Report Detail

Electronics & Semiconductor Global (United States, European Union and China) Electronic Gaming Machine Market Research Report 2019-2025

  • RnM3471287
  • |
  • 30 May, 2019
  • |
  • Global
  • |
  • 129 Pages
  • |
  • QYResearch
  • |
  • Electronics & Semiconductor

In 2019, the market size of Electronic Gaming Machine is million US$ and it will reach million US$ in 2025, growing at a CAGR of from 2019; while in China, the market size is valued at xx million US$ and will increase to xx million US$ in 2025, with a CAGR of xx% during forecast period.
In this report, 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 studies the global market size of Electronic Gaming Machine, especially focuses on the key regions like United States, European Union, China, and other regions (Japan, Korea, India and Southeast Asia).
This study presents the Electronic Gaming Machine production, revenue, market share and growth rate for each key company, and also covers the breakdown data (production, consumption, revenue and market share) by regions, type and applications. history breakdown data from 2014 to 2019, and forecast to 2025.
For top companies in United States, European Union and China, this report investigates and analyzes the production, value, price, market share and growth rate for the top manufacturers, key data from 2014 to 2019.

In global market, the following companies are covered:
Sega
Tai rely
PlayStation
Sony
Microsoft
Xbox
Nintendo
I-dong
Timetop
Subor
Alien technology
Uniscom
JXD
WINYSON
THRUSTMASTER
BLACK HORNS
BETOP

Market Segment by Product Type
Poker EGMs
TV EGMs
Large-scale EGMs

Market Segment by Application
TV Games
ARC Games
Poket Games
PC Games

Key Regions split in this report: breakdown data for each region.
United States
China
European Union
Rest of World (Japan, Korea, India and Southeast Asia)

The study objectives are:
To analyze and research the Electronic Gaming Machine status and future forecast in United States, European Union and China, involving sales, value (revenue), growth rate (CAGR), market share, historical and forecast.
To present the key Electronic Gaming Machine manufacturers, presenting the sales, revenue, market share, and recent development for key players.
To split the breakdown data by regions, type, companies 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 are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025


Table of Contents

    1 Report Overview

    • 1.1 Research Scope
    • 1.2 Major Manufacturers Covered in This Report
    • 1.3 Market Segment by Type
      • 1.3.1 Global Electronic Gaming Machine Market Size Growth Rate by Type (2019-2025)
      • 1.3.2 Poker EGMs
      • 1.3.3 TV EGMs
      • 1.3.4 Large-scale EGMs
    • 1.4 Market Segment by Application
      • 1.4.1 Global Electronic Gaming Machine Market Share by Application (2019-2025)
      • 1.4.2 TV Games
      • 1.4.3 ARC Games
      • 1.4.4 Poket Games
      • 1.4.5 PC Games
    • 1.5 Study Objectives
    • 1.6 Years Considered

    2 Global Growth Trends

    • 2.1 Production and Capacity Analysis
      • 2.1.1 Global Electronic Gaming Machine Production Value 2014-2025
      • 2.1.2 Global Electronic Gaming Machine Production 2014-2025
      • 2.1.3 Global Electronic Gaming Machine Capacity 2014-2025
      • 2.1.4 Global Electronic Gaming Machine Marketing Pricing and Trends
    • 2.2 Key Producers Growth Rate (CAGR) 2019-2025
      • 2.2.1 Global Electronic Gaming Machine Market Size CAGR of Key Regions
      • 2.2.2 Global Electronic Gaming Machine Market Share of Key Regions
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers

    3 Market Share by Manufacturers

    • 3.1 Capacity and Production by Manufacturers
      • 3.1.1 Global Electronic Gaming Machine Capacity by Manufacturers
      • 3.1.2 Global Electronic Gaming Machine Production by Manufacturers
    • 3.2 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)
      • 3.2.3 Global Electronic Gaming Machine Market Concentration Ratio (CR5 and HHI)
    • 3.3 Electronic Gaming Machine Price by Manufacturers
    • 3.4 Key Manufacturers Electronic Gaming Machine Plants/Factories Distribution and Area Served
    • 3.5 Date of Key Manufacturers Enter into Electronic Gaming Machine Market
    • 3.6 Key Manufacturers Electronic Gaming Machine Product Offered
    • 3.7 Mergers & Acquisitions, Expansion Plans

