The Market Reports

Call: +1-631-407-1315 / +91-750-729-1479
Email: sales@themarketreports.com

Electronic Gaming Machines (EGM)-Global Market Insights and Sales Trends 2024

Electronic Gaming Machines (EGM)-Global Market Insights and Sales Trends 2024

Publishing Date : Dec, 2023

License Type :
 

Report Code : 1843538

No of Pages : 112

Synopsis
The global Electronic Gaming Machines (EGM) market size is expected to reach US$ million by 2029, growing at a CAGR of % from 2023 to 2029. The market is mainly driven by the significant applications of Electronic Gaming Machines (EGM) in various end use industries. The expanding demands from the TV Games, ARC Games, Poket Games and PC Games, are propelling Electronic Gaming Machines (EGM) market. Poker EGMs, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the TV EGMs segment is estimated at % CAGR for the next seven-year period.
Asia Pacific shows high growth potential for Electronic Gaming Machines (EGM) market, driven by demand from China, the second largest economy with some signs of stabilising, the Electronic Gaming Machines (EGM) market in China is forecast to reach US$ million by 2029, trailing a CAGR of % over the 2023-2029 period, while the U.S. market will reach US$ million by 2029, exhibiting a CAGR of % during the same period.
Report Objectives
This report provides market insight on the different segments, by manufacturers, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Electronic Gaming Machines (EGM), with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Electronic Gaming Machines (EGM) market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Electronic Gaming Machines (EGM) market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Electronic Gaming Machines (EGM) sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Electronic Gaming Machines (EGM) covered in this report include Sega, Microsoft, PlayStation, Sony, Tai Rely, Nintendo, I-dong, Timetop and Subor, etc.
The global Electronic Gaming Machines (EGM) market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Sega
Microsoft
PlayStation
Sony
Tai Rely
Nintendo
I-dong
Timetop
Subor
Alien technology
Uniscom
JXD
WINYSON
THRUSTMASTER
BLACK HORNS
BETOP
Global Electronic Gaming Machines (EGM) market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Electronic Gaming Machines (EGM) market, Segment by Type:
Poker EGMs
TV EGMs
Large-scale EGMs
Global Electronic Gaming Machines (EGM) market, by Application
TV Games
ARC Games
Poket Games
PC Games
Core Chapters
Chapter One: Introduces the study scope of this report, executive summary of market segments by Type, market size segments for North America, Europe, Asia Pacific, South America, Middle East & Africa.
Chapter Two: Detailed analysis of Electronic Gaming Machines (EGM) manufacturers competitive landscape, price, sales, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Three: Sales, revenue of Electronic Gaming Machines (EGM) in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the future development prospects, and market space in the world.
Chapter Four: Introduces market segments by Application, market size segment for North America, Europe, Asia Pacific, South America, Middle East & Africa.
Chapter Five, Six, Seven, Eight and Nine: North America, Europe, Asia Pacific, South America, Middle East & Africa, sales and revenue by country.
Chapter Ten: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter Eleven: Analysis of industrial chain, key raw materials, manufacturing cost, and market dynamics. 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 Twelve: Analysis of sales channel, distributors and customers.
Chapter Thirteen: Research Findings and Conclusion.
Index
1 Electronic Gaming Machines (EGM) Market Overview
1.1 Electronic Gaming Machines (EGM) Product Overview
1.2 Electronic Gaming Machines (EGM) Market Segment by Type
1.2.1 Poker EGMs
1.2.2 TV EGMs
1.2.3 Large-scale EGMs
1.3 Global Electronic Gaming Machines (EGM) Market Size by Type
1.3.1 Global Electronic Gaming Machines (EGM) Market Size Overview by Type (2018-2029)
1.3.2 Global Electronic Gaming Machines (EGM) Historic Market Size Review by Type (2018-2023)
