.3 Market trends

      11 Vendor Landscape

      • 11.1 Overview
      • 11.2 Landscape disruption

      12 Vendor Analysis

      • 12.1 Vendors covered
      • 12.2 Market positioning of vendors
      • 12.3 BANDAI NAMCO Entertainment Europe SAS
      • 12.4 Bay Tek Entertainment Inc.
      • 12.5 Capcom Co. Ltd.
      • 12.6 CXC Simulations
      • 12.7 D-BOX Technologies Inc.
      • 12.8 International Games System Co. Ltd.
      • 12.9 Nintendo Co. Ltd.
      • 12.10 PrimeTime Amusements
      • 12.11 SEGA SAMMY HOLDINGS Inc.
      • 12.12 Square Enix Holdings Co. Ltd.

      13 Appendix

      • 13.1 Scope of the report
      • 13.2 Currency conversion rates for US$
      • 13.3 Research methodology
      • 13.4 List of abbreviations

      About Us
      Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavio's report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio's comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

      Contact
      Technavio Research
      Jesse Maida
      Media & Marketing Executive
      US: +1 844 364 1100
      UK: +44 203 893 3200
      Email: [email protected]
      Website: www.technavio.com

      SOURCE Technavio

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