    4 Market Size by Type

    • 4.1 Production and Production Value for Each Type
      • 4.1.1 Poker EGMs Production and Production Value (2014-2019)
      • 4.1.2 TV EGMs Production and Production Value (2014-2019)
      • 4.1.3 Large-scale EGMs Production and Production Value (2014-2019)
    • 4.2 Global Electronic Gaming Machine Production Market Share by Type
    • 4.3 Global Electronic Gaming Machine Production Value Market Share by Type
    • 4.4 Electronic Gaming Machine Ex-factory Price by Type

    5 Market Size by Application

    • 5.1 Overview
    • 5.2 Global Electronic Gaming Machine Consumption by Application

    6 Production by Regions

    • 6.1 Global Electronic Gaming Machine Production (History Data) by Regions 2014-2019
    • 6.2 Global Electronic Gaming Machine Production Value (History Data) by Regions
    • 6.3 United States
      • 6.3.1 United States Electronic Gaming Machine Production Growth Rate 2014-2019
      • 6.3.2 United States Electronic Gaming Machine Production Value Growth Rate 2014-2019
      • 6.3.3 Key Players in United States
      • 6.3.4 United States Electronic Gaming Machine Import & Export
    • 6.4 European Union
      • 6.4.1 European Union Electronic Gaming Machine Production Growth Rate 2014-2019
      • 6.4.2 European Union Electronic Gaming Machine Production Value Growth Rate 2014-2019
      • 6.4.3 Key Players in European Union
      • 6.4.4 European Union Electronic Gaming Machine Import & Export
    • 6.5 China
      • 6.5.1 China Electronic Gaming Machine Production Growth Rate 2014-2019
      • 6.5.2 China Electronic Gaming Machine Production Value Growth Rate 2014-2019
      • 6.5.3 Key Players in China
      • 6.5.4 China Electronic Gaming Machine Import & Export
    • 6.6 Rest of World
      • 6.6.1 Japan
      • 6.6.2 Korea
      • 6.6.3 India
      • 6.6.4 Southeast Asia

    7 Electronic Gaming Machine Consumption by Regions

    • 7.1 Global Electronic Gaming Machine Consumption (History Data) by Regions
    • 7.2 United States
      • 7.2.1 United States Electronic Gaming Machine Consumption by Type
      • 7.2.2 United States Electronic Gaming Machine Consumption by Application
    • 7.3 European Union
      • 7.3.1 European Union Electronic Gaming Machine Consumption by Type
      • 7.3.2 European Union Electronic Gaming Machine Consumption by Application
    • 7.4 China
      • 7.4.1 China Electronic Gaming Machine Consumption by Type
      • 7.4.2 China Electronic Gaming Machine Consumption by Application
    • 7.5 Rest of World
      • 7.5.1 Rest of World Electronic Gaming Machine Consumption by Type
      • 7.5.2 Rest of World Electronic Gaming Machine Consumption by Application
      • 7.5.1 Japan
      • 7.5.2 Korea
      • 7.5.3 India
      • 7.5.4 Southeast Asia

