Amusement Machine Market Size, Share & Trends Analysis Report By Game Type (Video Games, Simulation/AR-VR Games), By Application (Amusement & Recreational Theme Park, Indoor Specialty Centers, Game Centers), By Region, And Segment Forecasts, 2025 - 2030

Amusement Machine Market Size & Trends

The global amusement machine market size was estimated at USD 16.50 billion in 2024 and is projected to grow at a CAGR of 11.0% from 2025 to 2030. The market growth can be attributed to technological innovation and the increasing demand for immersive entertainment experiences. Advances in technology, such as augmented reality (AR), virtual reality (VR), and interactive features, have transformed amusement machines, making them more engaging and appealing to tech-savvy consumers. Moreover, the growing desire for social, and immersive entertainment experiences has fueled demand for arcade-style gaming, particularly in family entertainment centers, malls, and mixed-use venues.

One of the most prominent trends is the integration of Virtual Reality (VR) and Augmented Reality (AR), which are enhancing gameplay by offering immersive, interactive environments that go beyond traditional gaming experiences. These technologies allow players to engage in highly dynamic and realistic virtual worlds, attracting a new generation of tech-savvy consumers. In addition, Artificial Intelligence (AI) is being leveraged to create adaptive gameplay, where machines can learn user behavior, personalize experiences, and improve game interactions in real time.

The integration of gamification into non-traditional spaces, such as restaurants, hotels, and shopping centers, where amusement machines are used to enhance social interaction and customer engagement, merging entertainment with daily activities. Cashless and mobile payment systems are becoming more prevalent, streamlining transactions and offering greater convenience to users. In March 2024, TouchTunes announced the launch of FunWallet, a cashless mobile payment platform for the amusement industry.

The platform simplifies transactions for in-venue entertainment, offering seamless payment via the TouchTunes app. FunWallet supports both connected and non-connected machines, aiming to modernize payment systems and enhance user experiences in entertainment venues. FunWallet is available at no cost for any Internet-connected machine or payment device, with a low-cost retrofit kit for non-connected machines. The platform aims to enhance the in-venue entertainment experience by facilitating seamless digital transactions. The customization of machines, with unique themes or experiences tailored to specific demographics, will increase, driving demand for bespoke solutions.

Global Amusement Machine Market Report Segmentation

This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest industry trends in each of the sub-segments from 2018 to 2030. For this study, Grand View Research has segmented the global amusement machine market report based on game type, application, and region:

  • Game Type Outlook (Volume, Units; Revenue, USD Billion, 2018 - 2030)
  • Video Games
  • Simulation/AR-VR Games
  • Electro-Mechanical Games
  • Redemption Games
  • Claw Machine Games
  • Photo Booths
  • Indoor Go-Karts
  • Others
  • Application Outlook (Volume, Units; Revenue, USD Billion, 2018 - 2030)
  • Amusement & Recreational Theme Park
  • Indoor Specialty Centers
  • Game Centers
  • Hotel & Bars
  • Others
  • Regional Outlook (Volume, Units; Revenue, USD Billion, 2018 - 2030)
  • North America
  • U.S.
  • Canada
  • Mexico
  • Europe
  • UK
  • Germany
  • France
  • Asia Pacific
  • China
  • India
  • New Zealand
  • South Korea
  • Australia
  • Latin America
  • Brazil
  • Argentina
  • Middle East & Africa
  • UAE
  • Saudi Arabia
Please note The report will be delivered in 4-8 business days upon order notification.


