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Global Electronic Gaming Machine Market Insights, Forecast to 2025

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Table of Contents

    1 Study Coverage

    • 1.1 Electronic Gaming Machine Product
    • 1.2 Key Market Segments in This Study
    • 1.3 Key Manufacturers Covered
    • 1.4 Market by Type
      • 1.4.1 Global Electronic Gaming Machine Market Size Growth Rate by Type
      • 1.4.2 Poker EGMs
      • 1.4.3 TV EGMs
      • 1.4.4 Large-scale EGMs
    • 1.5 Market by Application
      • 1.5.1 Global Electronic Gaming Machine Market Size Growth Rate by Application
      • 1.5.2 TV Games
      • 1.5.3 ARC Games
      • 1.5.4 Poket Games
      • 1.5.5 PC Games
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Executive Summary

    • 2.1 Global Electronic Gaming Machine Market Size
      • 2.1.1 Global Electronic Gaming Machine Revenue 2014-2025
      • 2.1.2 Global Electronic Gaming Machine Production 2014-2025
    • 2.2 Electronic Gaming Machine Growth Rate (CAGR) 2019-2025
    • 2.3 Analysis of Competitive Landscape
      • 2.3.1 Manufacturers Market Concentration Ratio (CR5 and HHI)
      • 2.3.2 Key Electronic Gaming Machine Manufacturers
        • 2.3.2.1 Electronic Gaming Machine Manufacturing Base Distribution, Headquarters
        • 2.3.2.2 Manufacturers Electronic Gaming Machine Product Offered
        • 2.3.2.3 Date of Manufacturers Enter into Electronic Gaming Machine Market
    • 2.4 Key Trends for Electronic Gaming Machine Markets & Products

    3 Market Size by Manufacturers

    • 3.1 Electronic Gaming Machine Production by Manufacturers
      • 3.1.1 Electronic Gaming Machine Production by Manufacturers
      • 3.1.2 Electronic Gaming Machine Production Market Share by Manufacturers
    • 3.2 Electronic Gaming Machine Revenue by Manufacturers
      • 3.2.1 Electronic Gaming Machine Revenue by Manufacturers (2014-2019)
      • 3.2.2 Electronic Gaming Machine Revenue Share by Manufacturers (2014-2019)
    • 3.3 Electronic Gaming Machine Price by Manufacturers
    • 3.4 Mergers & Acquisitions, Expansion Plans

    4 Electronic Gaming Machine Production by Regions

    • 4.1 Global Electronic Gaming Machine Production by Regions
      • 4.1.1 Global Electronic Gaming Machine Production Market Share by Regions
      • 4.1.2 Global Electronic Gaming Machine Revenue Market Share by Regions
    • 4.2 United States
      • 4.2.1 United States Electronic Gaming Machine Production
      • 4.2.2 United States Electronic Gaming Machine Revenue
      • 4.2.3 Key Players in United States
      • 4.2.4 United States Electronic Gaming Machine Import & Export
    • 4.3 Europe
      • 4.3.1 Europe Electronic Gaming Machine Production
      • 4.3.2 Europe Electronic Gaming Machine Revenue
      • 4.3.3 Key Players in Europe
      • 4.3.4 Europe Electronic Gaming Machine Import & Export
    • 4.4 China
      • 4.4.1 China Electronic Gaming Machine Production
      • 4.4.2 China Electronic Gaming Machine Revenue
      • 4.4.3 Key Players in China
      • 4.4.4 China Electronic Gaming Machine Import & Export
    • 4.5 Japan
      • 4.5.1 Japan Electronic Gaming Machine Production
      • 4.5.2 Japan Electronic Gaming Machine Revenue
      • 4.5.3 Key Players in Japan
      • 4.5.4 Japan Electronic Gaming Machine Import & Export
    • 4.6 South Korea
      • 4.6.1 South Korea Electronic Gaming Machine Production
      • 4.6.2 South Korea Electronic Gaming Machine Revenue
      • 4.6.3 Key Players in South Korea
      • 4.6.4 South Korea Electronic Gaming Machine Import & Export
    • 4.7 Other Regions
      • 4.7.1 Taiwan
      • 4.7.2 India
      • 4.7.3 Southeast Asia

