The casino gaming equipment market is expected to reach more than $9 billion by 2024, growing at an impressive CAGR of around 6% during 2018-2024.
The growing demand for mass-market gaming equipment, the increasing number of live casinos, the high adoption of AR and VR in gambling, and increasing innovations in slot machines are some of the upcoming trends and opportunities that are contributing in the growth of casino gaming equipment market.
The demand for electronic gaming tables (EGT) has increased due to improved customer experience, immense popularity among millennials, and high-level of enjoyable gameplay. EGTs have witnessed increased adoption in the global casino gaming equipment market. The APAC region is emerging as a dynamic market, and global players are looking forward to boosting their distribution channels in the region.
With the growing demand for EGTs in casinos in the US, the market for EGTs is expected to grow during the forecast period. Thus, the augmented penetration of technology in the casino gaming equipment market is expected to increase the sale of electronic gaming tables in the coming years, and vendors are adopting innovative strategies to gain maximum market share.
The unprecedented growth of online gambling activities such as online casinos gaming and online betting has propelled the industry players to adopt new technologies to survive the competition. Thus, augmented reality and virtual reality have widely making inboards in the casino gaming equipment market.
The study considers the present scenario of the casino gaming equipment market and its market dynamics for the period 2018 - 2024. It covers a detailed overview of several market growth enablers, restraints, and trends. The study covers both the demand and supply sides of the market. The study profiles and examines leading companies and other prominent companies operating in the casino gaming equipment market.
The global casino gaming equipment market is highly concentrated with the presence of many local and international players in the market. The competition among these key players is intense especially in the US, Macau, and European countries.
Further, the gaming equipment market is showing tremendous growth owing to positive government regulations in many countries. The competition will be based on offerings, premises, slot machine types, and gaming type. Vendors are adopting new business models and focusing on developing the portfolio of their establishments to drive growth.
Other Prominent Vendors in the Casino Gaming Equipment Market
Abbiati Casino Equipment
Aruze Gaming America
Bingotimes Digital Technology
BONO Gaming System
Cole Kepro International
Euro Games Technology
Gaming Partner International
Grand Vision Gaming
Matsui Gaming Machine
Rye Park Gaming
Sega Sammy Creation
Key Topics Covered:
1 Research Methodology
2 Research Objectives
3 Research Process
4 Scope & Coverage 4.1 Market Definition 4.1.1 Inclusions 4.1.2 Exclusions 4.2 Base Year 4.3 Scope of the study 4.4 Market Segments 4.4.1 Market Segmentation by Product Type 4.4.2 Market Segmentation by Geography
6 Market at a Glance 7 Introduction 7.1 Overview 7.2 Growth in Gamification 7.3 Macroeconomic Factors Enabling Market Growth 7.3.1 Economic Development 7.3.2 Per Capita GDP in Developing Markets 7.3.3 Dual-income Households in Developed Markets
8 Market Dynamics 8.1 Market Growth Enablers 8.1.1 Growing Demand for Mass-Market Gaming Equipment 8.1.2 Growing Number of Live Casinos 8.1.3 Growing Demand for Electronic Gaming Tables 8.2 Market Growth Restraints 8.2.1 Volatility in Raw Material Prices Affecting Vendor Margins 8.2.2 Increasing Protectionist Directives and Measures 8.2.3 Low Internet Penetration Affecting Growth of Online Live Gambling 8.3 Market Opportunities and Trends 8.3.1 Growing Adoption of AR and VR in Gambling 8.3.2 Growing Ethical Concerns 8.3.3 Innovations in Slot Machine Designs
9 Value Chain Analysis 9.1 Overview 9.2 Value Chain Analysis 9.2.1 Raw Materials and Component Suppliers 9.2.2 OEMs 9.2.3 Dealers/Distributors/Retailers 9.2.4 End-users
10 Market Landscape 10.1 Historical Data 10.2 Market Size & Forecast 10.2.1 Outright Sales and Recurring Revenue 10.2.2 New/Expansionary and Replacement Market 10.3 Market by Classes of Gaming Machines 10.3.1 Class II: Video & Steppers 10.3.2 Class III: Videos and Steppers 10.4 Five Forces Analysis