Report Detail

Consumer Goods Global Electronic Gaming Machines (EGM) Sales Market Report 2021

  • RnM3333759
  • |
  • 26 May, 2021
  • |
  • Global
  • |
  • 140 Pages
  • |
  • QYResearch
  • |
  • Consumer Goods

The global Electronic Gaming Machines (EGM) market is segmented by company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Electronic Gaming Machines (EGM) market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on sales, revenue and forecast by region (country), by Type and by Application for the period 2016-2027.

Segment by Type
Poker EGMs
TV EGMs
Large-scale EGMs

Segment by Application
TV Games
ARC Games
Poket Games
PC Games

The Electronic Gaming Machines (EGM) market is analysed and market size information is provided by regions (countries). Segment by Application, the Electronic Gaming Machines (EGM) market is segmented into North America, Europe, China, Japan, Southeast Asia, India and Other Regions.

By Company
Sega
Microsoft
PlayStation
Sony
Tai Rely
Nintendo
I-dong
Timetop
Subor
Alien technology
Uniscom
JXD
WINYSON
THRUSTMASTER
BLACK HORNS
BETOP


1 Electronic Gaming Machines (EGM) Market Overview

  • 1.1 Electronic Gaming Machines (EGM) Product Scope
  • 1.2 Electronic Gaming Machines (EGM) Segment by Type
    • 1.2.1 Global Electronic Gaming Machines (EGM) Sales by Type (2016 & 2021 & 2027)
    • 1.2.2 Poker EGMs
    • 1.2.3 TV EGMs
    • 1.2.4 Large-scale EGMs
  • 1.3 Electronic Gaming Machines (EGM) Segment by Application
    • 1.3.1 Global Electronic Gaming Machines (EGM) Sales Comparison by Application (2016 & 2021 & 2027)
    • 1.3.2 TV Games
    • 1.3.3 ARC Games
    • 1.3.4 Poket Games
    • 1.3.5 PC Games
  • 1.4 Electronic Gaming Machines (EGM) Market Estimates and Forecasts (2016-2027)
    • 1.4.1 Global Electronic Gaming Machines (EGM) Market Size in Value Growth Rate (2016-2027)
    • 1.4.2 Global Electronic Gaming Machines (EGM) Market Size in Volume Growth Rate (2016-2027)
    • 1.4.3 Global Electronic Gaming Machines (EGM) Price Trends (2016-2027)

2 Electronic Gaming Machines (EGM) Estimates and Forecasts by Region

  • 2.1 Global Electronic Gaming Machines (EGM) Market Size by Region: 2016 VS 2021 VS 2027
  • 2.2 Global Electronic Gaming Machines (EGM) Retrospective Market Scenario by Region (2016-2021)
    • 2.2.1 Global Electronic Gaming Machines (EGM) Sales Market Share by Region (2016-2021)
    • 2.2.2 Global Electronic Gaming Machines (EGM) Revenue Market Share by Region (2016-2021)
  • 2.3 Global Electronic Gaming Machines (EGM) Market Estimates and Forecasts by Region (2022-2027)
    • 2.3.1 Global Electronic Gaming Machines (EGM) Sales Estimates and Forecasts by Region (2022-2027)
    • 2.3.2 Global Electronic Gaming Machines (EGM) Revenue Forecast by Region (2022-2027)
  • 2.4 Geographic Market Analysis: Market Facts & Figures
    • 2.4.1 North America Electronic Gaming Machines (EGM) Estimates and Projections (2016-2027)
    • 2.4.2 Europe Electronic Gaming Machines (EGM) Estimates and Projections (2016-2027)
    • 2.4.3 China Electronic Gaming Machines (EGM) Estimates and Projections (2016-2027)
    • 2.4.4 Japan Electronic Gaming Machines (EGM) Estimates and Projections (2016-2027)
    • 2.4.5 Southeast Asia Electronic Gaming Machines (EGM) Estimates and Projections (2016-2027)
    • 2.4.6 India Electronic Gaming Machines (EGM) Estimates and Projections (2016-2027)

