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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)

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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. The market has witnessed steady growth due to increasing consumer interest in entertainment and recreational activities. The rise of family entertainment centers (FECs), amusement parks, and gaming zones has significantly contributed to the expansion of amusement machines worldwide. Additionally, technological advancements, such as augmented reality (AR), virtual reality (VR), and cashless payment systems, have enhanced the gaming experience, attracting a broader audience. However, challenges, such as high initial investment costs, regulatory restrictions, and maintenance expenses, remain key concerns for market players.

Market Dynamics

The global amusement machine market is primarily driven by the growing demand for interactive and immersive gaming experiences across different venues including theme parks, shopping malls, hotels, and gaming centers. The introduction of high-tech gaming solutions, including VR arcades, simulation-based attractions, and AI-driven gameplay, has further propelled market expansion. Additionally, increasing disposable incomes and the popularity of cashless transactions have enhanced consumer engagement in amusement gaming. However, the industry faces challenges, such as rising operational costs, space constraints, and regulatory restrictions on gaming and gambling-related machines. Furthermore, the high maintenance and replacement costs of amusement machines pose financial concerns for operators. Despite these challenges, emerging markets in Asia Pacific, Latin America, and the Middle East present lucrative growth opportunities. The integration of digital payment solutions, AI-based gaming analytics, and innovative game designs is expected to shape the future of the amusement machine industry, offering enhanced user experiences and business expansion opportunities.

Key Features of the Study

  • This report provides in-depth analysis of the global amusement machine market, and provides market size (USD Bn) and compound annual growth rate (CAGR%) for the forecast period (2025–2032), considering 2024 as the base year.
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market.
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, market trends, regional outlook, and competitive strategies adopted by key players.
  • It profiles key players in the global amusement machine market based on the following parameters – company highlights, products portfolio, key highlights, financial performance, and strategies.
  • Key companies covered as a part of this study include 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.
  • Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics.
  • The global amusement machine market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts.

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

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
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