Global Electronic Gaming Machines (EGM) Market Research Report 2022 - Market Size, Current Insights and Development Trends

Global Electronic Gaming Machines (EGM) Market Research Report 2022 - Market Size, Current Insights and Development Trends

The report focuses on the Electronic Gaming Machines (EGM) market size, segment size (mainly covering product type, application, and geography), competitor landscape, recent status, and development trends. Furthermore, the report provides strategies for companies to overcome threats posed by COVID-19.

Technological innovation and advancement will further optimize the performance of the product, enabling it to acquire a wider range of applications in the downstream market. Moreover, customer preference analysis, market dynamics (drivers, restraints, opportunities), new product release, impact of COVID-19, regional conflicts and carbon neutrality provide crucial information for us to take a deep dive into the Electronic Gaming Machines (EGM) market.

Major Players in the Electronic Gaming Machines (EGM) market are:

Subor
BETOP
I-dong
Timetop
Microsoft
THRUSTMASTER
Sega
JXD
Nintendo
Alien technology
PlayStation
Uniscom
Tai Rely
BLACK HORNS
Sony
WINYSON

On the basis of types, the Electronic Gaming Machines (EGM) market is primarily split into:

Poker EGMs
TV EGMs
Large-scale EGMs

On the basis of applications, the market covers:

TV Games
ARC Games
Poket Games
PC Games

Major Regions or countries covered in this report:

United States
Europe
China
Japan
India
Southeast Asia
Latin America
Middle East and Africa
Others

Years considered for this report:

Historical Years: 2017-2021
Base Year: 2021
Estimated Year: 2022
Forecast Period: 2022-2029