3 Global Electronic Gaming Machines (EGM) Competition Landscape by Players

  • 3.1 Global Top Electronic Gaming Machines (EGM) Players by Sales (2016-2021)
  • 3.2 Global Top Electronic Gaming Machines (EGM) Players by Revenue (2016-2021)
  • 3.3 Global Electronic Gaming Machines (EGM) Market Share by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Electronic Gaming Machines (EGM) as of 2020)
  • 3.4 Global Electronic Gaming Machines (EGM) Average Price by Company (2016-2021)
  • 3.5 Manufacturers Electronic Gaming Machines (EGM) Manufacturing Sites, Area Served, Product Type
  • 3.6 Manufacturers Mergers & Acquisitions, Expansion Plans

4 Global Electronic Gaming Machines (EGM) Market Size by Type

  • 4.1 Global Electronic Gaming Machines (EGM) Historic Market Review by Type (2016-2021)
    • 4.1.1 Global Electronic Gaming Machines (EGM) Sales Market Share by Type (2016-2021)
    • 4.1.2 Global Electronic Gaming Machines (EGM) Revenue Market Share by Type (2016-2021)
    • 4.1.3 Global Electronic Gaming Machines (EGM) Price by Type (2016-2021)
  • 4.2 Global Electronic Gaming Machines (EGM) Market Estimates and Forecasts by Type (2022-2027)
    • 4.2.1 Global Electronic Gaming Machines (EGM) Sales Forecast by Type (2022-2027)
    • 4.2.2 Global Electronic Gaming Machines (EGM) Revenue Forecast by Type (2022-2027)
    • 4.2.3 Global Electronic Gaming Machines (EGM) Price Forecast by Type (2022-2027)

5 Global Electronic Gaming Machines (EGM) Market Size by Application

  • 5.1 Global Electronic Gaming Machines (EGM) Historic Market Review by Application (2016-2021)
    • 5.1.1 Global Electronic Gaming Machines (EGM) Sales Market Share by Application (2016-2021)
    • 5.1.2 Global Electronic Gaming Machines (EGM) Revenue Market Share by Application (2016-2021)
    • 5.1.3 Global Electronic Gaming Machines (EGM) Price by Application (2016-2021)
  • 5.2 Global Electronic Gaming Machines (EGM) Market Estimates and Forecasts by Application (2022-2027)
    • 5.2.1 Global Electronic Gaming Machines (EGM) Sales Forecast by Application (2022-2027)
    • 5.2.2 Global Electronic Gaming Machines (EGM) Revenue Forecast by Application (2022-2027)
    • 5.2.3 Global Electronic Gaming Machines (EGM) Price Forecast by Application (2022-2027)

6 North America Electronic Gaming Machines (EGM) Market Facts & Figures

  • 6.1 North America Electronic Gaming Machines (EGM) Sales by Company
    • 6.1.1 North America Electronic Gaming Machines (EGM) Sales by Company (2016-2021)
    • 6.1.2 North America Electronic Gaming Machines (EGM) Revenue by Company (2016-2021)
  • 6.2 North America Electronic Gaming Machines (EGM) Sales Breakdown by Type
    • 6.2.1 North America Electronic Gaming Machines (EGM) Sales Breakdown by Type (2016-2021)
    • 6.2.2 North America Electronic Gaming Machines (EGM) Sales Breakdown by Type (2022-2027)
  • 6.3 North America Electronic Gaming Machines (EGM) Sales Breakdown by Application
    • 6.3.1 North America Electronic Gaming Machines (EGM) Sales Breakdown by Application (2016-2021)
    • 6.3.2 North America Electronic Gaming Machines (EGM) Sales Breakdown by Application (2022-2027)

