Gaming Machine Market, Global Outlook and Forecast 2023-2032
Gaming Machines are casino gambling machines with three or more reels which spin when a button is pushed. Gaming Machines are also known as one-armed bandits because they were originally operated by one lever on the side of the machine as opposed to a button on the front panel, and because of their ability to leave the player in debt and impoverished
This report aims to provide a comprehensive presentation of the global market for Gaming Machine, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Gaming Machine. This report contains market size and forecasts of Gaming Machine in global, including the following market information:
Global Gaming Machine Market Revenue, 2018-2023, 2024-2032, ($ millions)
Global Gaming Machine Market Sales, 2018-2023, 2024-2032, (K Units)
Global top five Gaming Machine companies in 2022 (%)
The global Gaming Machine market was valued at US$ 8653.5 million in 2022 and is projected to reach US$ 6139.4 million by 2029, at a CAGR of -4.8% during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
First, for industry structure analysis, the Gaming Machine industry is relatively concentrated. These manufacturers ranging from large multinational corporations to small privately owned companies compete in this industry. The top five producers account for about 70% of the revenue market. Regionally, North America is the biggest market Gaming Machines.
We has surveyed the Gaming Machine manufacturers, suppliers, distributors and industry experts on this industry, involving the sales, revenue, demand, price change, product type, recent development and plan, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Gaming Machine Market, by Type, 2018-2023, 2024-2032 ($ Millions) & (K Units)
Global Gaming Machine Market Segment Percentages, by Type, 2022 (%)
Reel Gaming Machine
Video Gaming Machine
Multi-denomination Gaming Machine
Other
Global Gaming Machine Market, by Application, 2018-2023, 2024-2032 ($ Millions) & (K Units)
Global Gaming Machine Market Segment Percentages, by Application, 2022 (%)
New/ Expansion
Replacement
Global Gaming Machine Market, By Region and Country, 2018-2023, 2024-2032 ($ Millions) & (K Units)
Global Gaming Machine Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Gaming Machine revenues in global market, 2018-2023 (Estimated), ($ millions)
Key companies Gaming Machine revenues share in global market, 2022 (%)
Key companies Gaming Machine sales in global market, 2018-2023 (Estimated), (K Units)
Key companies Gaming Machine sales share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
Scientific Games
IGT
Aristocrat Leisure
Novomatic
Konami Gaming
Ainsworth Game Technology
Multimedia Games
Universal Entertainment
Outline of Major Chapters:
Chapter 1: Introduces the definition of Gaming Machine, market overview.
Chapter 2: Global Gaming Machine market size in revenue and volume.
Chapter 3: Detailed analysis of Gaming Machine manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Gaming Machine in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: Global Gaming Machine capacity by region & country.
Chapter 9: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 10: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 11: The main points and conclusions of the report.