Arcade Gaming Market by Genre (Action Games, Puzzle Games, Shooter Games), Control Mechanism (Buttons, Joystick, Motion Sensors), Technology, Age Group - Global Forecast 2024-2030

Arcade Gaming Market by Genre (Action Games, Puzzle Games, Shooter Games), Control Mechanism (Buttons, Joystick, Motion Sensors), Technology, Age Group - Global Forecast 2024-2030


The Arcade Gaming Market size was estimated at USD 5.27 billion in 2023 and expected to reach USD 5.56 billion in 2024, at a CAGR 5.62% to reach USD 7.73 billion by 2030.

Arcade gaming refers to a form of video gaming that is typically characterized by coin-operated machines located in public venues such as gaming arcades, amusement parks, and various entertainment centers. These games are known for their short play times, challenging levels, and visually appealing interfaces designed to attract players. Arcade games are designed for the immediate accessibility of gameplay, with emphasis on the player's score and achievements. Rising consumer spending on entertainment and leisure activities coupled with the growing demand for interactive & immersive entertainment experiences driving the market growth. However, high costs associated with the development and maintenance of arcade machines hamper their deployment globally. Furthermore, expansion into VR and AR technologies, offering more immersive gaming experiences, poses a significant opportunity for market growth.

Regional Insights

In the United States and Canada, the arcade gaming market has seen a renaissance with the rise in popularity of barcades, blending nostalgic arcade experiences with dining and nightlife. North American consumers show a strong preference for retro gaming, driving demand for both classic and updated arcade machines. Innovations focus on advancing VR and AR technologies in arcade games, aiming to offer immersive experiences. The European Union exhibits diverse customer purchasing behavior with a strong inclination towards arcade esports and competitive gaming. The EU's focus on digital innovation is mirrored in the research on incorporating blockchain technology for secure, transparent in-game purchases and rewards within arcade systems. The arcade gaming market in the Middle East and Africa is rapidly growing, driven by an expanding young population and increasing urbanization. China, Japan, and India collectively represent a significant portion of the global arcade gaming market, each with unique consumer needs and behaviors. Japan, renowned as the birthplace of many iconic arcade games, continues to innovate in this field.

Market Insights

Market Dynamics

The market dynamics represent an ever-changing landscape of the Arcade Gaming Market by providing actionable insights into factors, including supply and demand levels. Accounting for these factors helps design strategies, make investments, and formulate developments to capitalize on future opportunities. In addition, these factors assist in avoiding potential pitfalls related to political, geographical, technical, social, and economic conditions, highlighting consumer behaviors and influencing manufacturing costs and purchasing decisions.

Market Drivers
  • Rising consumer spending on entertainment and leisure activities
  • Growing demand for interactive & immersive entertainment experiences
  • Expanding number of commercial gaming facilities
Market Restraints
  • High cost associated with manufacturing & maintenance of arcade games
Market Opportunities
  • Technological advancements in VR & AR and product improvements
  • Ongoing internet & smartphone penetration across the world
Market Challenges
  • Stringent regulatory concern regarding arcade games
Market Segmentation Analysis
  • Genre: Incorporating advanced motion-sensing technology in sport games provide more immersive gaming experience
  • Age Group: Growing popularity high-energy & interactive games among the less than 18 years age group
Market Disruption Analysis
  • Porter’s Five Forces Analysis
  • Value Chain & Critical Path Analysis
  • Pricing Analysis
  • Technology Analysis
  • Patent Analysis
  • Trade Analysis
  • Regulatory Framework Analysis
FPNV Positioning Matrix

The FPNV positioning matrix is essential in evaluating the market positioning of the vendors in the Arcade Gaming Market. This matrix offers a comprehensive assessment of vendors, examining critical metrics related to business strategy and product satisfaction. This in-depth assessment empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success, namely Forefront (F), Pathfinder (P), Niche (N), or Vital (V).

