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AMUSEMENT MACHINE MARKET SIZE AND SHARE ANALYSIS - GROWTH TRENDS AND FORECASTS (2025-2032)

Amusement Machine Market, By Game Type (Indoor Go-Karts, Video Games, Simulation/AR-VR Games, Redemption Games, Claw Machine Games, Photo Booths, Electro-Mechanical Games, and Others), By Application (Amusement & Recreational Theme Parks, Indoor Specialty Centers, Game Centers, Hotels & Bars, and Others), By Geography (North America, Latin America, Asia Pacific, Europe, Middle East, and Africa)

  • Historical Range: 2020 - 2024
  • Forecast Period: 2025 - 2032

Amusement Machine Market Size and Forecast

The Global Amusement Machine Market is expected to be valued at USD 7.32 Bn in 2025 and reach USD 11.30 Bn by 2032, exhibiting a compound annual growth rate (CAGR) of 6.4% from 2025 to 2032.

Key Takeaways

  • By Game type, Indoor Go-Karts segment is expected to lead the market with a share of 30. 1%in 2025 owing to its sustainability & electrification.
  • By Application, Amusement & Recreational theme parks segment is projected to dominate, holding 28. 6%of the market share in 2025 as rising disposable incomes & urbanization.
  • By Region, North America is expected to lead the market, holding a share of 41. 8% in 2025 owing to its strong consumer spending & disposable income.

Market Overview

The global amusement machine market has grown significantly across both developing and developed regions driven by growing preference for games and simulations among both young and adult consumers. Additionally, successive technological upgrades in gaming hardware and software have made games more immersive driving repeated usage and purchases.

Current Events and their Impact on the Amusement Machine Market

Current Events

Description and its impact

US-China Trade Tensions

  • Description: Tariff Truce Expiry
  • Impact: Short-term supply chain bottlenecks and inflated costs for gaming hardware, delaying new amusement machine deployments.
  • Description: Manufacturing Relocation Efforts
  • Impact: Long-term supply chain diversification may stabilize production but increase R&D expenses for arcade operators.

Semiconductor Supply Chain Disruptions

  • Description: Geopolitical Chip Restrictions
  • Impact: Forced adoption of lower-performance chips in redemption/VR machines, degrading user experience.
  • Description: AI-Driven Component Allocation
  • Impact: Shortages for motion sensors and displays critical to interactive arcade cabinets.

Technological Innovations Reshaping Demand

  • Description: VR/AR Hybridization
  • Impact: Traditional arcades must retrofit spaces for VR pods or risk obsolescence.
  • Description: AI-Powered Personalization
  • Impact: 15- 20% higher player retention but requires costly machine upgrades.

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End-user Feedback and Unmet Needs in the Amusement Machine Market

End-user Feedback and Unmet Needs

  • Demand for Immersive and Interactive Experiences: End-users increasingly seek immersive, interactive gameplay that goes beyond traditional button-based machines. They want multi-sensory experiences using motion sensors, VR/AR integration, and real-time feedback. Many existing machines feel outdated, lacking innovation in storytelling, responsiveness, and user control, leaving a gap in satisfying evolving entertainment expectations.
  • Frustration with Maintenance and Downtime: Frequent technical glitches and machine breakdowns frustrate users and limit playtime. Poor maintenance, delayed repairs, or lack of predictive diagnostics contribute to negative experiences. Users expect seamless operation and consistency in performance, and current machines often fail to meet these reliability standards, especially in high-traffic environments.
  • Limited Personalization and Replay Value: Users express dissatisfaction with one-size-fits-all gameplay, which quickly becomes repetitive. Many machines lack adaptive difficulty, user profiles, or memory functions that could personalize sessions. Players want systems that evolve based on skill or preferences, offering rewards, progression, and reasons to return for repeated engagement.

Role of Artificial Intelligence (AI) in Amusement Machine

Artificial Intelligence (AI) is playing a transformative role in the amusement machine market by enhancing safety, efficiency, and user engagement. AI-powered systems enable real-time monitoring and predictive maintenance of rides and machines, reducing downtime and preventing failures. They also analyze player behavior to deliver personalized experiences, improving user satisfaction. In amusement parks, AI helps manage crowd flow and optimize queue times, enhancing overall visitor experience.

In May 2024, DMT launched DMT RideGuard, the world’s first AI-powered real-time monitoring system for amusement rides. Designed to improve safety and streamline maintenance, the system is already in use at Movie Park Germany.