1 Electronic Gaming Machines (EGM) Market Overview
1.1 Product Overview and Scope of Electronic Gaming Machines (EGM) Market
1.2 Electronic Gaming Machines (EGM) Market Segment by Type
1.2.1 Global Electronic Gaming Machines (EGM) Market Sales and CAGR (%) Comparison by Type (2017-2029)
1.3 Global Electronic Gaming Machines (EGM) Market Segment by Application
1.3.1 Electronic Gaming Machines (EGM) Market Consumption (Sales) Comparison by Application (2017-2029)
1.4 Global Electronic Gaming Machines (EGM) Market, Region Wise (2017-2029)
1.5 Global Market Size (Revenue) of Electronic Gaming Machines (EGM) (2017-2029)
1.5.1 Global Electronic Gaming Machines (EGM) Market Revenue Status and Outlook (2017-2029)
1.5.2 Global Electronic Gaming Machines (EGM) Market Sales Status and Outlook (2017-2029)
1.6 Influence of Regional Conflicts on the Electronic Gaming Machines (EGM) Industry
1.7 Impact of Carbon Neutrality on the Electronic Gaming Machines (EGM) Industry
2 Electronic Gaming Machines (EGM) Market Upstream and Downstream Analysis
2.1 Electronic Gaming Machines (EGM) Industrial Chain Analysis
2.2 Key Raw Materials Suppliers and Price Analysis
2.3 Key Raw Materials Supply and Demand Analysis
2.4 Market Concentration Rate of Raw Materials
2.5 Manufacturing Process Analysis
2.6 Manufacturing Cost Structure Analysis
2.6.1 Labor Cost Analysis
2.6.2 Energy Costs Analysis
2.6.3 R&D Costs Analysis
2.7 Major Downstream Buyers of Electronic Gaming Machines (EGM) Analysis
2.8 Impact of COVID-19 on the Industry Upstream and Downstream
3 Players Profiles
3.1 Subor
3.1.1 Subor Basic Information, Manufacturing Base, Sales Area and Competitors
3.1.2 Product Profiles, Application and Specification
3.1.3 Electronic Gaming Machines (EGM) Market Performance (2017-2022)
3.1.4 Business Overview
3.2 BETOP
3.2.1 BETOP Basic Information, Manufacturing Base, Sales Area and Competitors
3.2.2 Product Profiles, Application and Specification
3.2.3 Electronic Gaming Machines (EGM) Market Performance (2017-2022)
3.2.4 Business Overview
3.3 I-dong
3.3.1 I-dong Basic Information, Manufacturing Base, Sales Area and Competitors
3.3.2 Product Profiles, Application and Specification
3.3.3 Electronic Gaming Machines (EGM) Market Performance (2017-2022)
3.3.4 Business Overview
3.4 Timetop
3.4.1 Timetop Basic Information, Manufacturing Base, Sales Area and Competitors
3.4.2 Product Profiles, Application and Specification
3.4.3 Electronic Gaming Machines (EGM) Market Performance (2017-2022)
3.4.4 Business Overview
3.5 Microsoft
3.5.1 Microsoft Basic Information, Manufacturing Base, Sales Area and Competitors
3.5.2 Product Profiles, Application and Specification
3.5.3 Electronic Gaming Machines (EGM) Market Performance (2017-2022)
3.5.4 Business Overview
3.6 THRUSTMASTER
3.6.1 THRUSTMASTER Basic Information, Manufacturing Base, Sales Area and Competitors
3.6.2 Product Profiles, Application and Specification
3.6.3 Electronic Gaming Machines (EGM) Market Performance (2017-2022)
3.6.4 Business Overview
3.7 Sega
3.7.1 Sega Basic Information, Manufacturing Base, Sales Area and Competitors
3.7.2 Product Profiles, Application and Specification
3.7.3 Electronic Gaming Machines (EGM) Market Performance (2017-2022)
3.7.4 Business Overview
3.8 JXD
3.8.1 JXD Basic Information, Manufacturing Base, Sales Area and Competitors
3.8.2 Product Profiles, Application and Specification
3.8.3 Electronic Gaming Machines (EGM) Market Performance (2017-2022)
3.8.4 Business Overview
3.9 Nintendo
3.9.1 Nintendo Basic Information, Manufacturing Base, Sales Area and Competitors
3.9.2 Product Profiles, Application and Specification
3.9.3 Electronic Gaming Machines (EGM) Market Performance (2017-2022)
3.9.4 Business Overview
3.10 Alien technology
3.10.1 Alien technology Basic Information, Manufacturing Base, Sales Area and Competitors
3.10.2 Product Profiles, Application and Specification
3.10.3 Electronic Gaming Machines (EGM) Market Performance (2017-2022)
3.10.4 Business Overview
3.11 PlayStation
3.11.1 PlayStation Basic Information, Manufacturing Base, Sales Area and Competitors
3.11.2 Product Profiles, Application and Specification
3.11.3 Electronic Gaming Machines (EGM) Market Performance (2017-2022)
3.11.4 Business Overview
3.12 Uniscom
3.12.1 Uniscom Basic Information, Manufacturing Base, Sales Area and Competitors
3.12.2 Product Profiles, Application and Specification
3.12.3 Electronic Gaming Machines (EGM) Market Performance (2017-2022)
3.12.4 Business Overview
3.13 Tai Rely
3.13.1 Tai Rely Basic Information, Manufacturing Base, Sales Area and Competitors
3.13.2 Product Profiles, Application and Specification
3.13.3 Electronic Gaming Machines (EGM) Market Performance (2017-2022)
3.13.4 Business Overview
3.14 BLACK HORNS
3.14.1 BLACK HORNS Basic Information, Manufacturing Base, Sales Area and Competitors
3.14.2 Product Profiles, Application and Specification
3.14.3 Electronic Gaming Machines (EGM) Market Performance (2017-2022)
3.14.4 Business Overview
3.15 Sony
3.15.1 Sony Basic Information, Manufacturing Base, Sales Area and Competitors
3.15.2 Product Profiles, Application and Specification
3.15.3 Electronic Gaming Machines (EGM) Market Performance (2017-2022)
3.15.4 Business Overview
3.16 WINYSON
3.16.1 WINYSON Basic Information, Manufacturing Base, Sales Area and Competitors
3.16.2 Product Profiles, Application and Specification
3.16.3 Electronic Gaming Machines (EGM) Market Performance (2017-2022)
3.16.4 Business Overview
4 Global Electronic Gaming Machines (EGM) Market Landscape by Player
4.1 Global Electronic Gaming Machines (EGM) Sales and Share by Player (2017-2022)
4.2 Global Electronic Gaming Machines (EGM) Revenue and Market Share by Player (2017-2022)
4.3 Global Electronic Gaming Machines (EGM) Average Price by Player (2017-2022)
