Gaming Machines are casino gambling machines with three or more reels which spin when a button is pushed. Gaming Machines are also known as one-armed bandits because they were originally operated by one lever on the side of the machine as opposed to a button on the front panel, and because of their ability to leave the player in debt and impoverished
The global Gaming Machine market was valued at US$ 8410 million in 2022 and is anticipated to reach US$ 5840 million by 2029, witnessing a CAGR of -5.0% during the forecast period 2023-2029. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
First, for industry structure analysis, the Gaming Machine industry is relatively concentrated. These manufacturers ranging from large multinational corporations to small privately owned companies compete in this industry. The top five producers account for about 70% of the revenue market. Regionally, North America is the biggest market Gaming Machines.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Gaming Machine, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Gaming Machine.
The Gaming Machine market size, estimations, and forecasts are provided in terms of output/shipments (K Units) and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global Gaming Machine market comprehensively. Regional market sizes, concerning products by type, by application and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Gaming Machine manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, production, and average price for the overall market and the sub-segments across the different segments, by company, by type, by application, and by regions.
By Company
Scientific Games
IGT
Aristocrat Leisure
Novomatic
Konami Gaming
Ainsworth Game Technology
Multimedia Games
Universal Entertainment
Segment by Type
Reel Gaming Machine
Video Gaming Machine
Multi-denomination Gaming Machine
Other
Segment by Application
New/ Expansion
Replacement
Production by Region
North America
Europe
China
Japan
Consumption by Region
North America
U.S.
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America
Mexico
Brazil
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, by type, by application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Detailed analysis of Gaming Machine manufacturers competitive landscape, price, production and value market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Production/output, value of Gaming Machine by region/country. It provides a quantitative analysis of the market size and development potential of each region in the next six years.
Chapter 4: Consumption of Gaming Machine in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and production of each country in the world.
Chapter 5: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 6: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 7: Provides profiles of key players, introducing the basic situation of the key companies in the market in detail, including product production/output, value, price, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 10: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Gaming Machine 麻豆原创 Overview
1.1 Product Definition
1.2 Gaming Machine Segment by Type
1.2.1 Global Gaming Machine 麻豆原创 Value Growth Rate Analysis by Type 2022 VS 2029
1.2.2 Reel Gaming Machine
1.2.3 Video Gaming Machine
1.2.4 Multi-denomination Gaming Machine
1.2.5 Other
1.3 Gaming Machine Segment by Application
1.3.1 Global Gaming Machine 麻豆原创 Value Growth Rate Analysis by Application: 2022 VS 2029
1.3.2 New/ Expansion
1.3.3 Replacement
1.4 Global 麻豆原创 Growth Prospects
1.4.1 Global Gaming Machine Production Value Estimates and Forecasts (2018-2029)
1.4.2 Global Gaming Machine Production Capacity Estimates and Forecasts (2018-2029)
1.4.3 Global Gaming Machine Production Estimates and Forecasts (2018-2029)
1.4.4 Global Gaming Machine 麻豆原创 Average Price Estimates and Forecasts (2018-2029)
1.5 Assumptions and Limitations
2 麻豆原创 Competition by Manufacturers
2.1 Global Gaming Machine Production 麻豆原创 Share by Manufacturers (2018-2023)
