Report Detail

Consumer Goods Global and China Electronic Gaming Machine Market Insights, Forecast to 2026

  • RnM4189791
  • |
  • 04 September, 2020
  • |
  • Global
  • |
  • 144 Pages
  • |
  • QYResearch
  • |
  • Consumer Goods

Electronic Gaming Machine market is segmented by region (country), players, by Type, and by Application. Players, stakeholders, and other participants in the global Electronic Gaming Machine market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by region (country), by Type and by Application in terms of revenue and forecast for the period 2015-2026.

Segment by Type, the Electronic Gaming Machine market is segmented into
Poker EGMs
TV EGMs
Large-scale EGMs

Segment by Application, the Electronic Gaming Machine market is segmented into
TV Games
ARC Games
Poket Games
PC Games

Regional and Country-level Analysis
The Electronic Gaming Machine market is analysed and market size information is provided by regions (countries).
The key regions covered in the Electronic Gaming Machine market report are North America, Europe, Asia Pacific, Latin America, Middle East and Africa. It also covers key regions (countries), viz, U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, India, Australia, Taiwan, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Turkey, Saudi Arabia, U.A.E, etc.
The report includes country-wise and region-wise market size for the period 2015-2026. It also includes market size and forecast by Type, and by Application segment in terms of sales and revenue for the period 2015-2026.

Competitive Landscape and Electronic Gaming Machine Market Share Analysis
Electronic Gaming Machine market competitive landscape provides details and data information by players. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on revenue (global and regional level) by players for the period 2015-2020. Details included are company description, major business, company total revenue and the sales, revenue generated in Electronic Gaming Machine business, the date to enter into the Electronic Gaming Machine market, Electronic Gaming Machine product introduction, recent developments, etc.
The major vendors covered:
Sega
Tai rely
PlayStation
Sony
Microsoft
Xbox
Nintendo
I-dong
Timetop
Subor
Alien technology
Uniscom
JXD
WINYSON
THRUSTMASTER
BLACK HORNS
BETOP


1 Study Coverage

  • 1.1 Electronic Gaming Machine Product Introduction
  • 1.2 Market Segments
  • 1.3 Key Electronic Gaming Machine Manufacturers Covered: Ranking by Revenue
  • 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, Estimates and Forecasts
    • 2.1.1 Global Electronic Gaming Machine Revenue 2015-2026
    • 2.1.2 Global Electronic Gaming Machine Sales 2015-2026
  • 2.2 Global Electronic Gaming Machine, Market Size by Producing Regions: 2015 VS 2020 VS 2026
  • 2.3 Electronic Gaming Machine Historical Market Size by Region (2015-2020)
    • 2.3.1 Global Electronic Gaming Machine Retrospective Market Scenario in Sales by Region: 2015-2020
    • 2.3.2 Global Electronic Gaming Machine Retrospective Market Scenario in Revenue by Region: 2015-2020
  • 2.4 Electronic Gaming Machine Market Estimates and Projections by Region (2021-2026)
    • 2.4.1 Global Electronic Gaming Machine Sales Forecast by Region (2021-2026)
    • 2.4.2 Global Electronic Gaming Machine Revenue Forecast by Region (2021-2026)

3 Global Electronic Gaming Machine Competitor Landscape by Players

  • 3.1 Global Top Electronic Gaming Machine Sales by Manufacturers
    • 3.1.1 Global Electronic Gaming Machine Sales by Manufacturers (2015-2020)
    • 3.1.2 Global Electronic Gaming Machine Sales Market Share by Manufacturers (2015-2020)
  • 3.2 Global Electronic Gaming Machine Manufacturers by Revenue
    • 3.2.1 Global Electronic Gaming Machine Revenue by Manufacturers (2015-2020)
    • 3.2.2 Global Electronic Gaming Machine Revenue Share by Manufacturers (2015-2020)
    • 3.2.3 Global Electronic Gaming Machine Market Concentration Ratio (CR5 and HHI) (2015-2020)
    • 3.2.4 Global Top 10 and Top 5 Companies by Electronic Gaming Machine Revenue in 2019
    • 3.2.5 Global Electronic Gaming Machine Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.3 Global Electronic Gaming Machine Price by Manufacturers
  • 3.4 Global Electronic Gaming Machine Manufacturing Base Distribution, Product Types
    • 3.4.1 Electronic Gaming Machine Manufacturers Manufacturing Base Distribution, Headquarters
    • 3.4.2 Manufacturers Electronic Gaming Machine Product Type
    • 3.4.3 Date of International Manufacturers Enter into Electronic Gaming Machine Market
  • 3.5 Manufacturers Mergers & Acquisitions, Expansion Plans

