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AMUSEMENT MACHINE MARKET SIZE AND SHARE ANALYSIS - GROWTH TRENDS AND FORECASTS (2025-2032)

Amusement Machine Market, By Game Type (Indoor Go-Karts, Video Games, Simulation/AR-VR Games, Redemption Games, Claw Machine Games, Photo Booths, Electro-Mechanical Games, and Others), By Application (Amusement & Recreational Theme Parks, Indoor Specialty Centers, Game Centers, Hotels & Bars, and Others), By Geography (North America, Latin America, Asia Pacific, Europe, Middle East, and Africa)

Amusement Machine Market Size and Forecast – 2025-2032

The Global Amusement Machine Market is expected to be valued at USD 7.32 billion in 2025 and reach USD 11.30 billion by 2032, exhibiting a compound annual growth rate (CAGR) of 6.4% from 2025 to 2032.

Key Takeaways of the Global Amusement Machine Market:

  • The indoor go-karts segment is expected to lead the market with a share of 30.1% in 2025.
  • The amusement & recreational theme parks segment is projected to dominate, holding 28.6% of the market share in 2025.
  • North America is expected to lead the market, holding a share of 41.8% in 2025. Asia Pacific is anticipated to be the fastest-growing region, with a market share of 6.4% in 2025.

Market Overview:

The global amusement machine market has grown significantly across both developing and developed regions driven by growing preference for games and simulations among both young and adult consumers. Additionally, successive technological upgrades in gaming hardware and software have made games more immersive driving repeated usage and purchases.

Segmental Insights

Amusement Machine Market By Game Type

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Game Type Insights – Indoor Go-Karts Lead Owing to Their Popularity Among All Age Groups

The indoor go-karts segment is expected to dominate the market, holding a share of 30.1% in 2025. Indoor go-karting has seen tremendous growth in recent years driven primarily by broader participation across demographics. Younger generations have embraced go-karting as a fun activity option regardless of weather, while also providing a nostalgic thrill for older customers. The controlled indoor environment allows for year-round accessibility without concerns over outdoor conditions like temperature or precipitation. This consistent availability has supported indoor karting's emergence as a popular destination for birthday parties, corporate team building, and casual family outings.

Beyond consistent use, indoor karting venues have innovated their racing experiences to maintain customer excitement. New track layouts, advanced kart designs with improved handling, and technologically-immersive racing simulations continue drawing repeat visits. Competitive leagues and corporate challenge events further diversify the engagement formats for sustained interest across user groups. Additional value-added attractions within facilities such as virtual reality zones, arcades, and food/beverage options create a full entertainment complex appealing to all demographics in a group.

As indoor go-karting proliferates across urban centers, its growth shows no signs of slowing. Operators strategically targeting new regional markets can tap into broader demographic shifts that increasingly seek locally accessible leisure and competitive sports options. Continued product differentiation through technological upgrades and unique racing experiences will remain pivotal to sustaining indoor karting's market dominance.

Application Insights – Amusement & Recreational Theme Parks Lead due to Widespread Popularity

The amusement & recreational theme parks segment is expected to dominate the amusement machine market, holding a share of 28.6% in 2025. Large destination parks and smaller local attractions alike integrate amusement machines as a core element of their value propositions. Whether anchoring midways or clustered within indoor galleries, amusement machines populate parks to fulfill guests' desires for chance-based games and sensory stimulation. Claw machines stocked with high-quantity yet low-cost prize items remain perennially popular for all ages. Redemption games awarding tickets translatable to premium prizes offer valuable engagement. Photo and virtual reality booths deliver memorable souvenirs extending visitation beyond physical time spent.

Amusement and theme parks expertly situate machines throughout their facilities to maximize play opportunities and time spent on-site. Strategic placement along walkways and in queue areas prevents idle moments that could prompt early departure. Multi-player and spectator-friendly formats further foster social interactions, strengthening the overall entertainment experience. With continual investments into new attractions, parks must diligently refresh their amusement machine offerings to maintain relevance. Emerging virtual and simulation technologies indicate the segment's ongoing growth reliance on parks to incubate their innovative applications. Sustained captive audiences and expert monetization of per-play formats give amusement and theme parks strong competitive advantages.

Regional Insights

Amusement Machine Market Regional Insights

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North America Amusement Machine Market Trends

North America is expected to dominate the global amusement machine market, holding a market share of approximately 41.8% in 2025. The region benefits from a well-established entertainment industry, high consumer spending on leisure activities, and widespread adoption of advanced gaming technologies. Countries like the U.S. and Canada have a strong arcade gaming culture, with increasing demand for interactive and immersive amusement experiences.

