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Global Arcade Gaming Market Report, History and Forecast 2013-2025, Breakdown Data by Companies, Key Regions, Types and Application

  • Global Arcade Gaming Market Report, History and Forecast 2013-2025, Breakdown Data by Companies, Key Regions, Types and Application
  • Pages: 94
  • Shop Price: 3350 USD
  • Published Date: August 2018
  • Hard Copy: 3350 USD
  • Enterprice Wide License: 6700 USD

This report studies the Arcade Gaming market size by players, regions, product types and end industries, history data 2013-2017 and forecast data 2018-2025; This report also studies the global market competition landscape, market drivers and trends, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter’s Five Forces Analysis.

Arcade gaming or coin-op is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are video games, pinball machines, electro-mechanical games, redemption games or merchandisers.

The global arcade gaming market is rapidly advancing with changing consumer patterns. Latest innovations include physical simulation of video games or physical movement being recorded and projected in the game. Hence, the global arcade gaming market growth is not going to be stagnant.

In 2017, the global Arcade Gaming market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% between 2018 and 2025.

This report focuses on the global top players, covered

CXC Simulations

Eleetus

NAMCO

SEGA

D-BOX Technologies

Vesaro

Taito

BRUNSWICK GROUP

Gold Standard Games

Rene Pierre

Market segment by Regions/Countries, this report covers

North America

Europe

China

Rest of Asia Pacific

Central & South America

Middle East & Africa

Market segment by Type, the product can be split into

Racing

Shooting

Sports

Action

Market segment by Application, the market can be split into

Restaurants

Bars

Amusement Arcades

The study objectives of this report are:

To study and forecast the market size of Arcade Gaming in global market.

To analyze the global key players, SWOT analysis, value and global market share for top players.

To define, describe and forecast the market by type, end use and region.

To analyze and compare the market status and forecast among global major regions.

To analyze the global key regions market potential and advantage, opportunity and challenge, restraints and risks.

To identify significant trends and factors driving or inhibiting the market growth.

To analyze the opportunities in the market for stakeholders by identifying the high growth segments.

To strategically analyze each submarket with respect to individual growth trend and their contribution to the market

To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

To strategically profile the key players and comprehensively analyze their growth strategies.

In this study, the years considered to estimate the market size of Arcade Gaming are as follows:

History Year: 2013-2017

Base Year: 2017

Estimated Year: 2018

Forecast Year 2018 to 2025

For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Key Stakeholders

Raw material suppliers

Distributors/traders/wholesalers/suppliers

Regulatory bodies, including government agencies and NGO

Commercial research & development (R&D) institutions

Importers and exporters

Government organizations, research organizations, and consulting firms

Trade associations and industry bodies

End-use industries

Available Customizations

With the given market data, QYResearch offers customizations according to the company’s specific needs. The following customization options are available for the report:

Further breakdown of Arcade Gaming market on basis of the key contributing countries.

Detailed analysis and profiling of additional market players.