Chapter 1. Methodology and Scope
1.1. Methodology segmentation & scope
1.2. Market Definitions
1.3. Research Methodology
1.3.1. Information Procurement
1.3.2. Information or Data Analysis
1.3.3. Market Formulation & Data Visualization
1.3.4. Data Validation & Publishing
1.4. Research Scope and Assumptions
1.4.1. List of Data Sources
Chapter 2. Executive Summary
2.1. Market Outlook
2.2. Segment Outlook
2.3. Competitive Insights
Chapter 3. Amusement Machine Variables, Trends & Scope
3.1. Market Introduction/Lineage Outlook
3.2. Industry Value Chain Analysis
3.3. Market Dynamics
3.3.1. Market Drivers Analysis
3.3.2. Market Restraints Analysis
3.3.3. Industry Opportunities
3.4. Amusement Machine Analysis Tools
3.4.1. Porter’s Analysis
3.4.1.1. Bargaining power of the suppliers
3.4.1.2. Bargaining power of the buyers
3.4.1.3. Threats of substitution
3.4.1.4. Threats from new entrants
3.4.2. PESTEL Analysis
3.4.2.1. Political landscape
3.4.2.2. Economic and Social landscape
3.4.2.3. Technological landscape
3.4.2.4. Environmental landscape
3.4.2.5. Legal landscape
Chapter 4. Amusement Machine Market: Game Type Estimates & Trend Analysis
4.1. Segment Dashboard
4.2. Amusement Machine: Game Type Movement Analysis, 2024 & 2030 (USD Billion, Volume in Units )
4.3. Video Games
4.3.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
4.4. Simulation/AR-VR Games
4.4.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
4.5. Electro-Mechanical Games
4.5.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
4.6. Redemption Games
4.6.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
4.7. Claw Machine Games
4.7.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion)
4.8. Photo Booths
4.8.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
4.9. Indoor Go-Karts
4.9.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
4.10. Others
4.10.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
Chapter 5. Amusement Machine Market: Application Estimates & Trend Analysis
5.1. Segment Dashboard
5.2. Amusement Machine: Application Movement Analysis, 2024 & 2030 (USD Billion, Volume in Units )
5.3. Amusement & Recreational Theme Park
5.3.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
5.4. Indoor Specialty Centers
5.4.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
5.5. Game Centers
5.5.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
5.6. Hotel & Bars
5.6.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
5.7. Others
5.7.1. Market Size Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
Chapter 6. Amusement Machine Market: Regional Estimates & Trend Analysis
6.1. Amusement Machine Share, By Region, 2024 & 2030, USD Billion, Volume in Units
6.2. North America
6.2.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
6.2.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.2.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.2.4. U.S.
6.2.4.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
6.2.4.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.2.4.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.2.5. Canada
6.2.5.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
6.2.5.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.2.5.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.2.6. Mexico
6.2.6.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
6.2.6.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.2.6.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.3. Europe
6.3.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
6.3.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.3.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.3.4. UK
6.3.4.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
6.3.4.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.3.4.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.3.5. Germany
6.3.5.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
6.3.5.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.3.5.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.3.6. France
6.3.6.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
6.3.6.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.3.6.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.4. Asia Pacific
6.4.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
6.4.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.4.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.4.4. China
6.4.4.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
6.4.4.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.4.4.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.4.5. India
6.4.5.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
6.4.5.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.4.5.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.4.6. New Zealand
6.4.6.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
6.4.6.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.4.6.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.4.7. Australia
6.4.7.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
6.4.7.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.4.7.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.4.8. South Korea
6.4.8.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
6.4.8.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.4.8.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.5. Latin America
6.5.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
6.5.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.5.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.5.4. Brazil
6.5.4.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
6.5.4.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.5.4.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.5.5. Argentina
6.5.5.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
6.5.5.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.5.5.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.6. Middle East & Africa
6.6.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion, Volume in Units)
6.6.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.6.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.6.4. Saudi Arabia
6.6.4.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.6.4.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.6.4.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.6.5. UAE
6.6.5.1. Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.6.5.2. Market estimates and forecast by game type, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
6.6.5.3. Market estimates and forecast by application, 2018 - 2030 (Revenue, USD Billion, Volume in Units)
Chapter 7. Competitive Landscape
7.1. Recent Developments & Impact Analysis by Key Market Participants
7.2. Company Categorization
7.3. Company Market Share Analysis
7.4. Company Heat Map Analysis
7.5. Strategy Mapping
7.5.1. Expansion
7.5.2. Mergers & Acquisition
7.5.3. Partnerships & Collaborations
7.5.4. New Product Launches
7.5.5. Research And Development
7.6. Company Profiles
7.6.1. Adrenaline Amusements
7.6.1.1. Participant’s Overview
7.6.1.2. Financial Performance
7.6.1.3. Product Benchmarking
7.6.1.4. Recent Developments
7.6.2. Bandai Namco Entertainment America Inc. (Bandai Namco Holdings Inc.)
7.6.2.1. Participant’s Overview
7.6.2.2. Financial Performance
7.6.2.3. Product Benchmarking
7.6.2.4. Recent Developments
7.6.3. Bay Tek Entertainment, Inc.
7.6.3.1. Participant’s Overview
7.6.3.2. Financial Performance
7.6.3.3. Product Benchmarking
7.6.3.4. Recent Developments
7.6.4. Bob’s Space Racer
7.6.4.1. Participant’s Overview
7.6.4.2. Financial Performance
7.6.4.3. Product Benchmarking
7.6.4.4. Recent Developments
7.6.5. Capcom Co., Ltd.
7.6.5.1. Participant’s Overview
7.6.5.2. Financial Performance
7.6.5.3. Product Benchmarking
7.6.5.4. Recent Developments
7.6.6. Coastal Amusements Inc.
7.6.6.1. Participant’s Overview
7.6.6.2. Financial Performance
7.6.6.3. Product Benchmarking
7.6.6.4. Recent Developments
7.6.7. Elaut Group
7.6.7.1. Participant’s Overview
7.6.7.2. Financial Performance
7.6.7.3. Product Benchmarking
7.6.7.4. Recent Developments
7.6.8. Innovative Concepts in Entertainment, Inc.
7.6.8.1. Participant’s Overview
7.6.8.2. Financial Performance
7.6.8.3. Product Benchmarking
7.6.8.4. Recent Developments
7.6.9. Konami Group
7.6.9.1. Participant’s Overview
7.6.9.2. Financial Performance
7.6.9.3. Product Benchmarking
7.6.9.4. Recent Developments
7.6.10. LAI Games
7.6.10.1. Participant’s Overview
7.6.10.2. Financial Performance
7.6.10.3. Product Benchmarking
7.6.10.4. Recent Developments
7.6.11. Player One Amusement Group
7.6.11.1. Participant’s Overview
7.6.11.2. Financial Performance
7.6.11.3. Product Benchmarking
7.6.11.4. Recent Developments
7.6.12. Raw Thrills, Inc.
7.6.12.1. Participant’s Overview
7.6.12.2. Financial Performance
7.6.12.3. Product Benchmarking
7.6.12.4. Recent Developments
7.6.13. SEGA SAMMY HOLDINGS Inc.
7.6.13.1. Participant’s Overview
7.6.13.2. Financial Performance
7.6.13.3. Product Benchmarking
7.6.13.4. Recent Developments
7.6.14. TAITO CORPORATION (SQUARE ENIX)
7.6.14.1. Participant’s Overview
7.6.14.2. Financial Performance
7.6.14.3. Product Benchmarking
7.6.14.4. Recent Developments
7.6.15. TrioTech Amusement
7.6.15.1. Participant’s Overview
7.6.15.2. Financial Performance
7.6.15.3. Product Benchmarking
7.6.15.4. Recent Developments

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