4 Market Size by Type (2015-2026)

  • 4.1 Global Electronic Gaming Machine Market Size by Type (2015-2020)
    • 4.1.1 Global Electronic Gaming Machine Sales by Type (2015-2020)
    • 4.1.2 Global Electronic Gaming Machine Revenue by Type (2015-2020)
    • 4.1.3 Electronic Gaming Machine Average Selling Price (ASP) by Type (2015-2026)
  • 4.2 Global Electronic Gaming Machine Market Size Forecast by Type (2021-2026)
    • 4.2.1 Global Electronic Gaming Machine Sales Forecast by Type (2021-2026)
    • 4.2.2 Global Electronic Gaming Machine Revenue Forecast by Type (2021-2026)
    • 4.2.3 Electronic Gaming Machine Average Selling Price (ASP) Forecast by Type (2021-2026)
  • 4.3 Global Electronic Gaming Machine Market Share by Price Tier (2015-2020): Low-End, Mid-Range and High-End

5 Market Size by Application (2015-2026)

  • 5.1 Global Electronic Gaming Machine Market Size by Application (2015-2020)
    • 5.1.1 Global Electronic Gaming Machine Sales by Application (2015-2020)
    • 5.1.2 Global Electronic Gaming Machine Revenue by Application (2015-2020)
    • 5.1.3 Electronic Gaming Machine Price by Application (2015-2020)
  • 5.2 Electronic Gaming Machine Market Size Forecast by Application (2021-2026)
    • 5.2.1 Global Electronic Gaming Machine Sales Forecast by Application (2021-2026)
    • 5.2.2 Global Electronic Gaming Machine Revenue Forecast by Application (2021-2026)
    • 5.2.3 Global Electronic Gaming Machine Price Forecast by Application (2021-2026)

6 China by Players, Type and Application

  • 6.1 China Electronic Gaming Machine Market Size YoY Growth 2015-2026
    • 6.1.1 China Electronic Gaming Machine Sales YoY Growth 2015-2026
    • 6.1.2 China Electronic Gaming Machine Revenue YoY Growth 2015-2026
    • 6.1.3 China Electronic Gaming Machine Market Share in Global Market 2015-2026
  • 6.2 China Electronic Gaming Machine Market Size by Players (International and Local Players)
    • 6.2.1 China Top Electronic Gaming Machine Players by Sales (2015-2020)
    • 6.2.2 China Top Electronic Gaming Machine Players by Revenue (2015-2020)
  • 6.3 China Electronic Gaming Machine Historic Market Review by Type (2015-2020)
    • 6.3.1 China Electronic Gaming Machine Sales Market Share by Type (2015-2020)
    • 6.3.2 China Electronic Gaming Machine Revenue Market Share by Type (2015-2020)
    • 6.3.3 China Electronic Gaming Machine Price by Type (2015-2020)
  • 6.4 China Electronic Gaming Machine Market Estimates and Forecasts by Type (2021-2026)
    • 6.4.1 China Electronic Gaming Machine Sales Forecast by Type (2021-2026)
    • 6.4.2 China Electronic Gaming Machine Revenue Forecast by Type (2021-2026)
    • 6.4.3 China Electronic Gaming Machine Price Forecast by Type (2021-2026)
  • 6.5 China Electronic Gaming Machine Historic Market Review by Application (2015-2020)
    • 6.5.1 China Electronic Gaming Machine Sales Market Share by Application (2015-2020)
    • 6.5.2 China Electronic Gaming Machine Revenue Market Share by Application (2015-2020)
    • 6.5.3 China Electronic Gaming Machine Price by Application (2015-2020)
  • 6.6 China Electronic Gaming Machine Market Estimates and Forecasts by Application (2021-2026)
    • 6.6.1 China Electronic Gaming Machine Sales Forecast by Application (2021-2026)
    • 6.6.2 China Electronic Gaming Machine Revenue Forecast by Application (2021-2026)
    • 6.6.3 China Electronic Gaming Machine Price Forecast by Application (2021-2026)

7 North America

  • 7.1 North America Electronic Gaming Machine Market Size YoY Growth 2015-2026
  • 7.2 North America Electronic Gaming Machine Market Facts & Figures by Country
    • 7.2.1 North America Electronic Gaming Machine Sales by Country (2015-2020)
    • 7.2.2 North America Electronic Gaming Machine Revenue by Country (2015-2020)
    • 7.2.3 U.S.
    • 7.2.4 Canada