Segmental Insights

Amusement Machine Market By Game Type

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Amusement Machine Market Insights, By Game Type

Indoor Go-Karts contribute the highest share of the market owing to its Urbanization & Real Estate Limitations

The indoor go-karts segment is expected to dominate the market, holding a share of 30.1% in 2025. Indoor go-karting has seen tremendous growth in recent years driven primarily by broader participation across demographics. Younger generations have embraced go-karting as a fun activity option regardless of weather, while also providing a nostalgic thrill for older customers. The controlled indoor environment allows for year-round accessibility without concerns over outdoor conditions like temperature or precipitation. This consistent availability has supported indoor karting's emergence as a popular destination for birthday parties, corporate team building, and casual family outings. For instance, in June 2025, Infinity Racing launched first multi-level indoor Go Kart track. They opened the facility inside Vincom Mega Mall Thao Dien, one of Ho Chi Minh City’s most popular shopping destinations. This is further propelling the amusement machine market demand.

Amusement Machine Market Insights, By Application

Amusement & Recreational theme parks contribute the highest share of the market owing to its Licensing & Intellectual Property (IP) Integration

The amusement & recreational theme parks segment is expected to dominate the amusement machine market, holding a share of 28.6% in 2025. Large destination parks and smaller local attractions alike integrate amusement machines as a core element of their value propositions. Whether anchoring midways or clustered within indoor galleries, amusement machines populate parks to fulfill guests' desires for chance-based games and sensory stimulation. Claw machines stocked with high-quantity yet low-cost prize items remain perennially popular for all ages. Redemption games awarding tickets translatable to premium prizes offer valuable engagement. For instance, in January 2025, Huntsville Parks & Recreation adopted a new online reservation system to simplify the process for residents to register for programs and book community facilities.

Regional Insights

Amusement Machine Market Regional Insights

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North America Amusement Machine Market Analysis & Trends

North America is expected to dominate the global amusement machine market, holding a market share of approximately 41.80% in 2025. The region benefits from a well-established entertainment industry, high consumer spending on leisure activities, and widespread adoption of advanced gaming technologies. Countries like the U.S. and Canada have a strong arcade gaming culture, with increasing demand for interactive and immersive amusement experiences. The region's high disposable incomes and strong economic conditions allow consumers to spend more on arcades, family entertainment centers (FECs), and amusement parks.

Additionally, North America is home to several leading amusement machine manufacturers, including Raw Thrills, SEGA Amusements, and Bandai Namco Entertainment America, which drive innovation and market expansion. The growing demand for vending machines is also acting as one of the key factors propelling the amusement machine market revenue. For instance, in June 2025, Canada-based Vidir Solutions, a company specializing in automated storage and retrieval systems, introduced its Merchandise Vending Machine and completed the first installation at the Winnipeg Blue Bombers' home opener.

Asia Pacific Amusement Machine Market Analysis & Trends

The Asia Pacific region, accounting for approximately 6.4% of the market in 2025, is projected to be the fastest-growing region. With a massive population and fast-growing economies, the region provides a huge consumer base for amusement activities. Countries like China and India have a young demographic profile which drives the demand. Additionally, improving economic conditions have increased disposable incomes in the region. This allows consumers to spend more on leisure and entertainment. The region is also a major manufacturing hub for several electronic goods including arcade games. For instance, in May 2025, PUNO marked a major milestone in Assam’s recreation and entertainment industry by grandly launching PUNO Advance in Guwahati, promoted as Northeast India’s largest indoor amusement and adventure park.

United States Amusement Machine Market Trends

The U.S. hosts large scale amusement parks and family entertainment centers by names like Walt Disney and Cedar Fair. Meanwhile, the barcade culture has surged the popularity of redemption and gaming machines in restaurants and pubs. Leaders like Apple Industries and Coastal Amusements provide a variety of solutions. For instance, SEGA Amusements International announced the official U.S. launch of maimai DX, a groundbreaking addition to the rhythm game genre. The debut will take place at Amusement Expo 2025, held March 19–20 at the Las Vegas Convention Center, booth 211.

Japan Amusement Machine Market Trends

The Japan amusement machine market is dominated by major consultancies like Sega Amusement and Bandai Namco Amusement. Their innovative games based on popular anime and manga franchises resonate well with the audience. Collaborations with film production houses help create excitement around new releases. Meanwhile, the government is promoting sustainable tourism which spurs growth in amusement parks, retail locations, and Family Entertainment Centers (FECs). For instance, in May 2025, Okinawa, Japan, debuted the innovative Junglia Adventure Park, aiming to tap into the country’s booming tourism industry and cater to the rising interest in distinctive, immersive travel experiences. This is further proliferating the amusement machine market demand.