    8 Company Profiles

    • 8.1 Sega
      • 8.1.1 Sega Company Details
      • 8.1.2 Company Description and Business Overview
      • 8.1.3 Production and Revenue of Electronic Gaming Machine
      • 8.1.4 Electronic Gaming Machine Product Introduction
      • 8.1.5 Sega Recent Development
    • 8.2 Tai rely
      • 8.2.1 Tai rely Company Details
      • 8.2.2 Company Description and Business Overview
      • 8.2.3 Production and Revenue of Electronic Gaming Machine
      • 8.2.4 Electronic Gaming Machine Product Introduction
      • 8.2.5 Tai rely Recent Development
    • 8.3 PlayStation
      • 8.3.1 PlayStation Company Details
      • 8.3.2 Company Description and Business Overview
      • 8.3.3 Production and Revenue of Electronic Gaming Machine
      • 8.3.4 Electronic Gaming Machine Product Introduction
      • 8.3.5 PlayStation Recent Development
    • 8.4 Sony
      • 8.4.1 Sony Company Details
      • 8.4.2 Company Description and Business Overview
      • 8.4.3 Production and Revenue of Electronic Gaming Machine
      • 8.4.4 Electronic Gaming Machine Product Introduction
      • 8.4.5 Sony Recent Development
    • 8.5 Microsoft
      • 8.5.1 Microsoft Company Details
      • 8.5.2 Company Description and Business Overview
      • 8.5.3 Production and Revenue of Electronic Gaming Machine
      • 8.5.4 Electronic Gaming Machine Product Introduction
      • 8.5.5 Microsoft Recent Development
    • 8.6 Xbox
      • 8.6.1 Xbox Company Details
      • 8.6.2 Company Description and Business Overview
      • 8.6.3 Production and Revenue of Electronic Gaming Machine
      • 8.6.4 Electronic Gaming Machine Product Introduction
      • 8.6.5 Xbox Recent Development
    • 8.7 Nintendo
      • 8.7.1 Nintendo Company Details
      • 8.7.2 Company Description and Business Overview
      • 8.7.3 Production and Revenue of Electronic Gaming Machine
      • 8.7.4 Electronic Gaming Machine Product Introduction
      • 8.7.5 Nintendo Recent Development
    • 8.8 I-dong
      • 8.8.1 I-dong Company Details
      • 8.8.2 Company Description and Business Overview
      • 8.8.3 Production and Revenue of Electronic Gaming Machine
      • 8.8.4 Electronic Gaming Machine Product Introduction
      • 8.8.5 I-dong Recent Development
    • 8.9 Timetop
      • 8.9.1 Timetop Company Details
      • 8.9.2 Company Description and Business Overview
      • 8.9.3 Production and Revenue of Electronic Gaming Machine
      • 8.9.4 Electronic Gaming Machine Product Introduction
      • 8.9.5 Timetop Recent Development
    • 8.10 Subor
      • 8.10.1 Subor Company Details
      • 8.10.2 Company Description and Business Overview
      • 8.10.3 Production and Revenue of Electronic Gaming Machine
      • 8.10.4 Electronic Gaming Machine Product Introduction
      • 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 Market Forecast

    • 9.1 Global Market Size Forecast
      • 9.1.1 Global Electronic Gaming Machine Capacity, Production Forecast 2019-2025
      • 9.1.2 Global Electronic Gaming Machine Production Value Forecast 2019-2025
    • 9.2 Market Forecast by Regions
      • 9.2.1 Global Electronic Gaming Machine Production and Value Forecast by Regions 2019-2025
      • 9.2.2 Global Electronic Gaming Machine Consumption Forecast by Regions 2019-2025
    • 9.3 United States
      • 9.3.1 Production and Value Forecast in United States
      • 9.3.2 Consumption Forecast in United States
    • 9.4 European Union
      • 9.4.1 Production and Value Forecast in European Union
      • 9.4.2 Consumption Forecast in European Union
    • 9.5 China
      • 9.5.1 Production and Value Forecast in China
      • 9.5.2 Consumption Forecast in China
    • 9.6 Rest of World
      • 9.6.1 Japan
      • 9.6.2 Korea
      • 9.6.3 India
      • 9.6.4 Southeast Asia
    • 9.7 Forecast by Type
      • 9.7.1 Global Electronic Gaming Machine Production Forecast by Type
      • 9.7.2 Global Electronic Gaming Machine Production Value Forecast by Type
    • 9.8 Consumption Forecast by Application

    10 Value Chain and Sales Channels Analysis

    • 10.1 Value Chain Analysis
    • 10.2 Sales Channels Analysis
      • 10.2.1 Electronic Gaming Machine Sales Channels
      • 10.2.2 Electronic Gaming Machine Distributors
    • 10.3 Electronic Gaming Machine Customers

    11 Opportunities & Challenges, Threat and Affecting Factors

    • 11.1 Market Opportunities
    • 11.2 Market Challenges
    • 11.3 Porter's Five Forces Analysis

    12 Key Findings

      13 Appendix

      • 13.1 Research Methodology
        • 13.1.1 Methodology/Research Approach
          • 13.1.1.1 Research Programs/Design
          • 13.1.1.2 Market Size Estimation
          • 13.1.1.3 Market Breakdown and Data Triangulation
        • 13.1.2 Data Source
          • 13.1.2.1 Secondary Sources
          • 13.1.2.2 Primary Sources
      • 13.2 Author Details

      Summary:
      Get latest Market Research Reports on Electronic Gaming Machine . Industry analysis & Market Report on Electronic Gaming Machine is a syndicated market report, published as Global (United States, European Union and China) Electronic Gaming Machine Market Research Report 2019-2025. It is complete Research Study and Industry Analysis of Electronic Gaming Machine market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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