7 Europe Electronic Gaming Machines (EGM) Market Facts & Figures

  • 7.1 Europe Electronic Gaming Machines (EGM) Sales by Company
    • 7.1.1 Europe Electronic Gaming Machines (EGM) Sales by Company (2016-2021)
    • 7.1.2 Europe Electronic Gaming Machines (EGM) Revenue by Company (2016-2021)
  • 7.2 Europe Electronic Gaming Machines (EGM) Sales Breakdown by Type
    • 7.2.1 Europe Electronic Gaming Machines (EGM) Sales Breakdown by Type (2016-2021)
    • 7.2.2 Europe Electronic Gaming Machines (EGM) Sales Breakdown by Type (2022-2027)
  • 7.3 Europe Electronic Gaming Machines (EGM) Sales Breakdown by Application
    • 7.3.1 Europe 140 Sales Breakdown by Application (2016-2021)
    • 7.3.2 Europe 140 Sales Breakdown by Application (2022-2027)

8 China Electronic Gaming Machines (EGM) Market Facts & Figures

  • 8.1 China Electronic Gaming Machines (EGM) Sales by Company
    • 8.1.1 China Electronic Gaming Machines (EGM) Sales by Company (2016-2021)
    • 8.1.2 China Electronic Gaming Machines (EGM) Revenue by Company (2016-2021)
  • 8.2 China Electronic Gaming Machines (EGM) Sales Breakdown by Type
    • 8.2.1 China Electronic Gaming Machines (EGM) Sales Breakdown by Type (2016-2021)
    • 8.2.2 China Electronic Gaming Machines (EGM) Sales Breakdown by Type (2022-2027)
  • 8.3 China Electronic Gaming Machines (EGM) Sales Breakdown by Application
    • 8.3.1 China 163 Sales Breakdown by Application (2016-2021)
    • 8.3.2 China 163 Sales Breakdown by Application (2022-2027)

9 Japan Electronic Gaming Machines (EGM) Market Facts & Figures

  • 9.1 Japan Electronic Gaming Machines (EGM) Sales by Company
    • 9.1.1 Japan Electronic Gaming Machines (EGM) Sales by Company (2016-2021)
    • 9.1.2 Japan Electronic Gaming Machines (EGM) Revenue by Company (2016-2021)
  • 9.2 Japan Electronic Gaming Machines (EGM) Sales Breakdown by Type
    • 9.2.1 Japan Electronic Gaming Machines (EGM) Sales Breakdown by Type (2016-2021)
    • 9.2.2 Japan Electronic Gaming Machines (EGM) Sales Breakdown by Type (2022-2027)
  • 9.3 Japan Electronic Gaming Machines (EGM) Sales Breakdown by Application
    • 9.3.1 Japan Feb. Sales Breakdown by Application (2016-2021)
    • 9.3.2 Japan Feb. Sales Breakdown by Application (2022-2027)

10 Southeast Asia Electronic Gaming Machines (EGM) Market Facts & Figures

  • 10.1 Southeast Asia Electronic Gaming Machines (EGM) Sales by Company
    • 10.1.1 Southeast Asia Electronic Gaming Machines (EGM) Sales by Company (2016-2021)
    • 10.1.2 Southeast Asia Electronic Gaming Machines (EGM) Revenue by Company (2016-2021)
  • 10.2 Southeast Asia Electronic Gaming Machines (EGM) Sales Breakdown by Type
    • 10.2.1 Southeast Asia Electronic Gaming Machines (EGM) Sales Breakdown by Type (2016-2021)
    • 10.2.2 Southeast Asia Electronic Gaming Machines (EGM) Sales Breakdown by Type (2022-2027)
  • 10.3 Southeast Asia Electronic Gaming Machines (EGM) Sales Breakdown by Application
    • 10.3.1 Southeast Asia K Units Sales Breakdown by Application (2016-2021)
    • 10.3.2 Southeast Asia K Units Sales Breakdown by Application (2022-2027)