    5 Electronic Gaming Machine Consumption by Regions

    • 5.1 Global Electronic Gaming Machine Consumption by Regions
      • 5.1.1 Global Electronic Gaming Machine Consumption by Regions
      • 5.1.2 Global Electronic Gaming Machine Consumption Market Share by Regions
    • 5.2 North America
      • 5.2.1 North America Electronic Gaming Machine Consumption by Application
      • 5.2.2 North America Electronic Gaming Machine Consumption by Countries
      • 5.2.3 United States
      • 5.2.4 Canada
      • 5.2.5 Mexico
    • 5.3 Europe
      • 5.3.1 Europe Electronic Gaming Machine Consumption by Application
      • 5.3.2 Europe Electronic Gaming Machine Consumption by Countries
      • 5.3.3 Germany
      • 5.3.4 France
      • 5.3.5 UK
      • 5.3.6 Italy
      • 5.3.7 Russia
    • 5.4 Asia Pacific
      • 5.4.1 Asia Pacific Electronic Gaming Machine Consumption by Application
      • 5.4.2 Asia Pacific Electronic Gaming Machine Consumption by Countries
      • 5.4.3 China
      • 5.4.4 Japan
      • 5.4.5 South Korea
      • 5.4.6 India
      • 5.4.7 Australia
      • 5.4.8 Indonesia
      • 5.4.9 Thailand
      • 5.4.10 Malaysia
      • 5.4.11 Philippines
      • 5.4.12 Vietnam
    • 5.5 Central & South America
      • 5.5.1 Central & South America Electronic Gaming Machine Consumption by Application
      • 5.5.2 Central & South America Electronic Gaming Machine Consumption by Country
      • 5.5.3 Brazil
    • 5.6 Middle East and Africa
      • 5.6.1 Middle East and Africa Electronic Gaming Machine Consumption by Application
      • 5.6.2 Middle East and Africa Electronic Gaming Machine Consumption by Countries
      • 5.6.3 GCC Countries
      • 5.6.4 Egypt
      • 5.6.5 South Africa

    6 Market Size by Type

    • 6.1 Global Electronic Gaming Machine Production by Type
    • 6.2 Global Electronic Gaming Machine Revenue by Type
    • 6.3 Electronic Gaming Machine Price by Type

    7 Market Size by Application

    • 7.1 Overview
    • 7.2 Global Electronic Gaming Machine Breakdown Dada by Application
      • 7.2.1 Global Electronic Gaming Machine Consumption by Application
      • 7.2.2 Global Electronic Gaming Machine Consumption Market Share by Application (2014-2019)

