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市場調查報告書

大型遊戲機的全球市場:2020年∼2024年

Global Arcade Gaming Market 2021-2025

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 941600
出版日期 內容資訊 英文 120 Pages
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大型遊戲機的全球市場:2020年∼2024年 Global Arcade Gaming Market 2021-2025
出版日期: 2021年05月25日內容資訊: 英文 120 Pages
簡介

大型遊戲機的全球市場在2020年∼2024年間,預測將成長到15億6000萬美元,在預測期間中將以2%的年複合成長率增長。

市場成長的主要因素有根據高收益化的機會及侵犯版權的疑慮。

本報告提供大型遊戲機的世界市場調查,提供市場情勢和規模,波特的五力分析,各終端用戶及各類型的市場區隔,客戶形勢,各地區形勢,業者情勢,供應商分析等資訊。

目錄

摘要整理

市場形勢

市場規模

  • 市場定義
  • 市場區隔分析
  • 2019年的市場規模
  • 市場預測:從2019年∼2024年的預測

波特的五力分析

市場區隔:各終端用戶

  • 市場區隔
  • 各終端用戶比較
  • 遊藝場:市場規模與預測(2019年∼2024年)
  • 商業設施內部:市場規模與預測(2019年∼2024年)
  • 個人·家庭:市場規模與預測(2019年∼2024年)
  • 各終端用戶的市場機會

市場區隔:各類型

  • 市場區隔
  • 各類型比較
  • 電玩遊戲:市場規模與預測(2019年∼2024年)
  • 模擬遊戲:市場規模與預測(2019年∼2024年)
  • 機器式遊戲:市場規模與預測(2019年∼2024年)
  • 各類型的市場機會

市場區隔:各種類

  • 市場區隔
  • 各種類比較
  • 花邊遊戲:市場規模與預測(2019年∼2024年)
  • 射擊遊戲:市場規模與預測(2019年∼2024年)
  • 運動遊戲:市場規模與預測(2019年∼2024年)
  • 動作遊戲:市場規模與預測(2019年∼2024年)
  • 各種類的市場機會

客戶形勢

各地區形勢

  • 各地區市場區隔
  • 各地區比較
  • 亞太地區:市場規模與預測(2019年∼2024年)
  • 北美 :市場規模與預測(2019年∼2024年)
  • 歐洲:市場規模與預測(2019年∼2024年)
  • 南美 :市場規模與預測(2019年∼2024年)
  • 中東·非洲地區:市場規模與預測(2019年∼2024年)
  • 由於COVID-19的對市場的影響
  • 主要國家
  • 各地區的市場機會
  • 市場成長要素
  • 市場課題
  • 市場趨勢

業者情勢

  • 概要
  • 業者情勢
  • 創造性破壞狀況

供應商分析

  • 交易廠商
  • 供應商的市場定位
  • 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.

附錄

目錄
Product Code: IRTNTR43930

Technavio has been monitoring the arcade gaming market and it is poised to grow by $ 1.66 bn during 2021-2025, progressing at a CAGR of almost 2% during the forecast period. Our report on arcade gaming market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current global market scenario, latest trends and drivers, and the overall market environment. The market is driven by the high scope for monetization and increasing physical activity on arcade gaming. In addition, high scope for monetization is anticipated to boost the growth of the market as well.

The arcade gaming market analysis includes end-user segment, type segment, and geographic landscape.

Technavio's arcade gaming market is segmented as below:

By End-user

  • Gaming hubs
  • Semi-commercial
  • Residential

By Type

  • Video games
  • Simulation games
  • Mechanical games

By Geography

  • APAC
  • North America
  • Europe
  • South America
  • MEA

This study identifies the limited piracy concerns as one of the prime reasons driving the arcade gaming market growth during the next few years

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters. Our report on arcade gaming market covers the following areas:

  • Arcade gaming market sizing
  • Arcade gaming market forecast
  • Arcade gaming market industry analysis

Technavio's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading arcade gaming market vendors that include 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. Also, the arcade gaming market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. Technavio's market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast the accurate market growth.

Table of Contents

  • Executive Summary
    • Market Overview
  • Market Landscape
    • Market ecosystem
    • Value chain analysis
  • Market Sizing
    • Market definition
    • Market segment analysis
    • Market size 2020
    • Market outlook: Forecast for 2020 - 2025
  • 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 2020-2025
    • Semi-commercial - Market size and forecast 2020-2025
    • Residential - Market size and forecast 2020-2025
    • Market opportunity by End-user
  • Market Segmentation by Type
    • Market segments
    • Comparison by Type
    • Video games - Market size and forecast 2020-2025
    • Simulation games - Market size and forecast 2020-2025
    • Mechanical games - Market size and forecast 2020-2025
    • Market opportunity by Type
  • Market Segmentation by Genre
    • Market segments
    • Comparison by Genre
    • Racing - Market size and forecast 2020-2025
    • Shooting - Market size and forecast 2020-2025
    • Sports - Market size and forecast 2020-2025
    • Action - Market size and forecast 2020-2025
    • Market opportunity by Genre
  • Customer landscape
    • Customer landscape
  • Geographic Landscape
    • Geographic segmentation
    • Geographic comparison
    • APAC - Market size and forecast 2020-2025
    • North America - Market size and forecast 2020-2025
    • Europe - Market size and forecast 2020-2025
    • South America - Market size and forecast 2020-2025
    • MEA - Market size and forecast 2020-2025
    • Key leading countries
    • Market opportunity by geography
    • Market drivers
    • Market challenges
    • Market trends
  • Vendor Landscape
    • Overview
    • 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