The region's high disposable incomes and strong economic conditions allow consumers to spend more on arcades, family entertainment centers (FECs), and amusement parks. Additionally, North America is home to several leading amusement machine manufacturers, including Raw Thrills, SEGA Amusements, and Bandai Namco Entertainment America, which drive innovation and market expansion.

Asia Pacific Amusement Machine Market Trends

The Asia Pacific region, accounting for approximately 6.4% of the market in 2025, is projected to be the fastest-growing region. With a massive population and fast-growing economies, the region provides a huge consumer base for amusement activities. Countries like China and India have a young demographic profile which drives the demand. Additionally, improving economic conditions have increased disposable incomes in the region. This allows consumers to spend more on leisure and entertainment. The region is also a major manufacturing hub for several electronic goods including arcade games. An established electronics industry and availability of raw materials and labor keeps production costs low.

Amusement Machine Market Outlook for Key Countries

U.S. Amusement Machine Market Trends

The U.S. hosts large scale amusement parks and family entertainment centers by names like Walt Disney and Cedar Fair. Meanwhile, the barcade culture has surged the popularity of redemption and gaming machines in restaurants and pubs. Leaders like Apple Industries and Coastal Amusements provide a variety of solutions.

Japan Amusement Machine Market Trends

The Japan amusement machine market is dominated by major consultancies like Sega Amusement and Bandai Namco Amusement. Their innovative games based on popular anime and manga franchises resonate well with the audience. Collaborations with film production houses help create excitement around new releases. Meanwhile, the government is promoting tourism which spurs growth in amusement parks, retail locations, and Family Entertainment Centers (FECs).

China Amusement Machine Market Trends

China is home to many global and local leaders in the amusement machine segment. Companies like Beijing Tongzhou Science and Technology Co and Guangzhou Dream Arcade Equipment Co have a significant presence. Favorable regulations support the growth of local fun centers and arcades. This attracts continuous investment from both international as well as domestic players looking to expand their reach in the lucrative China amusement machine market.

Brazil Amusement Machine Market Trends

Brazil is emerging as a key market in Latin America backed by its growing middle class. Domestic companies like TEC Game and Kasynova join global players like ICE and Betson importing a mix of generic and branded titles. Mega malls and new commercial zones in major cities like Sao Paulo and Rio de Janeiro represent best opportunities. However, economic and political volatility impacts overall business confidence.

Market Players, Key Devlopment, and Competitive Intelligence

Amusement Machine Market Concentration By Players

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Key Developments:

  • In November 2024, Adrenaline Amusements, a manufacturer of arcade games, introduced Duck Derby: Pump 'N Race, an interactive arcade game combining physical activity with gameplay
  • In March 2024, Family Fun & Games LLC, a manufacturer of vending machine products, acquired com, a provider of vending machine refill supplies, expanding its presence in the amusement and vending machine industry

Top Strategies Followed by Global Amusement Machine Market Players

  • Established Players: Leading companies focus on technological advancements, strategic acquisitions, and expanding their portfolio of high-tech amusement machines to maintain market dominance. Companies like SEGA Amusements, Bandai Namco Entertainment, and Raw Thrills are at the forefront of innovation, integrating VR, AI, and cloud-based gaming solutions into their machines.
    • For example, SEGA Amusements introduced the VR Agent, a high-tech VR-based arcade shooting game, enhancing immersive gaming experiences. Additionally, Bandai Namco expanded its presence by acquiring a controlling stake in YuMe Toys, strengthening its position in the amusement and merchandise industry.
  • Mid-level Players: Mid-sized companies focus on regional expansion, partnerships with entertainment centers, and cost-effective game development to strengthen their market presence. Companies like UNIS Technology and LAI Games emphasize affordable arcade solutions, interactive gameplay, and licensing deals to attract more operators.
    • For instance, LAI Games expanded its VR product line with the launch of Asgard’s Wrath 2 VR, targeting family entertainment centers and arcade venues looking for cost-effective yet high-quality amusement machines. Meanwhile, UNIS partnered with Dave & Buster’s to distribute its latest ticket redemption games, ensuring greater market penetration.
  • Small-scale Players: Smaller companies differentiate themselves by targeting niche markets, developing specialized amusement machines, and offering localized game designs. Companies like TouchMagix and Bay Tek Entertainment focus on interactive redemption games, skill-based gaming, and arcade cabinets tailored for specific demographics.
    • For example, TouchMagix launched Mega Blaster, an interactive, projection-based redemption game, catering to amusement operators seeking innovative, space-saving attractions. Similarly, Bay Tek Entertainment introduced Axe Master, a realistic axe-throwing arcade game, appealing to entertainment venues looking for non-traditional amusement concepts.

