Amusement Machine Market Size and Forecast 2034

Amusement Machine Market Growth, Size, Trends Analysis- By Game Type, By Application - Regional Outlook, Competitive Strategies and Segment Forecast to 2034

Published: Oct-2025 Report ID: MACH2525 Pages: 1 - 242 Formats*:     
Category : Equipment and Machinery
Amusement Machine Market Introduction and Overview 

According to SPER Market Research, the Global Amusement Machine Market is estimated to reach USD 47.74 billion by 2034 with a CAGR 11.21%.

The report includes an in-depth analysis of the Global Amusement Machine Market, including market size and trends, product mix, Applications, and supplier analysis. The global Amusement Machine Market was valued at USD 16.50 billion in 2024 and is expected to grow at a CAGR of over 11.21% from 2025 to 2034. The market growth is driven by technological innovation and rising demand for immersive entertainment. Advancements like augmented reality (AR), virtual reality (VR), and interactive features have made amusement machines more engaging for tech-savvy users. Increasing interest in social, interactive experiences has boosted arcade-style gaming in family entertainment centers, malls, and mixed-use venues. Gamification is expanding into restaurants, hotels, and shopping centers, enhancing customer engagement by blending entertainment with daily activities. Additionally, the adoption of cashless and mobile payment systems is simplifying transactions, offering users greater convenience and a seamless experience.
Amusement Machine Market
By Game Type:
The indoor go-karts segment dominated the market, driven by a shift from traditional gas-powered karts to electric models offering quieter operation, zero emissions, and better acceleration. These innovations support sustainability trends, making indoor karting more appealing to both customers and operators. Leading manufacturers are incorporating AI-powered safety features, speed controls, and real-time performance tracking to improve experience and efficiency. Meanwhile, simulation and AR-VR games are growing rapidly, fueled by investments in cloud gaming, AI-generated content, and metaverse experiences. Advancements in 5G and edge computing, along with strategic collaborations, are enhancing real-time, immersive multiplayer gaming.

By Application:
The indoor specialty centers segment led the market, becoming a core part of Family Entertainment Centers (FECs) that offer multiple attractions under one roof. Featuring multi-activity zones, arcade games, bowling, laser tag, and interactive rides, these centers appeal to a broad audience, driving demand for amusement machines and simulation-based setups. Growth is also fueled by e-sports and competitive gaming with VR tournaments and multiplayer arenas. Similarly, amusement and recreational theme parks are expanding through themed zones, seasonal events, branded IPs, and e-sports offerings, attracting diverse visitors and supporting long-term industry growth.

Regional Insights:
North America dominated the amusement machine market, driven by the adoption of cashless and contactless payment systems. Traditional coin-operated machines are being replaced with digital options like mobile wallets, NFC transactions, and prepaid game cards, enhancing convenience, increasing spending, and streamlining revenue collection. In Europe, retro and classic arcade gaming is resurging, with bar arcades and social lounges leveraging nostalgia to attract millennials and Gen Z through vintage machines and pinball games. Meanwhile, the Asia-Pacific market is growing rapidly as large-scale entertainment complexes, shopping malls, and mixed-use developments integrate amusement arcades, promoting family-friendly experiences and boosting foot traffic in emerging markets.



Market Competitive Landscape:
The Amusement Machine Market is highly consolidated. Some of the market key players 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, and LAI Games.

Recent Developments:
In November 2024, Adrenaline Amusements launched Duck Derby: Pump 'N Race, an innovative arcade game blending physical activity with interactive play. Players race rubber ducks along a course by operating water pumps, striving to reach the finish line first. Each game cabinet supports two players, and multiple units can be connected to enable a competitive, multiplayer experience.
In February 2024, TrioTech Amusement partnered with JNELC to expand its footprint across several European countries, including Sweden, Denmark, Norway, Finland, The Netherlands, the U.K., and Ireland. The collaboration aimed to combine JNELC's regional market expertise with TrioTech Amusement's range of interactive and immersive attractions to drive growth and strengthen their presence in these markets.