2.2 Global Gaming Machine Production Value 麻豆原创 Share by Manufacturers (2018-2023)
2.3 Global Key Players of Gaming Machine, Industry Ranking, 2021 VS 2022 VS 2023
2.4 Global Gaming Machine 麻豆原创 Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.5 Global Gaming Machine Average Price by Manufacturers (2018-2023)
2.6 Global Key Manufacturers of Gaming Machine, Manufacturing Base Distribution and Headquarters
2.7 Global Key Manufacturers of Gaming Machine, Product Offered and Application
2.8 Global Key Manufacturers of Gaming Machine, Date of Enter into This Industry
2.9 Gaming Machine 麻豆原创 Competitive Situation and Trends
2.9.1 Gaming Machine 麻豆原创 Concentration Rate
2.9.2 Global 5 and 10 Largest Gaming Machine Players 麻豆原创 Share by Revenue
2.10 Mergers & Acquisitions, Expansion
3 Gaming Machine Production by Region
3.1 Global Gaming Machine Production Value Estimates and Forecasts by Region: 2018 VS 2022 VS 2029
3.2 Global Gaming Machine Production Value by Region (2018-2029)
3.2.1 Global Gaming Machine Production Value 麻豆原创 Share by Region (2018-2023)
3.2.2 Global Forecasted Production Value of Gaming Machine by Region (2024-2029)
3.3 Global Gaming Machine Production Estimates and Forecasts by Region: 2018 VS 2022 VS 2029
3.4 Global Gaming Machine Production by Region (2018-2029)
3.4.1 Global Gaming Machine Production 麻豆原创 Share by Region (2018-2023)
3.4.2 Global Forecasted Production of Gaming Machine by Region (2024-2029)
3.5 Global Gaming Machine 麻豆原创 Price Analysis by Region (2018-2023)
3.6 Global Gaming Machine Production and Value, Year-over-Year Growth
3.6.1 North America Gaming Machine Production Value Estimates and Forecasts (2018-2029)
3.6.2 Europe Gaming Machine Production Value Estimates and Forecasts (2018-2029)
3.6.3 China Gaming Machine Production Value Estimates and Forecasts (2018-2029)
3.6.4 Japan Gaming Machine Production Value Estimates and Forecasts (2018-2029)
4 Gaming Machine Consumption by Region
4.1 Global Gaming Machine Consumption Estimates and Forecasts by Region: 2018 VS 2022 VS 2029
4.2 Global Gaming Machine Consumption by Region (2018-2029)
4.2.1 Global Gaming Machine Consumption by Region (2018-2023)
4.2.2 Global Gaming Machine Forecasted Consumption by Region (2024-2029)
4.3 North America
4.3.1 North America Gaming Machine Consumption Growth Rate by Country: 2018 VS 2022 VS 2029
4.3.2 North America Gaming Machine Consumption by Country (2018-2029)
4.3.3 U.S.
4.3.4 Canada
4.4 Europe
4.4.1 Europe Gaming Machine Consumption Growth Rate by Country: 2018 VS 2022 VS 2029
4.4.2 Europe Gaming Machine Consumption by Country (2018-2029)
4.4.3 Germany
4.4.4 France
4.4.5 U.K.
4.4.6 Italy
4.4.7 Russia
4.5 Asia Pacific
4.5.1 Asia Pacific Gaming Machine Consumption Growth Rate by Region: 2018 VS 2022 VS 2029
4.5.2 Asia Pacific Gaming Machine Consumption by Region (2018-2029)
4.5.3 China
4.5.4 Japan
4.5.5 South Korea
4.5.6 China Taiwan
4.5.7 Southeast Asia
4.5.8 India
4.6 Latin America, Middle East & Africa
4.6.1 Latin America, Middle East & Africa Gaming Machine Consumption Growth Rate by Country: 2018 VS 2022 VS 2029
4.6.2 Latin America, Middle East & Africa Gaming Machine Consumption by Country (2018-2029)
4.6.3 Mexico
4.6.4 Brazil
4.6.5 Turkey
5 Segment by Type
5.1 Global Gaming Machine Production by Type (2018-2029)
5.1.1 Global Gaming Machine Production by Type (2018-2023)
5.1.2 Global Gaming Machine Production by Type (2024-2029)
5.1.3 Global Gaming Machine Production 麻豆原创 Share by Type (2018-2029)
5.2 Global Gaming Machine Production Value by Type (2018-2029)
5.2.1 Global Gaming Machine Production Value by Type (2018-2023)
5.2.2 Global Gaming Machine Production Value by Type (2024-2029)
5.2.3 Global Gaming Machine Production Value 麻豆原创 Share by Type (2018-2029)
5.3 Global Gaming Machine Price by Type (2018-2029)
6 Segment by Application
6.1 Global Gaming Machine Production by Application (2018-2029)
6.1.1 Global Gaming Machine Production by Application (2018-2023)
6.1.2 Global Gaming Machine Production by Application (2024-2029)
6.1.3 Global Gaming Machine Production 麻豆原创 Share by Application (2018-2029)