1.3.3 Global Electronic Gaming Machines (EGM) Forecasted Market Size by Type (2024-2029)
1.4 Key Regions Market Size Segment by Type
1.4.1 North America Electronic Gaming Machines (EGM) Sales Breakdown by Type (2018-2023)
1.4.2 Europe Electronic Gaming Machines (EGM) Sales Breakdown by Type (2018-2023)
1.4.3 Asia-Pacific Electronic Gaming Machines (EGM) Sales Breakdown by Type (2018-2023)
1.4.4 Latin America Electronic Gaming Machines (EGM) Sales Breakdown by Type (2018-2023)
1.4.5 Middle East and Africa Electronic Gaming Machines (EGM) Sales Breakdown by Type (2018-2023)
2 Global Electronic Gaming Machines (EGM) Market Competition by Company
2.1 Global Top Players by Electronic Gaming Machines (EGM) Sales (2018-2023)
2.2 Global Top Players by Electronic Gaming Machines (EGM) Revenue (2018-2023)
2.3 Global Top Players by Electronic Gaming Machines (EGM) Price (2018-2023)
2.4 Global Top Manufacturers Electronic Gaming Machines (EGM) Manufacturing Base Distribution, Sales Area, Product Type
2.5 Electronic Gaming Machines (EGM) Market Competitive Situation and Trends
2.5.1 Electronic Gaming Machines (EGM) Market Concentration Rate (2018-2023)
2.5.2 Global 5 and 10 Largest Manufacturers by Electronic Gaming Machines (EGM) Sales and Revenue in 2022
2.6 Global Top Manufacturers by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Electronic Gaming Machines (EGM) as of 2022)
2.7 Date of Key Manufacturers Enter into Electronic Gaming Machines (EGM) Market
2.8 Key Manufacturers Electronic Gaming Machines (EGM) Product Offered
2.9 Mergers & Acquisitions, Expansion
3 Electronic Gaming Machines (EGM) Status and Outlook by Region
3.1 Global Electronic Gaming Machines (EGM) Market Size and CAGR by Region: 2018 VS 2022 VS 2029
3.2 Global Electronic Gaming Machines (EGM) Historic Market Size by Region
3.2.1 Global Electronic Gaming Machines (EGM) Sales in Volume by Region (2018-2023)
3.2.2 Global Electronic Gaming Machines (EGM) Sales in Value by Region (2018-2023)
3.2.3 Global Electronic Gaming Machines (EGM) Sales (Volume & Value) Price and Gross Margin (2018-2023)
3.3 Global Electronic Gaming Machines (EGM) Forecasted Market Size by Region
3.3.1 Global Electronic Gaming Machines (EGM) Sales in Volume by Region (2024-2029)
3.3.2 Global Electronic Gaming Machines (EGM) Sales in Value by Region (2024-2029)
3.3.3 Global Electronic Gaming Machines (EGM) Sales (Volume & Value), Price and Gross Margin (2024-2029)
4 Global Electronic Gaming Machines (EGM) by Application
4.1 Electronic Gaming Machines (EGM) Market Segment by Application
4.1.1 TV Games
4.1.2 ARC Games
4.1.3 Poket Games
4.1.4 PC Games
4.2 Global Electronic Gaming Machines (EGM) Market Size by Application
4.2.1 Global Electronic Gaming Machines (EGM) Market Size Overview by Application (2018-2029)
4.2.2 Global Electronic Gaming Machines (EGM) Historic Market Size Review by Application (2018-2023)
4.2.3 Global Electronic Gaming Machines (EGM) Forecasted Market Size by Application (2024-2029)
4.3 Key Regions Market Size Segment by Application
4.3.1 North America Electronic Gaming Machines (EGM) Sales Breakdown by Application (2018-2023)
4.3.2 Europe Electronic Gaming Machines (EGM) Sales Breakdown by Application (2018-2023)
4.3.3 Asia-Pacific Electronic Gaming Machines (EGM) Sales Breakdown by Application (2018-2023)
4.3.4 Latin America Electronic Gaming Machines (EGM) Sales Breakdown by Application (2018-2023)
4.3.5 Middle East and Africa Electronic Gaming Machines (EGM) Sales Breakdown by Application (2018-2023)
5 North America Electronic Gaming Machines (EGM) by Country
5.1 North America Electronic Gaming Machines (EGM) Historic Market Size by Country
5.1.1 North America Electronic Gaming Machines (EGM) Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
5.1.2 North America Electronic Gaming Machines (EGM) Sales in Volume by Country (2018-2023)
5.1.3 North America Electronic Gaming Machines (EGM) Sales in Value by Country (2018-2023)
5.2 North America Electronic Gaming Machines (EGM) Forecasted Market Size by Country
5.2.1 North America Electronic Gaming Machines (EGM) Sales in Volume by Country (2024-2029)
5.2.2 North America Electronic Gaming Machines (EGM) Sales in Value by Country (2024-2029)