Scope of the report:
 Report Metric Details
Market size available for years 2021-2034
Base year considered 2024
 Forecast period 2025-2034
Segments coveredBy Game Type, By Application
Regions coveredNorth America, Latin America, Asia-Pacific, Europe, and Middle East & Africa
Companies CoveredAdrenaline 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, and LAI Games.
Key Topics Covered in the Report:
  • Global Amusement Machine Market Size (FY 2021-FY 2034)
  • Overview of Global Amusement Machine Market
  • Segmentation of Global Amusement Machine Market By Game Type (Video Games, Simulation/AR-VR Games, Electro-Mechanical Games, Redemption Games, Claw Machine Games, Photo Booths, Indoor Go-Karts, Others)
  • Segmentation of Global Amusement Machine Market By Application (Amusement & Recreational Theme Park, Indoor Specialty Centers, Game Centers, Hotel & Bars, Others)
  • Statistical Snap of Global Amusement Machine Market
  • Expansion Analysis of Global Amusement Machine Market
  • Problems and Obstacles in Global Amusement Machine Market
  • Competitive Landscape in the Global Amusement Machine Market
  • Details on Current Investment in Global Amusement Machine Market
  • Competitive Analysis of Global Amusement Machine Market
  • Prominent Players in the Global Amusement Machine Market
  • SWOT Analysis of Global Amusement Machine Market
  • Global Amusement Machine Market Future Outlook and Projections (FY 2025-FY 2034)
  • Recommendations from Analyst
1. Introduction
  • 1.1. Scope of the report
  • 1.2. Market segment analysis 
2. Research Methodology
  • 2.1. Research data source
    • 2.1.1. Secondary Data
    • 2.1.2. Primary Data
    • 2.1.3. SPERs internal database
    • 2.1.4. Premium insight from KOLs
  • 2.2. Market size estimation
    • 2.2.1. Top-down and Bottom-up approach
  • 2.3. Data triangulation
3. Executive Summary

