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Arcade Gaming Market Value to Increase by $ 1.56 Billion Between 2020-2024 | Growth to Be Maximum in Gaming Hubs Segment | Technavio |

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February 5, 2021
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Arcade Gaming Market Value to Increase by $ 1.56 Billion Between 2020-2024 | Growth to Be Maximum in Gaming Hubs Segment | Technavio |
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LONDON–(BUSINESS WIRE)–Feb 4, 2021–

Technavio has been monitoring the arcade gaming market and it’s poised to develop by USD 1.56 billion throughout 2020-2024, progressing at a CAGR of virtually 2% throughout the forecast interval. The report provides an up-to-date evaluation concerning the present market state of affairs, newest developments and drivers, and the general market setting.

This press launch options multimedia. View the total launch right here: https://www.businesswire.com/news/home/20210204006176/en/

Technavio has introduced its newest market analysis report titled World Arcade Gaming Market 2020-2024 (Graphic: Enterprise Wire)

Click & Get Free sample report in minutes

Impression of COVID-19

The COVID-19 pandemic continues to rework the expansion of assorted industries, nonetheless, the fast impression of the outbreak is diversified. Whereas a couple of industries will register a drop in demand, quite a few others will proceed to stay unscathed and present promising development alternatives. COVID-19 may have a low impression on the arcade gaming market. The market development in 2020 has Decreased in comparison with the market development in 2019.

Continuously Requested Questions:

  • Based mostly on segmentation by Finish-user, which is the main phase out there?
    Based mostly on the end-user, the gaming hubs phase led the market in 2019.
  • What are the key developments out there?
    Growing recognition of new-age arcade machines is the key pattern out there.
  • At what charge is the market projected to develop?
    The market is projected to develop at a CAGR of virtually 2% throughout the forecast interval.
  • Who’re the highest gamers out there?
    BANDAI NAMCO Leisure Europe SAS, Bay Tek Leisure Inc., Capcom Co. Ltd., CXC Simulations, D-BOX Applied sciences Inc., Worldwide Video games System Co. Ltd., Nintendo Co. Ltd., PrimeTime Amusements, Sega Sammy Holdings Inc., and Sq. Enix Holdings Co. Ltd. are the highest gamers out there.
  • What are the important thing market drivers and challenges?
    The market is pushed by the elevated bodily exercise on arcade gaming. Nevertheless, the menace from counterfeit merchandise would possibly problem development.
  • How large is the APAC market?
    APAC dominated the market with a 51% share in 2019.

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The market is fragmented, and the diploma of fragmentation will speed up throughout the forecast interval. BANDAI NAMCO Leisure Europe SAS, Bay Tek Leisure Inc., Capcom Co. Ltd., CXC Simulations, D-BOX Applied sciences Inc., Worldwide Video games System Co. Ltd., Nintendo Co. Ltd., PrimeTime Amusements, Sega Sammy Holdings Inc., and Sq. Enix Holdings Co. Ltd. are a number of the main market individuals. Though the elevated bodily exercise on arcade gaming will provide immense development alternatives, the menace from counterfeit merchandise is more likely to pose a problem for the market distributors. In a bid to assist gamers strengthen their market foothold, this arcade gaming market forecast report supplies an in depth evaluation of the main market distributors. The report additionally empowers trade honchos with data on the aggressive panorama and insights into the completely different product choices provided by varied corporations.

Technavio’s customized analysis reviews provide detailed insights on the impression of COVID-19 at an trade stage, a regional stage, and subsequent provide chain operations. This personalized report will even assist shoppers sustain with new product launches in direct & oblique COVID-19 associated markets, upcoming vaccines and pipeline evaluation, and important developments in vendor operations and authorities rules.

Arcade Gaming Market 2020-2024: Segmentation

Arcade Gaming Market is segmented as beneath:

  • Finish-user
    • Gaming Hubs
    • Semi-commercial
    • Residential
  • Geography
    • APAC
    • North America
    • Europe
    • South America
    • MEA
  • Sort
    • Video Video games
    • Simulation Video games
    • Mechanical Video games
  • Style
    • Racing
    • Capturing
    • Sports activities
    • Motion

To study extra in regards to the international developments impacting the way forward for market analysis, obtain a free pattern: https://www.technavio.com/talk-to-us?report=IRTNTR43930

Arcade Gaming Market 2020-2024: Scope

Technavio presents an in depth image of the market by the best way of examine, synthesis, and summation of information from a number of sources. The arcade gaming market report covers the next areas:

  • Arcade Gaming Market Measurement
  • Arcade Gaming Market Traits
  • Arcade Gaming Market Trade Evaluation

This examine identifies the rising recognition of new-age arcade machines as one of many prime causes driving the Arcade Gaming Market development throughout the subsequent few years.