6.2 Global Gaming Machine Production Value by Application (2018-2029)
6.2.1 Global Gaming Machine Production Value by Application (2018-2023)
6.2.2 Global Gaming Machine Production Value by Application (2024-2029)
6.2.3 Global Gaming Machine Production Value 麻豆原创 Share by Application (2018-2029)
6.3 Global Gaming Machine Price by Application (2018-2029)
7 Key Companies Profiled
7.1 Scientific Games
7.1.1 Scientific Games Gaming Machine Corporation Information
7.1.2 Scientific Games Gaming Machine Product Portfolio
7.1.3 Scientific Games Gaming Machine Production, Value, Price and Gross Margin (2018-2023)
7.1.4 Scientific Games Main Business and 麻豆原创s Served
7.1.5 Scientific Games Recent Developments/Updates
7.2 IGT
7.2.1 IGT Gaming Machine Corporation Information
7.2.2 IGT Gaming Machine Product Portfolio
7.2.3 IGT Gaming Machine Production, Value, Price and Gross Margin (2018-2023)
7.2.4 IGT Main Business and 麻豆原创s Served
7.2.5 IGT Recent Developments/Updates
7.3 Aristocrat Leisure
7.3.1 Aristocrat Leisure Gaming Machine Corporation Information
7.3.2 Aristocrat Leisure Gaming Machine Product Portfolio
7.3.3 Aristocrat Leisure Gaming Machine Production, Value, Price and Gross Margin (2018-2023)
7.3.4 Aristocrat Leisure Main Business and 麻豆原创s Served
7.3.5 Aristocrat Leisure Recent Developments/Updates
7.4 Novomatic
7.4.1 Novomatic Gaming Machine Corporation Information
7.4.2 Novomatic Gaming Machine Product Portfolio
7.4.3 Novomatic Gaming Machine Production, Value, Price and Gross Margin (2018-2023)
7.4.4 Novomatic Main Business and 麻豆原创s Served
7.4.5 Novomatic Recent Developments/Updates
7.5 Konami Gaming
7.5.1 Konami Gaming Gaming Machine Corporation Information
7.5.2 Konami Gaming Gaming Machine Product Portfolio
7.5.3 Konami Gaming Gaming Machine Production, Value, Price and Gross Margin (2018-2023)
7.5.4 Konami Gaming Main Business and 麻豆原创s Served
7.5.5 Konami Gaming Recent Developments/Updates
7.6 Ainsworth Game Technology
7.6.1 Ainsworth Game Technology Gaming Machine Corporation Information
7.6.2 Ainsworth Game Technology Gaming Machine Product Portfolio
7.6.3 Ainsworth Game Technology Gaming Machine Production, Value, Price and Gross Margin (2018-2023)
7.6.4 Ainsworth Game Technology Main Business and 麻豆原创s Served
7.6.5 Ainsworth Game Technology Recent Developments/Updates
7.7 Multimedia Games
7.7.1 Multimedia Games Gaming Machine Corporation Information
7.7.2 Multimedia Games Gaming Machine Product Portfolio
7.7.3 Multimedia Games Gaming Machine Production, Value, Price and Gross Margin (2018-2023)
7.7.4 Multimedia Games Main Business and 麻豆原创s Served
7.7.5 Multimedia Games Recent Developments/Updates
7.8 Universal Entertainment
7.8.1 Universal Entertainment Gaming Machine Corporation Information
7.8.2 Universal Entertainment Gaming Machine Product Portfolio
7.8.3 Universal Entertainment Gaming Machine Production, Value, Price and Gross Margin (2018-2023)
7.8.4 Universal Entertainment Main Business and 麻豆原创s Served
7.7.5 Universal Entertainment Recent Developments/Updates
8 Industry Chain and Sales Channels Analysis
8.1 Gaming Machine Industry Chain Analysis
8.2 Gaming Machine Key Raw Materials
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.3 Gaming Machine Production Mode & Process
8.4 Gaming Machine Sales and 麻豆原创ing
8.4.1 Gaming Machine Sales Channels
8.4.2 Gaming Machine Distributors
8.5 Gaming Machine Customers
9 Gaming Machine 麻豆原创 Dynamics
9.1 Gaming Machine Industry Trends
9.2 Gaming Machine 麻豆原创 Drivers
9.3 Gaming Machine 麻豆原创 Challenges
9.4 Gaming Machine 麻豆原创 Restraints
10 Research Finding and Conclusion
11 Methodology and Data Source
11.1 Methodology/Research Approach
11.1.1 Research Programs/Design
11.1.2 麻豆原创 Size Estimation
11.1.3 麻豆原创 Breakdown and Data Triangulation
11.2 Data Source
11.2.1 Secondary Sources
11.2.2 Primary Sources
11.3 Author List
11.4 Disclaimer
Scientific Games
IGT
Aristocrat Leisure
Novomatic
Konami Gaming
Ainsworth Game Technology
Multimedia Games
Universal Entertainment
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*If Applicable.