Emerging Startups – Amusement Machine Industry Ecosystem

  • Innovative Technologies: Startups are leveraging AI, VR, AR, and IoT to develop cutting-edge amusement machines that offer immersive and interactive experiences
    • For example, Phenomena VR introduced Hologate Blitz, a next-gen VR motion simulator, enhancing location-based entertainment experiences. Similarly, HADO has pioneered AR-powered multiplayer gaming, where players engage in real-world augmented battles, redefining arcade gaming.
  • Sustainable Solutions: Some startups are focusing on eco-friendly gaming machines, energy-efficient designs, and cashless payment integration to align with sustainable industry trends
    • For instance, VRsenal launched self-operating VR arcade cabinets, reducing the need for attendants and optimizing energy usage. Meanwhile, Embed introduced a cashless payment system for arcade venues, minimizing paper ticket waste and improving operational efficiency.
  • Niche Targets: Startups are catering to specific demographics and market segments such as interactive edutainment, skill-based gaming, and esports-integrated amusement machines
    • For example, TouchMagix developed motion-sensing arcade games for kids, focusing on educational entertainment in family entertainment centers (FECs). Similarly, Playmind introduced Playbox, an interactive projection-based gaming system, targeting shopping malls and event spaces looking for space-efficient digital entertainment solutions.

Market Report Scope

Amusement Machine Market Report Coverage

Report Coverage Details
Base Year: 2024 Market Size in 2025: US$ 7.32 Bn
Historical Data for: 2020 To 2023 Forecast Period: 2025 To 2032
Forecast Period 2025 to 2032 CAGR: 6.4% 2032 Value Projection: US$ 11.30 Bn
Geographies covered:
  • North America: U.S. and Canada
  • Latin America: Brazil, Argentina, Mexico, and Rest of Latin America
  • Europe: Germany, U.K., Spain, France, Italy, Russia, and Rest of Europe
  • Asia Pacific: China, India, Japan, Australia, South Korea, ASEAN, and Rest of Asia Pacific
  • Middle East: GCC Countries, Israel, and Rest of Middle East
  • Africa: South Africa, North Africa, and Central Africa
Segments covered:
  • By Game Type: Indoor Go-Karts, Video Games, Simulation/AR-VR Games, Redemption Games, Claw Machine Games, Photo Booths, Electro-Mechanical Games, and Others
  • By Application: Amusement & Recreational Theme Parks, Indoor Specialty Centers, Game Centers, Hotels & Bars, and Others 
Companies covered:

Adrenaline Amusements, Bandai Namco Entertainment America Inc. (Bandai Namco Holdings Inc.), Bay Tek Entertainment, Inc., Bob’s Space Racer, Capcom Co., Ltd., Coastal Amusements Inc., Elaut Group, Innovative Concepts in Entertainment, Inc., Konami Group, LAI Games, Player One Amusement Group, Raw Thrills, Inc., SEGA SAMMY HOLDINGS Inc., TAITO CORPORATION (SQUARE ENIX), and TrioTech Amusement

Growth Drivers:
  • Technological advancements, particularly in AR and VR
  • Increasing disposable incomes
Restraints & Challenges:
  • High initial investment
  • Regulatory challenges

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Market Dynamics

Amusement Machine Market Key Factors

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Global Amusement Machine Market Driver – Technological Advancements, particularly in AR and VR

Technological advancements, particularly in augmented reality (AR) and virtual reality (VR), are expected to be a key driver for the growth of the global amusement machine market during the forecast period. With rapid technological developments, companies are focusing on integrating advanced technologies like AR and VR into amusement machines to offer more immersive gaming experiences to users. For example, arcade games that use VR headsets are gaining popularity among young consumers. Theme parks and FECs are also incorporating VR-based rides and attractions. As the technology becomes more accessible and costs come down, its adoption in arcade gaming is expected to increase substantially. This is likely to attract more users and drive greater revenue for amusement machine manufacturers. With continuous innovations, AR and VR have the potential to transform the traditional amusement machine landscape and boost market growth in the coming years.

Global Amusement Machine Market Challenge - High Initial Investment

The global amusement machine market faces significant challenges due to high initial investment requirements. Setting up amusement arcades and family entertainment centers involves substantial capital expenditure for purchasing machines, licensing fees, real estate acquisition or rental, and other start-up costs. This high capital requirement poses a major barrier for new entrants to enter the market. Additionally, there is risk involved as it is difficult to accurately predict customer demand and footfalls, especially for a new business. Existing players also need to continually invest in upgrading and replacing older machines to offer innovative and engaging experiences. The high replacement and maintenance costs associated with amusement machines add to operating expenses. However, with experience, operators can better optimize resource allocation and machine placement to improve returns on investment over the long term.