Market Share Analysis

The market share analysis is a comprehensive tool that provides an insightful and in-depth assessment of the current state of vendors in the Arcade Gaming Market. By meticulously comparing and analyzing vendor contributions, companies are offered a greater understanding of their performance and the challenges they face when competing for market share. These contributions include overall revenue, customer base, and other vital metrics. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With these illustrative details, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.

Recent Developments

Samsung Gaming Hub Portfolio Expands to Nearly 3,000 Games With Launch of Antstream Arcade and Blacknut

The Samsung Gaming Hub ushers in a transformative era of gaming, eliminating the need for traditional consoles by offering seamless access to beloved titles through prestigious streaming partners Antstream Arcade and Blacknut. This platform allows users to dive into an expansive universe of games with a Samsung TV remote & a Bluetooth controller.

Atari Announces Acquisition of 12 Classic Arcade Properties, Including Berzerk and Frenzy

Atari, an interactive entertainment and iconic consumer brands, has announced its acquisition of twelve cherished retro arcade games, including the 1980s phenomena Berzerk and Frenzy. With plans to broaden both digital and physical distribution channels, Atari is set to breathe new life into these classic titles through innovative game development, and exploring potential brand and merchandising synergies.

Mysten Labs and BlueJay Games Announce Partnership for Launch of Arcade Champion on Sui

Mysten Labs is thrilled to reveal its new alliance with gaming powerhouse BlueJay Games. Together, they unveil Arcade Champion, a mobile Web3 arcade game developed on the Sui platform. This game breathes life into a time-honored arcade tradition by incorporating a confluence of NFTs and play-to-own dynamics within its diverse array of both single and multiplayer minigames.

Strategy Analysis & Recommendation

The strategic analysis is essential for organizations seeking a solid foothold in the global marketplace. Companies are better positioned to make informed decisions that align with their long-term aspirations by thoroughly evaluating their current standing in the Arcade Gaming Market. This critical assessment involves a thorough analysis of the organization’s resources, capabilities, and overall performance to identify its core strengths and areas for improvement.

Key Company Profiles

The report delves into recent significant developments in the Arcade Gaming Market, highlighting leading vendors and their innovative profiles. These include Activision Blizzard, Inc., Atari SA, Bandai Namco Studios Inc., Bay Tek Entertainment, Inc., Bowlero Corp., Brunswick Corporation, Capcom Co., Ltd., CXC Simulations, D-BOX Technologies Inc., Gameloft SE, Helix Leisure USA, Inc., International Games System Co., Ltd., Microsoft Corporation, NetEase, Inc., Netmarble Corp., Nexon Co., Ltd., Nintendo Co., Ltd., Sega Sammy Holdings Inc., Sony Interactive Entertainment LLC, Square Enix Holdings Co., Ltd., Take-Two Interactive Software, Inc., Tencent Holdings Ltd., TouchMagix Media Pvt. Ltd. Pty. Ltd., Ubisoft Entertainment SA, and Valley-Dynamo, Inc..

Market Segmentation & Coverage

This research report categorizes the Arcade Gaming Market to forecast the revenues and analyze trends in each of the following sub-markets:
  • Genre
  • Action Games
  • Puzzle Games
  • Shooter Games
  • Sports Games
  • Control Mechanism
  • Buttons
  • Joystick
  • Motion Sensors
  • Touch Screens
  • Technology
  • Augmented Reality Games
  • Electro-Mechanical Games
  • Video Games
  • Virtual Reality Games
  • Age Group
  • 19 to 35 Years
  • 36 Years & Above
  • Less 18 Years
  • Region
  • Americas
  • Argentina
  • Brazil
  • Canada
  • Mexico
  • United States
  • California
  • Florida
  • Illinois
  • New York
  • Ohio
  • Pennsylvania
  • Texas
  • Asia-Pacific
  • Australia
  • China
  • India
  • Indonesia
  • Japan
  • Malaysia
  • Philippines
  • Singapore
  • South Korea
  • Taiwan
  • Thailand
  • Vietnam
  • Europe, Middle East & Africa
  • Denmark
  • Egypt
  • Finland
  • France
  • Germany
  • Israel
  • Italy
  • Netherlands
  • Nigeria
  • Norway
  • Poland
  • Qatar
  • Russia
  • Saudi Arabia
  • South Africa
  • Spain
  • Sweden
  • Switzerland
  • Turkey
  • United Arab Emirates
  • United Kingdom