8 Europe

  • 8.1 Europe Electronic Gaming Machine Market Size YoY Growth 2015-2026
  • 8.2 Europe Electronic Gaming Machine Market Facts & Figures by Country
    • 8.2.1 Europe Electronic Gaming Machine Sales by Country
    • 8.2.2 Europe Electronic Gaming Machine Revenue by Country
    • 8.2.3 Germany
    • 8.2.4 France
    • 8.2.5 U.K.
    • 8.2.6 Italy
    • 8.2.7 Russia

9 Asia Pacific

  • 9.1 Asia Pacific Electronic Gaming Machine Market Size YoY Growth 2015-2026
  • 9.2 Asia Pacific Electronic Gaming Machine Market Facts & Figures by Country
    • 9.2.1 Asia Pacific Electronic Gaming Machine Sales by Region (2015-2020)
    • 9.2.2 Asia Pacific Electronic Gaming Machine Revenue by Region
    • 9.2.3 China
    • 9.2.4 Japan
    • 9.2.5 South Korea
    • 9.2.6 India
    • 9.2.7 Australia
    • 9.2.8 Taiwan
    • 9.2.9 Indonesia
    • 9.2.10 Thailand
    • 9.2.11 Malaysia
    • 9.2.12 Philippines
    • 9.2.13 Vietnam

10 Latin America

  • 10.1 Latin America Electronic Gaming Machine Market Size YoY Growth 2015-2026
  • 10.2 Latin America Electronic Gaming Machine Market Facts & Figures by Country
    • 10.2.1 Latin America Electronic Gaming Machine Sales by Country
    • 10.2.2 Latin America Electronic Gaming Machine Revenue by Country
    • 10.2.3 Mexico
    • 10.2.4 Brazil
    • 10.2.5 Argentina

11 Middle East and Africa

  • 11.1 Middle East and Africa Electronic Gaming Machine Market Size YoY Growth 2015-2026
  • 11.2 Middle East and Africa Electronic Gaming Machine Market Facts & Figures by Country
    • 11.2.1 Middle East and Africa Electronic Gaming Machine Sales by Country
    • 11.2.2 Middle East and Africa Electronic Gaming Machine Revenue by Country
    • 11.2.3 Turkey
    • 11.2.4 Saudi Arabia
    • 11.2.5 U.A.E