Exhibits

  • 1: Key Finding 1
  • 2: Key Finding 2
  • 3: Key Finding 3
  • 4: Key Finding 5
  • 5: Key Finding 6
  • 6: Key Finding 7
  • 7: Key Finding 8
  • 8: Key Finding 9
  • 9: Key Finding 10
  • 10: Parent market
  • 11: Market characteristics
  • 12: Offerings of vendors included in the market definition
  • 13: Market segments
  • 14: Global - Market size and forecast 2020 - 2025 ($ million)
  • 15: Global market: Year-over-year growth 2020 - 2025 (%)
  • 16: Five forces analysis 2020 & 2025
  • 17: Bargaining power of buyers
  • 18: Bargaining power of suppliers
  • 19: Threat of new entrants
  • 20: Threat of substitutes
  • 21: Threat of rivalry
  • 22: Market condition - Five forces 2020
  • 23: Gaming hubs - Market size and forecast 2020-2025 ($ million)
  • 24: Gaming hubs - Year-over-year growth 2020-2025 (%)
  • 25: Semi-commercial - Market size and forecast 2020-2025 ($ million)
  • 26: Semi-commercial - Year-over-year growth 2020-2025 (%)
  • 27: Residential - Market size and forecast 2020-2025 ($ million)
  • 28: Residential - Year-over-year growth 2020-2025 (%)
  • 29: Video games - Market size and forecast 2020-2025 ($ million)
  • 30: Video games - Year-over-year growth 2020-2025 (%)
  • 31: Simulation games - Market size and forecast 2020-2025 ($ million)
  • 32: Simulation games - Year-over-year growth 2020-2025 (%)
  • 33: Mechanical games - Market size and forecast 2020-2025 ($ million)
  • 34: Mechanical games - Year-over-year growth 2020-2025 (%)
  • 35: Racing - Market size and forecast 2020-2025 ($ million)
  • 36: Racing - Year-over-year growth 2020-2025 (%)
  • 37: Shooting - Market size and forecast 2020-2025 ($ million)
  • 38: Shooting - Year-over-year growth 2020-2025 (%)
  • 39: Sports - Market size and forecast 2020-2025 ($ million)
  • 40: Sports - Year-over-year growth 2020-2025 (%)
  • 41: Action - Market size and forecast 2020-2025 ($ million)
  • 42: Action - Year-over-year growth 2020-2025 (%)
  • 43: Customer landscape
  • 44: Impact of drivers and challenges
  • 45: Vendor landscape
  • 46: Landscape disruption
  • 47: Industry risks
  • 48: Vendors covered
  • 49: Market positioning of vendors
  • 50: BANDAI NAMCO Entertainment Europe SAS - Overview
  • 51: BANDAI NAMCO Entertainment Europe SAS - Product and service
  • 52: BANDAI NAMCO Entertainment Europe SAS - Key offerings
  • 53: BANDAI NAMCO Entertainment Europe SAS - Key customers
  • 54: BANDAI NAMCO Entertainment Europe SAS - Segment focus
  • 55: Bay Tek Entertainment Inc. - Overview
  • 56: Bay Tek Entertainment Inc. - Product and service
  • 57: Bay Tek Entertainment Inc. - Key offerings
  • 58: Bay Tek Entertainment Inc. - Key customers
  • 59: Bay Tek Entertainment Inc. - Segment focus
  • 60: Capcom Co. Ltd. - Overview
  • 61: Capcom Co. Ltd. - Business segments
  • 62: Capcom Co. Ltd. - Key offerings
  • 63: Capcom Co. Ltd. - Key customers
  • 64: Capcom Co. Ltd. - Segment focus
  • 65: CXC Simulations - Overview
  • 66: CXC Simulations - Product and service
  • 67: CXC Simulations - Key offerings
  • 68: CXC Simulations - Key customers
  • 69: CXC Simulations - Segment focus
  • 70: D-BOX Technologies Inc. - Overview
  • 71: D-BOX Technologies Inc. - Product and service
  • 72: D-BOX Technologies Inc. - Key offerings
  • 73: D-BOX Technologies Inc. - Key customers
  • 74: D-BOX Technologies Inc. - Segment focus
  • 75: International Games System Co. Ltd. - Overview
  • 76: International Games System Co. Ltd. - Product and service
  • 77: International Games System Co. Ltd. - Key offerings
  • 78: International Games System Co. Ltd. - Key customers
  • 79: International Games System Co. Ltd. - Segment focus
  • 80: Nintendo Co. Ltd. - Overview
  • 81: Nintendo Co. Ltd. - Business segments
  • 82: Nintendo Co. Ltd. - Key offerings
  • 83: Nintendo Co. Ltd. - Key customers
  • 84: Nintendo Co. Ltd. - Segment focus
  • 85: PrimeTime Amusements - Overview
  • 86: PrimeTime Amusements - Product and service
  • 87: PrimeTime Amusements - Key offerings
  • 88: PrimeTime Amusements - Key customers
  • 89: PrimeTime Amusements - Segment focus
  • 90: SEGA SAMMY HOLDINGS Inc. - Overview
  • 91: SEGA SAMMY HOLDINGS Inc. - Business segments
  • 92: SEGA SAMMY HOLDINGS Inc. - Key offerings
  • 93: SEGA SAMMY HOLDINGS Inc. - Key customers
  • 94: SEGA SAMMY HOLDINGS Inc. - Segment focus
  • 95: Square Enix Holdings Co. Ltd. - Overview
  • 96: Square Enix Holdings Co. Ltd. - Product and service
  • 97: Square Enix Holdings Co. Ltd. - Key offerings
  • 98: Square Enix Holdings Co. Ltd. - Key customers
  • 99: Square Enix Holdings Co. Ltd. - Segment focus
  • 100: Currency conversion rates for US$
  • 101: Research Methodology
  • 102: Validation techniques employed for market sizing
  • 103: Information sources
  • 104: List of abbreviations