Please Note: PDF & Excel + Online Access - 1 Year


1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Rising consumer spending on entertainment and leisure activities
5.1.1.2. Growing demand for interactive & immersive entertainment experiences
5.1.1.3. Expanding number of commercial gaming facilities
5.1.2. Restraints
5.1.2.1. High cost associated with manufacturing & maintenance of arcade games
5.1.3. Opportunities
5.1.3.1. Technological advancements in VR & AR and product improvements
5.1.3.2. Ongoing internet & smartphone penetration across the world
5.1.4. Challenges
5.1.4.1. Stringent regulatory concern regarding arcade games
5.2. Market Segmentation Analysis
5.2.1. Genre: Incorporating advanced motion-sensing technology in sport games provide more immersive gaming experience
5.2.2. Age Group: Growing popularity high-energy & interactive games among the less than 18 years age group
5.3. Market Disruption Analysis
5.4. Porter’s Five Forces Analysis
5.4.1. Threat of New Entrants
5.4.2. Threat of Substitutes
5.4.3. Bargaining Power of Customers
5.4.4. Bargaining Power of Suppliers
5.4.5. Industry Rivalry
5.5. Value Chain & Critical Path Analysis
5.6. Pricing Analysis
5.7. Technology Analysis
5.8. Patent Analysis
5.9. Trade Analysis
5.10. Regulatory Framework Analysis
6. Arcade Gaming Market, by Genre
6.1. Introduction
6.2. Action Games
6.3. Puzzle Games
6.4. Shooter Games
6.5. Sports Games
7. Arcade Gaming Market, by Control Mechanism
7.1. Introduction
7.2. Buttons
7.3. Joystick
7.4. Motion Sensors
7.5. Touch Screens
8. Arcade Gaming Market, by Technology
8.1. Introduction
8.2. Augmented Reality Games
8.3. Electro-Mechanical Games
8.4. Video Games
8.5. Virtual Reality Games
9. Arcade Gaming Market, by Age Group
9.1. Introduction
9.2. 19 to 35 Years
9.3. 36 Years & Above
9.4. Less 18 Years
10. Americas Arcade Gaming Market
10.1. Introduction
10.2. Argentina
10.3. Brazil
10.4. Canada
10.5. Mexico
10.6. United States
11. Asia-Pacific Arcade Gaming Market
11.1. Introduction
11.2. Australia
11.3. China
11.4. India
11.5. Indonesia
11.6. Japan
11.7. Malaysia
11.8. Philippines
11.9. Singapore
11.10. South Korea
11.11. Taiwan
11.12. Thailand
11.13. Vietnam
12. Europe, Middle East & Africa Arcade Gaming Market
12.1. Introduction
12.2. Denmark
12.3. Egypt
12.4. Finland
12.5. France
12.6. Germany
12.7. Israel
12.8. Italy
12.9. Netherlands
12.10. Nigeria
12.11. Norway
12.12. Poland
12.13. Qatar
12.14. Russia
12.15. Saudi Arabia
12.16. South Africa
12.17. Spain
12.18. Sweden
12.19. Switzerland
12.20. Turkey
12.21. United Arab Emirates
12.22. United Kingdom
13. Competitive Landscape
13.1. Market Share Analysis, 2023
13.2. FPNV Positioning Matrix, 2023
13.3. Competitive Scenario Analysis
13.3.1. Samsung Gaming Hub Portfolio Expands to Nearly 3,000 Games With Launch of Antstream Arcade and Blacknut
13.3.2. Atari Announces Acquisition of 12 Classic Arcade Properties, Including Berzerk and Frenzy
13.3.3. Mysten Labs and BlueJay Games Announce Partnership for Launch of Arcade Champion on Sui
13.4. Strategy Analysis & Recommendation
14. Competitive Portfolio
14.1. Key Company Profiles
14.2. Key Product Portfolio

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