LONDON–(BUSINESS WIRE)–Technavio has been monitoring the arcade gaming market and it is poised to grow by USD 1.56 billion during 2020-2024, at a CAGR of almost 2% during the forecast period. The report offers an up-to-date analysis regarding the current market scenario, latest trends and drivers, and the overall market environment.
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Frequently Asked Questions-
- Based on segmentation by end-user, which is the leading segment in the market?
- The gaming hubs segment is expected to be the leading segment in the global market during the forecast period.
- At what rate is the market projected to grow?
- Growing at a CAGR of almost 2%, the incremental growth of the market is anticipated to be USD 1.56 billion during the forecast period.
- Who are the top players in the market?
- BANDAI NAMCO Entertainment Europe SAS, Bay Tek Entertainment Inc., Capcom Co. Ltd., CXC Simulations, D-BOX Technologies Inc., International Games System Co. Ltd., Nintendo Co. Ltd., PrimeTime Amusements, Sega Sammy Holdings Inc., and Square Enix Holdings Co. Ltd. are some of the major market participants.
- What are the key market drivers and challenges?
- Increasing physical activity on arcade gaming and limited piracy concerns are the major factors driving the market. However, high maintenance cost restraints the market growth.
The market is fragmented, and the degree of fragmentation will accelerate during the forecast period. BANDAI NAMCO Entertainment Europe SAS, Bay Tek Entertainment Inc., Capcom Co. Ltd., CXC Simulations, D-BOX Technologies Inc., International Games System Co. Ltd., Nintendo Co. Ltd., PrimeTime Amusements, Sega Sammy Holdings Inc., and Square Enix Holdings Co. Ltd. are some of the major market participants. The increasing physical activity on arcade gaming will offer immense growth opportunities. To make most of the opportunities, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.
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Arcade Gaming Market 2020-2024: Segmentation
Arcade Gaming Market is segmented as below:
- End-user
- Gaming Hubs
- Semi-commercial
- Residential
- Geography
- APAC
- North America
- Europe
- South America
- MEA
- Type
- Video Games
- Simulation Games
- Mechanical Games
- Genre
- Racing
- Shooting
- Sports
- Action
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Arcade Gaming Market 2020-2024: Scope
Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources. The arcade gaming market report covers the following areas:
- Arcade Gaming Market Size
- Arcade Gaming Market Trends
- Arcade Gaming Market Analysis
This study identifies limited piracy concerns as one of the prime reasons driving the arcade gaming market growth during the next few years.
Technavio suggests three forecast scenarios (optimistic, probable, and pessimistic) considering the impact of COVID-19. Technavio’s in-depth research has direct and indirect COVID-19 impacted market research reports.
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Arcade Gaming Market 2020-2024: Key Highlights
- CAGR of the market during the forecast period 2020-2024
- Detailed information on factors that will assist arcade gaming market growth during the next five years
- Estimation of the arcade gaming market size and its contribution to the parent market
- Predictions on upcoming trends and changes in consumer behavior
- The growth of the arcade gaming market
- Analysis of the market’s competitive landscape and detailed information on vendors
- Comprehensive details of factors that will challenge the growth of arcade gaming market vendors
Table of Contents:
Executive Summary
Market Landscape
- Market ecosystem
- Value chain analysis
Market Sizing
- Market definition
- Market segment analysis
- Market size 2019
- Market outlook: Forecast for 2019 – 2024
Five Forces Analysis
- Five forces summary
- Bargaining power of buyers
- Bargaining power of suppliers
- Threat of new entrants
- Threat of substitutes
- Threat of rivalry
- Market condition
Market Segmentation by End-user
- Market segments
- Comparison by End-user
- Gaming hubs – Market size and forecast 2019-2024
- Semi-commercial – Market size and forecast 2019-2024
- Residential – Market size and forecast 2019-2024
- Market opportunity by End-user
Market Segmentation by Type
- Market segments
- Comparison by Type
- Video games – Market size and forecast 2019-2024
- Simulation games – Market size and forecast 2019-2024
- Mechanical games – Market size and forecast 2019-2024
- Market opportunity by Type
Market Segmentation by Genre
- Market segments
- Comparison by Genre
- Racing – Market size and forecast 2019-2024
- Shooting – Market size and forecast 2019-2024
- Sports – Market size and forecast 2019-2024
- Action – Market size and forecast 2019-2024
- Market opportunity by Genre
Customer Landscape
Geographic Landscape
- Geographic segmentation
- Geographic comparison
- APAC – Market size and forecast 2019-2024
- North America – Market size and forecast 2019-2024
- Europe – Market size and forecast 2019-2024
- South America – Market size and forecast 2019-2024
- MEA – Market size and forecast 2019-2024
- Impact of COVID-19 on the market
- Key leading countries
- Market opportunity by geography
Market Drivers
Market Challenges
Market Trends
Vendor Landscape
- Overview
- Vendor landscape
- Landscape disruption
Vendor Analysis
- Vendors covered
- Market positioning of vendors
- BANDAI NAMCO Entertainment Europe SAS
- Bay Tek Entertainment Inc.
- Capcom Co. Ltd.
- CXC Simulations
- D-BOX Technologies Inc.
- International Games System Co. Ltd.
- Nintendo Co. Ltd.
- PrimeTime Amusements
- Sega Sammy Holdings Inc.
- Square Enix Holdings Co. Ltd.
Appendix
- Scope of the report
- Currency conversion rates for US$
- Research methodology
- List of abbreviations
About Us
Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavio’s report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio’s comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.