    8 Manufacturers Profiles

    • 8.1 Sega
      • 8.1.1 Sega Company Details
      • 8.1.2 Company Overview
      • 8.1.3 Sega Electronic Gaming Machine Production Revenue and Gross Margin (2014-2019)
      • 8.1.4 Sega Electronic Gaming Machine Product Description
      • 8.1.5 Sega Recent Development
    • 8.2 Tai rely
      • 8.2.1 Tai rely Company Details
      • 8.2.2 Company Overview
      • 8.2.3 Tai rely Electronic Gaming Machine Production Revenue and Gross Margin (2014-2019)
      • 8.2.4 Tai rely Electronic Gaming Machine Product Description
      • 8.2.5 Tai rely Recent Development
    • 8.3 PlayStation
      • 8.3.1 PlayStation Company Details
      • 8.3.2 Company Overview
      • 8.3.3 PlayStation Electronic Gaming Machine Production Revenue and Gross Margin (2014-2019)
      • 8.3.4 PlayStation Electronic Gaming Machine Product Description
      • 8.3.5 PlayStation Recent Development
    • 8.4 Sony
      • 8.4.1 Sony Company Details
      • 8.4.2 Company Overview
      • 8.4.3 Sony Electronic Gaming Machine Production Revenue and Gross Margin (2014-2019)
      • 8.4.4 Sony Electronic Gaming Machine Product Description
      • 8.4.5 Sony Recent Development
    • 8.5 Microsoft
      • 8.5.1 Microsoft Company Details
      • 8.5.2 Company Overview
      • 8.5.3 Microsoft Electronic Gaming Machine Production Revenue and Gross Margin (2014-2019)
      • 8.5.4 Microsoft Electronic Gaming Machine Product Description
      • 8.5.5 Microsoft Recent Development
    • 8.6 Xbox
      • 8.6.1 Xbox Company Details
      • 8.6.2 Company Overview
      • 8.6.3 Xbox Electronic Gaming Machine Production Revenue and Gross Margin (2014-2019)
      • 8.6.4 Xbox Electronic Gaming Machine Product Description
      • 8.6.5 Xbox Recent Development
    • 8.7 Nintendo
      • 8.7.1 Nintendo Company Details
      • 8.7.2 Company Overview
      • 8.7.3 Nintendo Electronic Gaming Machine Production Revenue and Gross Margin (2014-2019)
      • 8.7.4 Nintendo Electronic Gaming Machine Product Description
      • 8.7.5 Nintendo Recent Development
    • 8.8 I-dong
      • 8.8.1 I-dong Company Details
      • 8.8.2 Company Overview
      • 8.8.3 I-dong Electronic Gaming Machine Production Revenue and Gross Margin (2014-2019)
      • 8.8.4 I-dong Electronic Gaming Machine Product Description
      • 8.8.5 I-dong Recent Development
    • 8.9 Timetop
      • 8.9.1 Timetop Company Details
      • 8.9.2 Company Overview
      • 8.9.3 Timetop Electronic Gaming Machine Production Revenue and Gross Margin (2014-2019)
      • 8.9.4 Timetop Electronic Gaming Machine Product Description
      • 8.9.5 Timetop Recent Development
    • 8.10 Subor
      • 8.10.1 Subor Company Details
      • 8.10.2 Company Overview
      • 8.10.3 Subor Electronic Gaming Machine Production Revenue and Gross Margin (2014-2019)
      • 8.10.4 Subor Electronic Gaming Machine Product Description
      • 8.10.5 Subor Recent Development
    • 8.11 Alien technology
    • 8.12 Uniscom
    • 8.13 JXD
    • 8.14 WINYSON
    • 8.15 THRUSTMASTER
    • 8.16 BLACK HORNS
    • 8.17 BETOP

    9 Production Forecasts

    • 9.1 Electronic Gaming Machine Production and Revenue Forecast
      • 9.1.1 Global Electronic Gaming Machine Production Forecast 2019-2025
      • 9.1.2 Global Electronic Gaming Machine Revenue Forecast 2019-2025
    • 9.2 Electronic Gaming Machine Production and Revenue Forecast by Regions
      • 9.2.1 Global Electronic Gaming Machine Revenue Forecast by Regions
      • 9.2.2 Global Electronic Gaming Machine Production Forecast by Regions
    • 9.3 Electronic Gaming Machine Key Producers Forecast
      • 9.3.1 United States
      • 9.3.2 Europe
      • 9.3.3 China
      • 9.3.4 Japan
      • 9.3.5 South Korea
    • 9.4 Forecast by Type
      • 9.4.1 Global Electronic Gaming Machine Production Forecast by Type
      • 9.4.2 Global Electronic Gaming Machine Revenue Forecast by Type

    10 Consumption Forecast

    • 10.1 Electronic Gaming Machine Consumption Forecast by Application
    • 10.2 Electronic Gaming Machine Consumption Forecast by Regions
    • 10.3 North America Market Consumption Forecast
      • 10.3.1 North America Electronic Gaming Machine Consumption Forecast by Regions 2019-2025
      • 10.3.2 United States
      • 10.3.3 Canada
      • 10.3.4 Mexico
    • 10.4 Europe Market Consumption Forecast
      • 10.4.1 Europe Electronic Gaming Machine Consumption Forecast by Regions 2019-2025
      • 10.4.2 Germany
      • 10.4.3 France
      • 10.4.4 UK
      • 10.4.5 Italy
      • 10.4.6 Russia
    • 10.5 Asia Pacific Market Consumption Forecast
      • 10.5.1 Asia Pacific Electronic Gaming Machine Consumption Forecast by Regions 2019-2025
      • 10.5.2 China
      • 10.5.3 Japan
      • 10.5.4 South Korea
      • 10.5.5 India
      • 10.5.6 Australia
      • 10.5.7 Indonesia
      • 10.5.8 Thailand
      • 10.5.9 Malaysia
      • 10.5.10 Philippines
      • 10.5.11 Vietnam
    • 10.6 Central & South America Market Consumption Forecast
      • 10.6.1 Central & South America Electronic Gaming Machine Consumption Forecast by Regions 2019-2025
      • 10.6.2 Brazil
    • 10.7 Middle East and Africa Market Consumption Forecast
      • 10.7.1 Middle East and Africa Electronic Gaming Machine Consumption Forecast by Regions 2019-2025
      • 10.7.2 GCC Countries
      • 10.7.3 Egypt
      • 10.7.4 South Africa