11 India Electronic Gaming Machines (EGM) Market Facts & Figures

  • 11.1 India Electronic Gaming Machines (EGM) Sales by Company
    • 11.1.1 India Electronic Gaming Machines (EGM) Sales by Company (2016-2021)
    • 11.1.2 India Electronic Gaming Machines (EGM) Revenue by Company (2016-2021)
  • 11.2 India Electronic Gaming Machines (EGM) Sales Breakdown by Type
    • 11.2.1 India Electronic Gaming Machines (EGM) Sales Breakdown by Type (2016-2021)
    • 11.2.2 India Electronic Gaming Machines (EGM) Sales Breakdown by Type (2022-2027)
  • 11.3 India Electronic Gaming Machines (EGM) Sales Breakdown by Application
    • 11.3.1 India Electronic Gaming Machines (EGM) Sales Breakdown by Application (2016-2021)
    • 11.3.2 India Electronic Gaming Machines (EGM) Sales Breakdown by Application (2022-2027)

12 Company Profiles and Key Figures in Electronic Gaming Machines (EGM) Business

  • 12.1 Sega
    • 12.1.1 Sega Corporation Information
    • 12.1.2 Sega Business Overview
    • 12.1.3 Sega Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2016-2021)
    • 12.1.4 Sega Electronic Gaming Machines (EGM) Products Offered
    • 12.1.5 Sega Recent Development
  • 12.2 Microsoft
    • 12.2.1 Microsoft Corporation Information
    • 12.2.2 Microsoft Business Overview
    • 12.2.3 Microsoft Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2016-2021)
    • 12.2.4 Microsoft Electronic Gaming Machines (EGM) Products Offered
    • 12.2.5 Microsoft Recent Development
  • 12.3 PlayStation
    • 12.3.1 PlayStation Corporation Information
    • 12.3.2 PlayStation Business Overview
    • 12.3.3 PlayStation Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2016-2021)
    • 12.3.4 PlayStation Electronic Gaming Machines (EGM) Products Offered
    • 12.3.5 PlayStation Recent Development
  • 12.4 Sony
    • 12.4.1 Sony Corporation Information
    • 12.4.2 Sony Business Overview
    • 12.4.3 Sony Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2016-2021)
    • 12.4.4 Sony Electronic Gaming Machines (EGM) Products Offered
    • 12.4.5 Sony Recent Development
  • 12.5 Tai Rely
    • 12.5.1 Tai Rely Corporation Information
    • 12.5.2 Tai Rely Business Overview
    • 12.5.3 Tai Rely Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2016-2021)
    • 12.5.4 Tai Rely Electronic Gaming Machines (EGM) Products Offered
    • 12.5.5 Tai Rely Recent Development
  • 12.6 Nintendo
    • 12.6.1 Nintendo Corporation Information
    • 12.6.2 Nintendo Business Overview
    • 12.6.3 Nintendo Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2016-2021)
    • 12.6.4 Nintendo Electronic Gaming Machines (EGM) Products Offered
    • 12.6.5 Nintendo Recent Development
  • 12.7 I-dong
    • 12.7.1 I-dong Corporation Information
    • 12.7.2 I-dong Business Overview
    • 12.7.3 I-dong Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2016-2021)
    • 12.7.4 I-dong Electronic Gaming Machines (EGM) Products Offered
    • 12.7.5 I-dong Recent Development
  • 12.8 Timetop
    • 12.8.1 Timetop Corporation Information
    • 12.8.2 Timetop Business Overview
    • 12.8.3 Timetop Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2016-2021)
    • 12.8.4 Timetop Electronic Gaming Machines (EGM) Products Offered
    • 12.8.5 Timetop Recent Development
  • 12.9 Subor
    • 12.9.1 Subor Corporation Information
    • 12.9.2 Subor Business Overview
    • 12.9.3 Subor Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2016-2021)
    • 12.9.4 Subor Electronic Gaming Machines (EGM) Products Offered
    • 12.9.5 Subor Recent Development
  • 12.10 Alien technology
    • 12.10.1 Alien technology Corporation Information
    • 12.10.2 Alien technology Business Overview
    • 12.10.3 Alien technology Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2016-2021)
    • 12.10.4 Alien technology Electronic Gaming Machines (EGM) Products Offered
    • 12.10.5 Alien technology Recent Development
  • 12.11 Uniscom
    • 12.11.1 Uniscom Corporation Information
    • 12.11.2 Uniscom Business Overview
    • 12.11.3 Uniscom Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2016-2021)
    • 12.11.4 Uniscom Electronic Gaming Machines (EGM) Products Offered
    • 12.11.5 Uniscom Recent Development
  • 12.12 JXD
    • 12.12.1 JXD Corporation Information
    • 12.12.2 JXD Business Overview
    • 12.12.3 JXD Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2016-2021)
    • 12.12.4 JXD Electronic Gaming Machines (EGM) Products Offered
    • 12.12.5 JXD Recent Development
  • 12.13 WINYSON
    • 12.13.1 WINYSON Corporation Information
    • 12.13.2 WINYSON Business Overview
    • 12.13.3 WINYSON Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2016-2021)
    • 12.13.4 WINYSON Electronic Gaming Machines (EGM) Products Offered
    • 12.13.5 WINYSON Recent Development
  • 12.14 THRUSTMASTER
    • 12.14.1 THRUSTMASTER Corporation Information
    • 12.14.2 THRUSTMASTER Business Overview
    • 12.14.3 THRUSTMASTER Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2016-2021)
    • 12.14.4 THRUSTMASTER Electronic Gaming Machines (EGM) Products Offered
    • 12.14.5 THRUSTMASTER Recent Development
  • 12.15 BLACK HORNS
    • 12.15.1 BLACK HORNS Corporation Information
    • 12.15.2 BLACK HORNS Business Overview
    • 12.15.3 BLACK HORNS Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2016-2021)
    • 12.15.4 BLACK HORNS Electronic Gaming Machines (EGM) Products Offered
    • 12.15.5 BLACK HORNS Recent Development
  • 12.16 BETOP
    • 12.16.1 BETOP Corporation Information
    • 12.16.2 BETOP Business Overview
    • 12.16.3 BETOP Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2016-2021)
    • 12.16.4 BETOP Electronic Gaming Machines (EGM) Products Offered
    • 12.16.5 BETOP Recent Development