4. Market Dynamics
  • 4.1. Driver, Restraint, Opportunity and Challenges analysis
    • 4.1.1. Drivers
    • 4.1.2. Restraints
    • 4.1.3. Opportunities
    • 4.1.4. Challenges
5. Market variable and outlook
  • 5.1. SWOT Analysis
    • 5.1.1. Strengths
    • 5.1.2. Weaknesses
    • 5.1.3. Opportunities
    • 5.1.4. Threats
  • 5.2. PESTEL Analysis
    • 5.2.1. Political Landscape
    • 5.2.2. Economic Landscape
    • 5.2.3. Social Landscape
    • 5.2.4. Technological Landscape
    • 5.2.5. Environmental Landscape
    • 5.2.6. Legal Landscape
  • 5.3. PORTERs Five Forces 
    • 5.3.1. Bargaining power of suppliers
    • 5.3.2. Bargaining power of buyers
    • 5.3.3. Threat of Substitute
    • 5.3.4. Threat of new entrant
    • 5.3.5. Competitive rivalry
  • 5.4. Heat Map Analysis
6. Competitive Landscape
  • 6.1. Global Amusement Machine Market Manufacturing Base Distribution, Sales Area, Product Type 
  • 6.2. Mergers & Acquisitions, Partnerships, Product Launch, and Collaboration in Global Amusement Machine Market
7. Global Amusement Machine Market, By Game Type, (USD Million) 2021-2034 
  • 7.1. Video Games
  • 7.2. Simulation/AR-VR Games
  • 7.3. Electro-Mechanical Games
  • 7.4. Redemption Games
  • 7.5. Claw Machine Games
  • 7.6. Photo Booths
  • 7.7. Indoor Go-Karts
  • 7.8. Others
8. Global Amusement Machine Market, By Application, (USD Million) 2021-2034 
  • 8.1. Amusement & Recreational Theme Park
  • 8.2. Indoor Specialty Centers
  • 8.3. Game Centers
  • 8.4. Hotel & Bars
  • 8.5. Others
9. Global Amusement Machine Market, (USD Million) 2021-2034 
  • 9.1. Global Amusement Machine Market Size and Market Share
10. Global Amusement Machine Market, By Region, 2021-2034 (USD Million)
  • 10.1. Asia-Pacific
    • 10.1.1. Australia
    • 10.1.2. China
    • 10.1.3. India
    • 10.1.4. Japan
    • 10.1.5. South Korea
    • 10.1.6. Rest of Asia-Pacific
  • 10.2. Europe
    • 10.2.1. France
    • 10.2.2. Germany
    • 10.2.3. Italy
    • 10.2.4. Spain
    • 10.2.5. United Kingdom
    • 10.2.6. Rest of Europe
  • 10.3. Middle East and Africa
    • 10.3.1. Kingdom of Saudi Arabia 
    • 10.3.2. United Arab Emirates
    • 10.3.3. Qatar
    • 10.3.4. South Africa
    • 10.3.5. Egypt
    • 10.3.6. Morocco
    • 10.3.7. Nigeria
    • 10.3.8. Rest of Middle-East and Africa
  • 10.4. North America
    • 10.4.1. Canada
    • 10.4.2. Mexico
    • 10.4.3. United States
  • 10.5. Latin America
    • 10.5.1. Argentina
    • 10.5.2. Brazil
    • 10.5.3. Rest of Latin America 
11. Company Profile
  • 11.1. Adrenaline Amusements
    • 11.1.1. Company details
    • 11.1.2. Financial outlook
    • 11.1.3. Product summary 
    • 11.1.4. Recent developments
  • 11.2. Bandai Namco Entertainment America Inc. (Bandai Namco Holdings Inc.)
    • 11.2.1. Company details
    • 11.2.2. Financial outlook
    • 11.2.3. Product summary 
    • 11.2.4. Recent developments
  • 11.3. Bay Tek Entertainment, Inc.
    • 11.3.1. Company details
    • 11.3.2. Financial outlook
    • 11.3.3. Product summary 
    • 11.3.4. Recent developments
  • 11.4. Bob’s Space Racer
    • 11.4.1. Company details
    • 11.4.2. Financial outlook
    • 11.4.3. Product summary 
    • 11.4.4. Recent developments
  • 11.5. Capcom Co., Ltd.
    • 11.5.1. Company details
    • 11.5.2. Financial outlook
    • 11.5.3. Product summary 
    • 11.5.4. Recent developments
  • 11.6. Coastal Amusements Inc.
    • 11.6.1. Company details
    • 11.6.2. Financial outlook
    • 11.6.3. Product summary 
    • 11.6.4. Recent developments
  • 11.7. Elaut Group
    • 11.7.1. Company details
    • 11.7.2. Financial outlook
    • 11.7.3. Product summary 
    • 11.7.4. Recent developments
  • 11.8. Innovative Concepts in Entertainment, Inc.
    • 11.8.1. Company details
    • 11.8.2. Financial outlook
    • 11.8.3. Product summary 
    • 11.8.4. Recent developments
  • 11.9. Konami Group
    • 11.9.1. Company details
    • 11.9.2. Financial outlook
    • 11.9.3. Product summary 
    • 11.9.4. Recent developments
  • 11.10. LAI Games
    • 11.10.1. Company details
    • 11.10.2. Financial outlook
    • 11.10.3. Product summary 
    • 11.10.4. Recent developments
  • 11.11. Others
12. Conclusion

13. List of Abbreviations

14. Reference Links

SPER Market Research’s methodology uses great emphasis on primary research to ensure that the market intelligence insights are up to date, reliable and accurate. Primary interviews are done with players involved in each phase of a supply chain to analyze the market forecasting. The secondary research method is used to help you fully understand how the future markets and the spending patterns look likes.

The report is based on in-depth qualitative and quantitative analysis of the Product Market. The quantitative analysis involves the application of various projection and sampling techniques. The qualitative analysis involves primary interviews, surveys, and vendor briefings.  The data gathered as a result of these processes are validated through experts opinion. Our research methodology entails an ideal mixture of primary and secondary initiatives.

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Frequently Asked Questions About This Report
Amusement Machine Market is projected to reach USD 47.74 billion by 2034, growing at a CAGR of of 11.21% during the forecast period.
Amusement Machine Market grew in Market size from 2025. The Market is expected to reach USD 47.74 billion by 2034, at a CAGR of 47.74 billion% during the forecast period.
Amusement Machine Market CAGR of 11.21% during the forecast period.
You can get the sample pages by clicking the link - Click Here
Amusement Machine Market size is USD 47.74 billion from 2025 to 2034.
Amusement Machine Market is covered By Game Type, By Application
The North America, Latin America, Asia-Pacific, Europe, and Middle East & Africa is the highest Market share in the Amusement Machine Market.
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, and LAI Games.
The report includes an in-depth analysis of the Global Amusement Machine Market, including market size and trends, product mix, Applications, and supplier analysis.
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