    11 Value Chain and Sales Channels Analysis

    • 11.1 Value Chain Analysis
    • 11.2 Sales Channels Analysis
      • 11.2.1 Electronic Gaming Machine Sales Channels
      • 11.2.2 Electronic Gaming Machine Distributors
    • 11.3 Electronic Gaming Machine Customers

    12 Market Opportunities & Challenges, Risks and Influences Factors Analysis

    • 12.1 Market Opportunities and Drivers
    • 12.2 Market Challenges
    • 12.3 Market Risks/Restraints

    13 Key Findings in the Global Electronic Gaming Machine Study

      14 Appendix

      • 14.1 Research Methodology
        • 14.1.1 Methodology/Research Approach
          • 14.1.1.1 Research Programs/Design
          • 14.1.1.2 Market Size Estimation
          • 14.1.1.3 Market Breakdown and Data Triangulation
        • 14.1.2 Data Source
          • 14.1.2.1 Secondary Sources
          • 14.1.2.2 Primary Sources
      • 14.2 Author Details

      The Electronic Gaming Machine market was valued at Million US$ in 2018 and is projected to reach Million US$ by 2025, at a CAGR of during the forecast period. In this study, 2018 has been considered as the base year and 2019 to 2025 as the forecast period to estimate the market size for Electronic Gaming Machine.

      This report presents the worldwide Electronic Gaming Machine market size (value, production and consumption), splits the breakdown (data status 2014-2019 and forecast to 2025), by manufacturers, region, type and application.
      This study also analyzes the market status, market share, growth rate, future trends, market drivers, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.

      The following manufacturers are covered in this report:
      Sega
      Tai rely
      PlayStation
      Sony
      Microsoft
      Xbox
      Nintendo
      I-dong
      Timetop
      Subor
      Alien technology
      Uniscom
      JXD
      WINYSON
      THRUSTMASTER
      BLACK HORNS
      BETOP

      Electronic Gaming Machine Breakdown Data by Type
      Poker EGMs
      TV EGMs
      Large-scale EGMs
      Electronic Gaming Machine Breakdown Data by Application
      TV Games
      ARC Games
      Poket Games
      PC Games

      Electronic Gaming Machine Production by Region
      United States
      Europe
      China
      Japan
      South Korea
      Other Regions

      Electronic Gaming Machine Consumption by Region
      North America
      United States
      Canada
      Mexico
      Asia-Pacific
      China
      India
      Japan
      South Korea
      Australia
      Indonesia
      Malaysia
      Philippines
      Thailand
      Vietnam
      Europe
      Germany
      France
      UK
      Italy
      Russia
      Rest of Europe
      Central & South America
      Brazil
      Rest of South America
      Middle East & Africa
      GCC Countries
      Turkey
      Egypt
      South Africa
      Rest of Middle East & Africa

      The study objectives are:
      To analyze and research the global Electronic Gaming Machine status and future forecast,involving, production, revenue, consumption, historical and forecast.
      To present the key Electronic Gaming Machine manufacturers, production, revenue, market share, and recent development.
      To split the breakdown data by regions, type, manufacturers and applications.
      To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints and risks.
      To identify significant trends, drivers, influence factors in global and regions.
      To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

      In this study, the years considered to estimate the market size of Electronic Gaming Machine :
      History Year: 2014 - 2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year: 2019 - 2025

      This report includes the estimation of market size for value (million USD) and volume (K Units). Both top-down and bottom-up approaches have been used to estimate and validate the market size of Electronic Gaming Machine market, to estimate the size of various other dependent submarkets in the overall market. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified primary sources.

      For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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