13 Electronic Gaming Machines (EGM) Manufacturing Cost Analysis

  • 13.1 Electronic Gaming Machines (EGM) Key Raw Materials Analysis
    • 13.1.1 Key Raw Materials
    • 13.1.2 Key Raw Materials Price Trend
    • 13.1.3 Key Suppliers of Raw Materials
  • 13.2 Proportion of Manufacturing Cost Structure
  • 13.3 Manufacturing Process Analysis of Electronic Gaming Machines (EGM)
  • 13.4 Electronic Gaming Machines (EGM) Industrial Chain Analysis

14 Marketing Channel, Distributors and Customers

  • 14.1 Marketing Channel
  • 14.2 Electronic Gaming Machines (EGM) Distributors List
  • 14.3 Electronic Gaming Machines (EGM) Customers

15 Market Dynamics

  • 15.1 Electronic Gaming Machines (EGM) Market Trends
  • 15.2 Electronic Gaming Machines (EGM) Drivers
  • 15.3 Electronic Gaming Machines (EGM) Market Challenges
  • 15.4 Electronic Gaming Machines (EGM) Market Restraints

16 Research Findings and Conclusion

    17 Appendix

    • 17.1 Research Methodology
      • 17.1.1 Methodology/Research Approach
      • 17.1.2 Data Source
    • 17.2 Author List

    Summary:
    Get latest Market Research Reports on Electronic Gaming Machines (EGM). Industry analysis & Market Report on Electronic Gaming Machines (EGM) is a syndicated market report, published as Global Electronic Gaming Machines (EGM) Sales Market Report 2021. It is complete Research Study and Industry Analysis of Electronic Gaming Machines (EGM) market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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