
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 |

Report Metric | Details |
Market size available for years | 2021-2034 |
Base year considered | 2024 |
Forecast period | 2025-2034 |
Segments covered | By Game Type, By Application |
Regions covered | North America, Latin America, Asia-Pacific, Europe, and Middle East & Africa |
Companies Covered | 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. |
- 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
- 1.1. Scope of the report
- 1.2. Market segment analysis
- 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
- 4.1. Driver, Restraint, Opportunity and Challenges analysis
- 4.1.1. Drivers
- 4.1.2. Restraints
- 4.1.3. Opportunities
- 4.1.4. Challenges
- 5.1. 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
- 6.1. 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
- 7.1. 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
- 8.1. Amusement & Recreational Theme Park
- 8.2. Indoor Specialty Centers
- 8.3. Game Centers
- 8.4. Hotel & Bars
- 8.5. Others
- 9.1. Global Amusement Machine Market Size and Market Share
- 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
- 11.1. 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
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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