Global Amusement Machine Market Opportunity - Integration with Cashless Payment Systems

The global amusement machine market provides significant opportunities for players who integrate their machines and business processes with modern cashless payment systems. This allows customers to complete transactions using contactless cards, mobile wallets, and other digital payment options without having to carry coins or cash. Integration with popular cashless platforms enhances the entertainment experience for tech-savvy youth and young adult players. It also enables operators to streamline backend operations such as ticket and prize redemption, data collection for targeted marketing, and real-time monitoring of machine performance. Advanced payment options improve convenience and are more hygienic in the ongoing COVID-19 environment. They also allow operators to better analyze spending patterns to optimize machine placement, prices, and content to increase per-user spends and profitability over time.

Analyst Opinion (Expert Opinion)

  • The global amusement machine market is set to experience steady growth, driven by rising demand for interactive entertainment experiences, increasing disposable incomes, and the expansion of family entertainment centers (FECs) and amusement parks. Advancements in VR, AR, and AI-based gaming technologies are expected to enhance consumer engagement, making amusement machines more immersive and appealing.
  • A key challenge for the market is the high initial investment and maintenance costs associated with amusement machines. Additionally, regulatory restrictions on gaming and gambling-related machines in certain regions may pose a hurdle for market expansion.
  • North America is expected to continue dominating the market, benefiting from a well-established entertainment industry, strong consumer spending on leisure activities, and leading arcade machine manufacturers. Meanwhile, Asia Pacific is projected to be the fastest-growing region, driven by urbanization, increasing youth population, and rising investments in gaming and amusement infrastructure.

Market Segmentation

  • Game Type Insights (Revenue, USD Bn, 2020 - 2032)
    • Indoor Go-Karts
    • Video Games
    • Simulation/AR-VR Games
    • Redemption Games
    • Claw Machine Games
    • Photo Booths
    • Electro-Mechanical Games
    • Others
  • Application Insights (Revenue, USD Bn, 2020 - 2032)
    • Amusement & Recreational Theme Parks
    • Indoor Specialty Centers
    • Game Centers
    • Hotels & Bars
    • Others
  • Regional Insights (Revenue, USD Bn, 2020 - 2032)
    • North America
      • U.S.
      • Canada
    • Latin America
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
    • Europe
      • Germany
      • U.K.
      • Spain
      • France
      • Italy
      • Russia
      • Rest of Europe
    • Asia Pacific
      • China
      • India
      • Japan
      • Australia
      • South Korea
      • ASEAN
      • Rest of Asia Pacific
    • Middle East
      • GCC Countries
      • Israel
      • Rest of Middle East
    • Africa
      • South Africa
      • North Africa
      • Central Africa
  • Key Players Insights
    • Adrenaline Amusements
    • Bandai Namco Entertainment America Inc. (Bandai Namco Holdings Inc.)
    • Bay Tek Entertainment, Inc.​
    • Bob’s Space Racer​
    • Capcom Co., Ltd.​
    • Coastal Amusements Inc.​
    • Elaut Group
    • Innovative Concepts in Entertainment, Inc.​
    • Konami Group
    • LAI Games​
    • Player One Amusement Group
    • Raw Thrills, Inc.
    • SEGA SAMMY HOLDINGS Inc.​
    • TAITO CORPORATION (SQUARE ENIX)​
    • TrioTech Amusement

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About Author

Monica Shevgan has 9+ years of experience in market research and business consulting driving client-centric product delivery of the Information and Communication Technology (ICT) team, enhancing client experiences, and shaping business strategy for optimal outcomes. Passionate about client success.

Frequently Asked Questions

The global amusement machine market is expected to be valued at USD 7.32 Billion in 2025 and reach USD 11.30 Billion by 2032.

The CAGR of the global amusement machine market is projected to be 6.4% from 2025 to 2032.

Technological advancements, particularly in AR and VR and increasing disposable incomes are the major factors driving the growth of the global amusement machine market.

High initial investment and regulatory challenges are the major factors hampering the growth of the global amusement machine market.

In terms of game type, the indoor go-karts segment is expected to dominate the market revenue share in 2025.

Adrenaline Amusements, Bandai Namco Entertainment America Inc. (Bandai Namco Holdings Inc.), Bay Tek Entertainment, Inc., Bob’s Space Racer, Capcom Co., Ltd., Coastal Amusements Inc., Elaut Group, Innovative Concepts in Entertainment, Inc., Konami Group, LAI Games, Player One Amusement Group, Raw Thrills, Inc., SEGA SAMMY HOLDINGS Inc., TAITO CORPORATION (SQUARE ENIX), and TrioTech Amusement are the major players.

North America is expected to lead the global amusement machine market in 2025, holding a share of 41.8%.
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