Market Report Scope

Amusement Machine Market Report Coverage

Report Coverage Details
Base Year: 2024 Market Size in 2025: USD 7.32 Bn
Historical Data for: 2020 To 2024 Forecast Period: 2025 To 2032
Forecast Period 2025 to 2032 CAGR: 6.4% 2032 Value Projection: USD 11.30 Bn
Geographies covered:
  • North America: U.S. and Canada
  • Latin America: Brazil, Argentina, Mexico, and Rest of Latin America
  • Europe: Germany, U.K., Spain, France, Italy, Russia, and Rest of Europe
  • Asia Pacific: China, India, Japan, Australia, South Korea, ASEAN, and Rest of Asia Pacific
  • Middle East: GCC Countries, Israel, and Rest of Middle East
  • Africa: South Africa, North Africa, and Central Africa
Segments covered:
  • By Game Type: Indoor Go-Karts, Video Games, Simulation/AR-VR Games, Redemption Games, Claw Machine Games, Photo Booths, Electro-Mechanical Games, and Others
  • By Application: Amusement & Recreational Theme Parks, Indoor Specialty Centers, Game Centers, Hotels & Bars, and Others 
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, LAI Games, Player One Amusement Group, Raw Thrills, Inc., SEGA SAMMY HOLDINGS Inc., TAITO CORPORATION (SQUARE ENIX), and TrioTech Amusement

Growth Drivers:
  • Technological advancements, particularly in AR and VR
  • Increasing disposable incomes
Restraints & Challenges:
  • High initial investment
  • Regulatory challenges

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Amusement Machine Market Trend

Shift Toward Cashless and Contactless Systems

Amusement venues are rapidly adopting cashless technologies, replacing traditional coin or token systems with RFID cards, mobile wallets, and tap-to-play options. This trend improves transaction speed, reduces theft, and enhances customer convenience. Operators also gain access to real-time spending data, enabling better decision-making. End-users appreciate the seamless experience, especially in post-pandemic environments where hygiene remains a concern. Cashless systems are also being linked with rewards programs and mobile apps, encouraging repeat visits and customer loyalty across various entertainment platforms.

Rise of Augmented and Virtual Reality Integration

AR and VR technologies are redefining the gameplay experience in amusement machines. Users can now engage in immersive, life-like environments with full-body tracking, interactive storytelling, and multiplayer formats. These technologies create deeper emotional and sensory engagement, making gameplay more memorable and dynamic. Operators are integrating these systems into arcades, theme parks, and family entertainment centers to attract tech-savvy audiences. The trend reflects rising expectations for innovation, especially among younger consumers who crave more than passive or traditional entertainment.

Amusement Machine Market Opportunity

Expansion into Non-Traditional Venues

Amusement machines have strong potential beyond arcades and theme parks, with growing demand in malls, airports, hotels, cafes, and fitness centers. These venues are increasingly looking to offer casual entertainment to enhance customer experience and boost dwell time. Compact, mobile, and modular machine formats make deployment easier in these smaller spaces. This opens new revenue streams for manufacturers and operators while introducing entertainment options to consumers in everyday environments, significantly broadening the market's geographical and demographic reach.

Amusement Machine Market News

  • In May 2025, Universal Studios announced to launch First Indoor Park in India.
  • In July 2025, AlpenFury announced to make its debut at Wonderland — set to become the tallest, fastest, and longest launch coaster in the country. As the park’s 18th roller coaster, this record-breaking ride marks one of Wonderland’s most daring and thrilling additions yet.
  • In July 2025, Essensai067 in Whitefield unveiled its newest attraction — a cutting-edge Adventure Park specially designed for children under 12. Built to inspire movement, creativity, and connection, this vibrant new space reflects Essensai067’s commitment to sustainable, community-driven experiences.
  • In May 2025, Mumbai-based pizza chain Bueno Insta Pizza launched pizza vending machines across India. "The automated machines are designed to serve freshly baked pizzas in under four minutes and can offer four different types of toppings.
  • In June 2025, Tamil Nadu Chief Minister MK Stalin launched fifty free water vending machines in Chennai to enhance access to clean drinking water.