4.4 Global Electronic Gaming Machines (EGM) Gross Margin by Player (2017-2022)
4.5 Electronic Gaming Machines (EGM) Market Competitive Situation and Trends
4.5.1 Electronic Gaming Machines (EGM) Market Concentration Rate
4.5.2 Electronic Gaming Machines (EGM) Market Share of Top 3 and Top 6 Players
4.5.3 Mergers & Acquisitions, Expansion
5 Global Electronic Gaming Machines (EGM) Sales, Revenue, Price Trend by Type
5.1 Global Electronic Gaming Machines (EGM) Sales and Market Share by Type (2017-2022)
5.2 Global Electronic Gaming Machines (EGM) Revenue and Market Share by Type (2017-2022)
5.3 Global Electronic Gaming Machines (EGM) Price by Type (2017-2022)
5.4 Global Electronic Gaming Machines (EGM) Sales, Revenue and Growth Rate by Type (2017-2022)
5.4.1 Global Electronic Gaming Machines (EGM) Sales, Revenue and Growth Rate of Poker EGMs (2017-2022)
5.4.2 Global Electronic Gaming Machines (EGM) Sales, Revenue and Growth Rate of TV EGMs (2017-2022)
5.4.3 Global Electronic Gaming Machines (EGM) Sales, Revenue and Growth Rate of Large-scale EGMs (2017-2022)
6 Global Electronic Gaming Machines (EGM) Market Analysis by Application
6.1 Global Electronic Gaming Machines (EGM) Consumption and Market Share by Application (2017-2022)
6.2 Global Electronic Gaming Machines (EGM) Consumption Revenue and Market Share by Application (2017-2022)
6.3 Global Electronic Gaming Machines (EGM) Consumption and Growth Rate by Application (2017-2022)
6.3.1 Global Electronic Gaming Machines (EGM) Consumption and Growth Rate of TV Games (2017-2022)
6.3.2 Global Electronic Gaming Machines (EGM) Consumption and Growth Rate of ARC Games (2017-2022)
6.3.3 Global Electronic Gaming Machines (EGM) Consumption and Growth Rate of Poket Games (2017-2022)
6.3.4 Global Electronic Gaming Machines (EGM) Consumption and Growth Rate of PC Games (2017-2022)
7 Global Electronic Gaming Machines (EGM) Sales and Revenue Region Wise (2017-2022)
7.1 Global Electronic Gaming Machines (EGM) Sales and Market Share, Region Wise (2017-2022)
7.2 Global Electronic Gaming Machines (EGM) Revenue and Market Share, Region Wise (2017-2022)
7.3 Global Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2017-2022)
7.4 United States Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2017-2022)
7.5 Europe Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2017-2022)
7.6 China Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2017-2022)
7.7 Japan Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2017-2022)
7.8 India Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2017-2022)
7.9 Southeast Asia Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2017-2022)
7.10 Latin America Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2017-2022)
7.11 Middle East and Africa Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2017-2022)
8 Global Electronic Gaming Machines (EGM) Market Forecast (2022-2029)
8.1 Global Electronic Gaming Machines (EGM) Sales, Revenue Forecast (2022-2029)
8.1.1 Global Electronic Gaming Machines (EGM) Sales and Growth Rate Forecast (2022-2029)
8.1.2 Global Electronic Gaming Machines (EGM) Revenue and Growth Rate Forecast (2022-2029)
8.1.3 Global Electronic Gaming Machines (EGM) Price and Trend Forecast (2022-2029)
8.2 Global Electronic Gaming Machines (EGM) Sales and Revenue Forecast, Region Wise (2022-2029)
8.2.1 United States Electronic Gaming Machines (EGM) Sales and Revenue Forecast (2022-2029)
8.2.2 Europe Electronic Gaming Machines (EGM) Sales and Revenue Forecast (2022-2029)
8.2.3 China Electronic Gaming Machines (EGM) Sales and Revenue Forecast (2022-2029)
8.2.4 Japan Electronic Gaming Machines (EGM) Sales and Revenue Forecast (2022-2029)
8.2.5 India Electronic Gaming Machines (EGM) Sales and Revenue Forecast (2022-2029)
8.2.6 Southeast Asia Electronic Gaming Machines (EGM) Sales and Revenue Forecast (2022-2029)
8.2.7 Latin America Electronic Gaming Machines (EGM) Sales and Revenue Forecast (2022-2029)
8.2.8 Middle East and Africa Electronic Gaming Machines (EGM) Sales and Revenue Forecast (2022-2029)
8.3 Global Electronic Gaming Machines (EGM) Sales, Revenue and Price Forecast by Type (2022-2029)
8.3.1 Global Electronic Gaming Machines (EGM) Revenue and Growth Rate of Poker EGMs (2022-2029)
8.3.2 Global Electronic Gaming Machines (EGM) Revenue and Growth Rate of TV EGMs (2022-2029)
8.3.3 Global Electronic Gaming Machines (EGM) Revenue and Growth Rate of Large-scale EGMs (2022-2029)
8.4 Global Electronic Gaming Machines (EGM) Consumption Forecast by Application (2022-2029)
8.4.1 Global Electronic Gaming Machines (EGM) Consumption Value and Growth Rate of TV Games (2022-2029)
8.4.2 Global Electronic Gaming Machines (EGM) Consumption Value and Growth Rate of ARC Games (2022-2029)
8.4.3 Global Electronic Gaming Machines (EGM) Consumption Value and Growth Rate of Poket Games (2022-2029)
8.4.4 Global Electronic Gaming Machines (EGM) Consumption Value and Growth Rate of PC Games (2022-2029)
8.5 Electronic Gaming Machines (EGM) Market Forecast Under COVID-19
9 Industry Outlook
9.1 Electronic Gaming Machines (EGM) Market Drivers Analysis
9.2 Electronic Gaming Machines (EGM) Market Restraints and Challenges
9.3 Electronic Gaming Machines (EGM) Market Opportunities Analysis
9.4 Emerging Market Trends
9.5 Electronic Gaming Machines (EGM) Industry Technology Status and Trends
9.6 News of Product Release
9.7 Consumer Preference Analysis
9.8 Electronic Gaming Machines (EGM) Industry Development Trends under COVID-19 Outbreak
9.8.1 Global COVID-19 Status Overview
9.8.2 Influence of COVID-19 Outbreak on Electronic Gaming Machines (EGM) Industry Development
10 Research Findings and Conclusion
11 Appendix
11.1 Methodology
11.2 Research Data Source

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