12 Company Profiles

  • 12.1 Sega
    • 12.1.1 Sega Corporation Information
    • 12.1.2 Sega Description and Business Overview
    • 12.1.3 Sega Sales, Revenue and Gross Margin (2015-2020)
    • 12.1.4 Sega Electronic Gaming Machine Products Offered
    • 12.1.5 Sega Recent Development
  • 12.2 Tai rely
    • 12.2.1 Tai rely Corporation Information
    • 12.2.2 Tai rely Description and Business Overview
    • 12.2.3 Tai rely Sales, Revenue and Gross Margin (2015-2020)
    • 12.2.4 Tai rely Electronic Gaming Machine Products Offered
    • 12.2.5 Tai rely Recent Development
  • 12.3 PlayStation
    • 12.3.1 PlayStation Corporation Information
    • 12.3.2 PlayStation Description and Business Overview
    • 12.3.3 PlayStation Sales, Revenue and Gross Margin (2015-2020)
    • 12.3.4 PlayStation Electronic Gaming Machine Products Offered
    • 12.3.5 PlayStation Recent Development
  • 12.4 Sony
    • 12.4.1 Sony Corporation Information
    • 12.4.2 Sony Description and Business Overview
    • 12.4.3 Sony Sales, Revenue and Gross Margin (2015-2020)
    • 12.4.4 Sony Electronic Gaming Machine Products Offered
    • 12.4.5 Sony Recent Development
  • 12.5 Microsoft
    • 12.5.1 Microsoft Corporation Information
    • 12.5.2 Microsoft Description and Business Overview
    • 12.5.3 Microsoft Sales, Revenue and Gross Margin (2015-2020)
    • 12.5.4 Microsoft Electronic Gaming Machine Products Offered
    • 12.5.5 Microsoft Recent Development
  • 12.6 Xbox
    • 12.6.1 Xbox Corporation Information
    • 12.6.2 Xbox Description and Business Overview
    • 12.6.3 Xbox Sales, Revenue and Gross Margin (2015-2020)
    • 12.6.4 Xbox Electronic Gaming Machine Products Offered
    • 12.6.5 Xbox Recent Development
  • 12.7 Nintendo
    • 12.7.1 Nintendo Corporation Information
    • 12.7.2 Nintendo Description and Business Overview
    • 12.7.3 Nintendo Sales, Revenue and Gross Margin (2015-2020)
    • 12.7.4 Nintendo Electronic Gaming Machine Products Offered
    • 12.7.5 Nintendo Recent Development
  • 12.8 I-dong
    • 12.8.1 I-dong Corporation Information
    • 12.8.2 I-dong Description and Business Overview
    • 12.8.3 I-dong Sales, Revenue and Gross Margin (2015-2020)
    • 12.8.4 I-dong Electronic Gaming Machine Products Offered
    • 12.8.5 I-dong Recent Development
  • 12.9 Timetop
    • 12.9.1 Timetop Corporation Information
    • 12.9.2 Timetop Description and Business Overview
    • 12.9.3 Timetop Sales, Revenue and Gross Margin (2015-2020)
    • 12.9.4 Timetop Electronic Gaming Machine Products Offered
    • 12.9.5 Timetop Recent Development
  • 12.10 Subor
    • 12.10.1 Subor Corporation Information
    • 12.10.2 Subor Description and Business Overview
    • 12.10.3 Subor Sales, Revenue and Gross Margin (2015-2020)
    • 12.10.4 Subor Electronic Gaming Machine Products Offered
    • 12.10.5 Subor Recent Development
  • 12.11 Sega
    • 12.11.1 Sega Corporation Information
    • 12.11.2 Sega Description and Business Overview
    • 12.11.3 Sega Sales, Revenue and Gross Margin (2015-2020)
    • 12.11.4 Sega Electronic Gaming Machine Products Offered
    • 12.11.5 Sega Recent Development
  • 12.12 Uniscom
    • 12.12.1 Uniscom Corporation Information
    • 12.12.2 Uniscom Description and Business Overview
    • 12.12.3 Uniscom Sales, Revenue and Gross Margin (2015-2020)
    • 12.12.4 Uniscom Products Offered
    • 12.12.5 Uniscom Recent Development
  • 12.13 JXD
    • 12.13.1 JXD Corporation Information
    • 12.13.2 JXD Description and Business Overview
    • 12.13.3 JXD Sales, Revenue and Gross Margin (2015-2020)
    • 12.13.4 JXD Products Offered
    • 12.13.5 JXD Recent Development
  • 12.14 WINYSON
    • 12.14.1 WINYSON Corporation Information
    • 12.14.2 WINYSON Description and Business Overview
    • 12.14.3 WINYSON Sales, Revenue and Gross Margin (2015-2020)
    • 12.14.4 WINYSON Products Offered
    • 12.14.5 WINYSON Recent Development
  • 12.15 THRUSTMASTER
    • 12.15.1 THRUSTMASTER Corporation Information
    • 12.15.2 THRUSTMASTER Description and Business Overview
    • 12.15.3 THRUSTMASTER Sales, Revenue and Gross Margin (2015-2020)
    • 12.15.4 THRUSTMASTER Products Offered
    • 12.15.5 THRUSTMASTER Recent Development
  • 12.16 BLACK HORNS
    • 12.16.1 BLACK HORNS Corporation Information
    • 12.16.2 BLACK HORNS Description and Business Overview
    • 12.16.3 BLACK HORNS Sales, Revenue and Gross Margin (2015-2020)
    • 12.16.4 BLACK HORNS Products Offered
    • 12.16.5 BLACK HORNS Recent Development
  • 12.17 BETOP
    • 12.17.1 BETOP Corporation Information
    • 12.17.2 BETOP Description and Business Overview
    • 12.17.3 BETOP Sales, Revenue and Gross Margin (2015-2020)
    • 12.17.4 BETOP Products Offered
    • 12.17.5 BETOP Recent Development

13 Market Opportunities, Challenges, Risks and Influences Factors Analysis

  • 13.1 Market Opportunities and Drivers
  • 13.2 Market Challenges
  • 13.3 Market Risks/Restraints
  • 13.4 Porter’s Five Forces Analysis
  • 13.5 Primary Interviews with Key Electronic Gaming Machine Players (Opinion Leaders)

14 Value Chain and Sales Channels Analysis

  • 14.1 Value Chain Analysis
  • 14.2 Electronic Gaming Machine Customers
  • 14.3 Sales Channels Analysis
    • 14.3.1 Sales Channels
    • 14.3.2 Distributors

15 Research Findings and Conclusion

    16 Appendix

    • 16.1 Research Methodology
      • 16.1.1 Methodology/Research Approach
      • 16.1.2 Data Source
    • 16.2 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 and China Electronic Gaming Machine Market Insights, Forecast to 2026. 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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