6 Europe Electronic Gaming Machines (EGM) by Country
6.1 Europe Electronic Gaming Machines (EGM) Historic Market Size by Country
6.1.1 Europe Electronic Gaming Machines (EGM) Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
6.1.2 Europe Electronic Gaming Machines (EGM) Sales in Volume by Country (2018-2023)
6.1.3 Europe Electronic Gaming Machines (EGM) Sales in Value by Country (2018-2023)
6.2 Europe Electronic Gaming Machines (EGM) Forecasted Market Size by Country
6.2.1 Europe Electronic Gaming Machines (EGM) Sales in Volume by Country (2024-2029)
6.2.2 Europe Electronic Gaming Machines (EGM) Sales in Value by Country (2024-2029)
7 Asia-Pacific Electronic Gaming Machines (EGM) by Region
7.1 Asia-Pacific Electronic Gaming Machines (EGM) Historic Market Size by Region
7.1.1 Asia-Pacific Electronic Gaming Machines (EGM) Market Size Growth Rate (CAGR) by Region: 2018 VS 2022 VS 2029
7.1.2 Asia-Pacific Electronic Gaming Machines (EGM) Sales in Volume by Region (2018-2023)
7.1.3 Asia-Pacific Electronic Gaming Machines (EGM) Sales in Value by Region (2018-2023)
7.2 Asia-Pacific Electronic Gaming Machines (EGM) Forecasted Market Size by Region
7.2.1 Asia-Pacific Electronic Gaming Machines (EGM) Sales in Volume by Region (2024-2029)
7.2.2 Asia-Pacific Electronic Gaming Machines (EGM) Sales in Value by Region (2024-2029)
8 Latin America Electronic Gaming Machines (EGM) by Country
8.1 Latin America Electronic Gaming Machines (EGM) Historic Market Size by Country
8.1.1 Latin America Electronic Gaming Machines (EGM) Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
8.1.2 Latin America Electronic Gaming Machines (EGM) Sales in Volume by Country (2018-2023)
8.1.3 Latin America Electronic Gaming Machines (EGM) Sales in Value by Country (2018-2023)
8.2 Latin America Electronic Gaming Machines (EGM) Forecasted Market Size by Country
8.2.1 Latin America Electronic Gaming Machines (EGM) Sales in Volume by Country (2024-2029)
8.2.2 Latin America Electronic Gaming Machines (EGM) Sales in Value by Country (2024-2029)
9 Middle East and Africa Electronic Gaming Machines (EGM) by Country
9.1 Middle East and Africa Electronic Gaming Machines (EGM) Historic Market Size by Country
9.1.1 Middle East and Africa Electronic Gaming Machines (EGM) Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
9.1.2 Middle East and Africa Electronic Gaming Machines (EGM) Sales in Volume by Country (2018-2023)
9.1.3 Middle East and Africa Electronic Gaming Machines (EGM) Sales in Value by Country (2018-2023)
9.2 Middle East and Africa Electronic Gaming Machines (EGM) Forecasted Market Size by Country
9.2.1 Middle East and Africa Electronic Gaming Machines (EGM) Sales in Volume by Country (2024-2029)
9.2.2 Middle East and Africa Electronic Gaming Machines (EGM) Sales in Value by Country (2024-2029)
10 Company Profiles
10.1 Sega
10.1.1 Sega Company Information
10.1.2 Sega Introduction and Business Overview
10.1.3 Sega Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2018-2023)
10.1.4 Sega Electronic Gaming Machines (EGM) Products Offered
10.1.5 Sega Recent Development
10.2 Microsoft
10.2.1 Microsoft Company Information
10.2.2 Microsoft Introduction and Business Overview
10.2.3 Microsoft Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2018-2023)
10.2.4 Microsoft Electronic Gaming Machines (EGM) Products Offered
10.2.5 Microsoft Recent Development
10.3 PlayStation
10.3.1 PlayStation Company Information
10.3.2 PlayStation Introduction and Business Overview
10.3.3 PlayStation Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2018-2023)
10.3.4 PlayStation Electronic Gaming Machines (EGM) Products Offered
10.3.5 PlayStation Recent Development
10.4 Sony
10.4.1 Sony Company Information
10.4.2 Sony Introduction and Business Overview
10.4.3 Sony Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2018-2023)
10.4.4 Sony Electronic Gaming Machines (EGM) Products Offered
10.4.5 Sony Recent Development
10.5 Tai Rely
10.5.1 Tai Rely Company Information
10.5.2 Tai Rely Introduction and Business Overview
10.5.3 Tai Rely Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2018-2023)
10.5.4 Tai Rely Electronic Gaming Machines (EGM) Products Offered
10.5.5 Tai Rely Recent Development