Analyst Opinion (Expert Opinion)

  • The amusement machine market is growing because the industry is learning to compete with digital-native entertainment. Machines that once relied on nostalgia or novelty are being forced into a transformation. The convergence of artificial intelligence, intellectual property licensing, and immersive tech isn’t optional anymore—it’s existential.
  • AI is arguably the most disruptive force in the space. Operators who have implemented predictive maintenance algorithms have seen uptime improve by 22%, and their labor efficiency rise proportionally. For example, Triotech’s XD Dark Ride now uses motion sensors and AI to adjust ride difficulty and feedback in real-time, increasing return play rate by over 30% in some installations. Machines that can’t evolve with the player—by adjusting speed, content, or narrative—are becoming obsolete.
  • Moreover, cashless integration isn’t about hygiene anymore—it’s about data control and monetization. Amusement machines operating on RFID or mobile-app credits can track gameplay behavior, user preferences, and peak usage windows. Operators who leverage this data for machine rotation and dynamic pricing strategies are squeezing out those who don’t. In 2024, Dave & Buster’s reported a 17% lift in per-capita revenue from locations that enabled real-time machine analytics via app-linked cards.
  • The biggest risk right now is complacency. Manufacturers that still treat design as hardware-first rather than experience-first will face severe margin compression as IP-driven and AI-enhanced competitors race ahead. The winners in the next three years will not be those who make more machines—they will be those who make machines that matter more.

Market Segmentation

  • Game Type Insights (Revenue, USD Bn, 2020 2032)
    • Indoor Go-Karts
    • Video Games
    • Simulation/AR-VR Games
    • Redemption Games
    • Claw Machine Games
    • Photo Booths
    • Electro-Mechanical Games
    • Others
  • Application Insights (Revenue, USD Bn, 2020 2032)
    • Amusement & Recreational Theme Parks
    • Indoor Specialty Centers
    • Game Centers
    • Hotels & Bars
    • Others
  • Regional Insights (Revenue, USD Bn, 2020 2032)
    • North America
      • U.S.
      • Canada
    • Latin America
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
    • Europe
      • Germany
      • U.K.
      • Spain
      • France
      • Italy
      • Russia
      • Rest of Europe
    • Asia Pacific
      • China
      • India
      • Japan
      • Australia
      • South Korea
      • ASEAN
      • Rest of Asia Pacific
    • Middle East
      • GCC Countries
      • Israel
      • Rest of Middle East
    • Africa
      • South Africa
      • North Africa
      • Central Africa
  • Key Players Insights
    • 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

Sources

Primary Research Interviews

  • Interviews with arcade machine manufacturers
  • FEC (Family Entertainment Center) operators
  • Maintenance Vendors
  • Theme Park Managers
  • Digital Game Designers
  • Payment System Integrators Across North America, Europe, And Asia.

Databases

  • U.S. Consumer Product Safety Commission (CPSC)
  • World Intellectual Property Organization (WIPO)
  • International Trade Administration (ITA)
  • United Nations Statistics Division (UNSD)
  • Global Entertainment Equipment Trade Data Exchange

Magazines

  • RePlay Magazine
  • Play Meter
  • Vending Times
  • Attractions Management
  • Park World Magazine
  • Funworld Magazine (published by IAAPA)

Journals’

  • Journal of Leisure Studies
  • Entertainment Computing Journal
  • IEEE Transactions on Human-Machine Systems
  • Journal of Urban Cultural Studies
  • Human–Computer Interaction Journal

Newspapers

  • The Wall Street Journal
  • The Guardian
  • Financial Times
  • The Japan Times
  • Los Angeles Times
  • USA Today (Travel and Lifestyle sections)

Associations

  • International Association of Amusement Parks and Attractions (IAAPA)
  • American Amusement Machine Association (AAMA)
  • Japan Amusement Industry Association (JAIA)
  • British Association of Leisure Parks, Piers and Attractions (BALPPA)
  • Themed Entertainment Association (TEA)

Public Domain Sources

  • U.S. Census Bureau
  • Eurostat
  • National tourism boards (e.g., Visit Japan, Brand USA)
  • Ministry of Economy, Trade and Industry (Japan)
  • Trade show presentations and archives (IAAPA Expo, GTI Asia, EAG International Expo)
  • Product launch content and technical demos from OEM YouTube channels

Proprietary Elements

  • CMI Data Analytics Tool, and Proprietary CMI Existing Repository of Information for Last 8 Years

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About Author

Monica Shevgan has 9+ years of experience in market research and business consulting driving client-centric product delivery of the Information and Communication Technology (ICT) team, enhancing client experiences, and shaping business strategy for optimal outcomes. Passionate about client success.

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Frequently Asked Questions

The global amusement machine market is expected to be valued at USD 7.32 Bn in 2025 and reach USD 11.30 Bn by 2032.

The CAGR of the global amusement machine market is projected to be 6.4% from 2025 to 2032.

Technological advancements, particularly in AR and VR and increasing disposable incomes are the major factors driving the growth of the global amusement machine market.

High initial investment and regulatory challenges are the major factors hampering the growth of the global amusement machine market.

In terms of game type, the indoor go-karts segment is expected to dominate the market revenue share in 2025.

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), and TrioTech Amusement are the major players.

North America is expected to lead the global amusement machine market in 2025, holding a share of 41.8%.

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