Technavio suggests three forecast situations (optimistic, possible, and pessimistic) contemplating the impression of COVID-19. Technavio’s in-depth analysis has direct and oblique COVID-19 impacted market analysis reviews.

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Arcade Gaming Market 2020-2024: Key Highlights

  • CAGR of the market throughout the forecast interval 2020-2024
  • Detailed data on elements that can help arcade gaming market development throughout the subsequent 5 years
  • Estimation of the arcade gaming market measurement and its contribution to the dad or mum market
  • Predictions on upcoming developments and modifications in client conduct
  • The expansion of the arcade gaming market
  • Evaluation of the market’s aggressive panorama and detailed data on distributors
  • Complete particulars of things that can problem the expansion of arcade gaming market distributors

Desk of Contents:

Govt Abstract

Market Panorama

  • Market ecosystem
  • Worth chain evaluation

Market Sizing

  • Market definition
  • Market phase evaluation
  • Market measurement 2019
  • Market outlook: Forecast for 2019 – 2024

5 Forces Evaluation

  • 5 forces abstract
  • Bargaining energy of patrons
  • Bargaining energy of suppliers
  • Menace of recent entrants
  • Menace of substitutes
  • Menace of rivalry
  • Market situation

Market Segmentation by Finish-user

  • Market segments
  • Comparability by Finish-user
  • Gaming hubs – Market measurement and forecast 2019-2024
  • Semi-commercial – Market measurement and forecast 2019-2024
  • Residential – Market measurement and forecast 2019-2024
  • Market alternative by Finish-user

Market Segmentation by Sort

  • Market segments
  • Comparability by Sort
  • Video video games – Market measurement and forecast 2019-2024
  • Simulation video games – Market measurement and forecast 2019-2024
  • Mechanical video games – Market measurement and forecast 2019-2024
  • Market alternative by Sort

Market Segmentation by Style

  • Market segments
  • Comparability by Style
  • Racing – Market measurement and forecast 2019-2024
  • Capturing – Market measurement and forecast 2019-2024
  • Sports activities – Market measurement and forecast 2019-2024
  • Motion – Market measurement and forecast 2019-2024
  • Market alternative by Style

Buyer panorama

Geographic Panorama

  • Geographic segmentation
  • Geographic comparability
  • APAC – Market measurement and forecast 2019-2024
  • North America – Market measurement and forecast 2019-2024
  • Europe – Market measurement and forecast 2019-2024
  • South America – Market measurement and forecast 2019-2024
  • MEA – Market measurement and forecast 2019-2024
  • Impression of COVID-19 in the marketplace
  • Key main international locations
  • Market alternative by geography
  • Market drivers
  • Market challenges
  • Market developments

Vendor Panorama

  • Overview
  • Vendor panorama
  • Panorama disruption

Vendor Evaluation

  • Distributors coated
  • Market positioning of distributors
  • BANDAI NAMCO Leisure Europe SAS
  • Bay Tek Leisure Inc.
  • Capcom Co. Ltd.
  • CXC Simulations
  • D-BOX Applied sciences Inc.
  • Worldwide Video games System Co. Ltd.
  • Nintendo Co. Ltd.
  • PrimeTime Amusements
  • Sega Sammy Holdings Inc.
  • Sq. Enix Holdings Co. Ltd.

Appendix

  • Scope of the report
  • Foreign money conversion charges for US$
  • Analysis methodology
  • Checklist of abbreviations

     

About Us

Technavio is a number one international know-how analysis and advisory firm. Their analysis and evaluation focuses on rising market developments and supplies actionable insights to assist companies determine market alternatives and develop efficient methods to optimize their market positions. With over 500 specialised analysts, Technavio’s report library consists of greater than 17,000 reviews and counting, masking 800 applied sciences, spanning throughout 50 international locations. Their shopper base consists of enterprises of all sizes, together with greater than 100 Fortune 500 corporations. This rising shopper base depends on Technavio’s complete protection, intensive analysis, and actionable market insights to determine alternatives in present and potential markets and assess their aggressive positions inside altering market situations.

View supply model on businesswire.com:https://www.businesswire.com/news/home/20210204006176/en/

CONTACT: Technavio Analysis

Jesse Maida

Media & Advertising Govt

US: +1 844 364 1100

UK: +44 203 893 3200

E mail:media@technavio.com

Web site:www.technavio.com/

KEYWORD:

INDUSTRY KEYWORD: CASINO/GAMING ENTERTAINMENT

SOURCE: Technavio Analysis

Copyright Enterprise Wire 2021.

PUB: 02/04/2021 08:26 PM/DISC: 02/04/2021 08:25 PM

http://www.businesswire.com/news/home/20210204006176/en



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