10.6 Nintendo
10.6.1 Nintendo Company Information
10.6.2 Nintendo Introduction and Business Overview
10.6.3 Nintendo Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2018-2023)
10.6.4 Nintendo Electronic Gaming Machines (EGM) Products Offered
10.6.5 Nintendo Recent Development
10.7 I-dong
10.7.1 I-dong Company Information
10.7.2 I-dong Introduction and Business Overview
10.7.3 I-dong Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2018-2023)
10.7.4 I-dong Electronic Gaming Machines (EGM) Products Offered
10.7.5 I-dong Recent Development
10.8 Timetop
10.8.1 Timetop Company Information
10.8.2 Timetop Introduction and Business Overview
10.8.3 Timetop Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2018-2023)
10.8.4 Timetop Electronic Gaming Machines (EGM) Products Offered
10.8.5 Timetop Recent Development
10.9 Subor
10.9.1 Subor Company Information
10.9.2 Subor Introduction and Business Overview
10.9.3 Subor Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2018-2023)
10.9.4 Subor Electronic Gaming Machines (EGM) Products Offered
10.9.5 Subor Recent Development
10.10 Alien technology
10.10.1 Alien technology Company Information
10.10.2 Alien technology Introduction and Business Overview
10.10.3 Alien technology Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2018-2023)
10.10.4 Alien technology Electronic Gaming Machines (EGM) Products Offered
10.10.5 Alien technology Recent Development
10.11 Uniscom
10.11.1 Uniscom Company Information
10.11.2 Uniscom Introduction and Business Overview
10.11.3 Uniscom Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2018-2023)
10.11.4 Uniscom Electronic Gaming Machines (EGM) Products Offered
10.11.5 Uniscom Recent Development
10.12 JXD
10.12.1 JXD Company Information
10.12.2 JXD Introduction and Business Overview
10.12.3 JXD Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2018-2023)
10.12.4 JXD Electronic Gaming Machines (EGM) Products Offered
10.12.5 JXD Recent Development
10.13 WINYSON
10.13.1 WINYSON Company Information
10.13.2 WINYSON Introduction and Business Overview
10.13.3 WINYSON Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2018-2023)
10.13.4 WINYSON Electronic Gaming Machines (EGM) Products Offered
10.13.5 WINYSON Recent Development
10.14 THRUSTMASTER
10.14.1 THRUSTMASTER Company Information
10.14.2 THRUSTMASTER Introduction and Business Overview
10.14.3 THRUSTMASTER Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2018-2023)
10.14.4 THRUSTMASTER Electronic Gaming Machines (EGM) Products Offered
10.14.5 THRUSTMASTER Recent Development
10.15 BLACK HORNS
10.15.1 BLACK HORNS Company Information
10.15.2 BLACK HORNS Introduction and Business Overview
10.15.3 BLACK HORNS Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2018-2023)
10.15.4 BLACK HORNS Electronic Gaming Machines (EGM) Products Offered
10.15.5 BLACK HORNS Recent Development
10.16 BETOP
10.16.1 BETOP Company Information
10.16.2 BETOP Introduction and Business Overview
10.16.3 BETOP Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2018-2023)
10.16.4 BETOP Electronic Gaming Machines (EGM) Products Offered
10.16.5 BETOP Recent Development
11 Upstream, Opportunities, Challenges, Risks and Influences Factors Analysis
11.1 Electronic Gaming Machines (EGM) Key Raw Materials
11.1.1 Key Raw Materials
11.1.2 Key Raw Materials Price
11.1.3 Raw Materials Key Suppliers
11.2 Manufacturing Cost Structure
11.2.1 Raw Materials
11.2.2 Labor Cost
11.2.3 Manufacturing Expenses
11.3 Electronic Gaming Machines (EGM) Industrial Chain Analysis
11.4 Electronic Gaming Machines (EGM) Market Dynamics
11.4.1 Electronic Gaming Machines (EGM) Industry Trends
11.4.2 Electronic Gaming Machines (EGM) Market Drivers
11.4.3 Electronic Gaming Machines (EGM) Market Challenges
11.4.4 Electronic Gaming Machines (EGM) Market Restraints
12 Market Strategy Analysis, Distributors
12.1 Sales Channel
12.2 Electronic Gaming Machines (EGM) Distributors
12.3 Electronic Gaming Machines (EGM) Downstream Customers
13 Research Findings and Conclusion
14 Appendix
14.1 Research Methodology
14.1.1 Methodology/Research Approach
14.1.2 Data Source
14.2 Author Details
14.3 Disclaimer

Published By : QY Research

Why ‘The Market Reports’