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COVID-19 Impact on Global Electronic Gaming Machine, Market Insights and Forecast to 2026

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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 Coronavirus Disease 2019 (Covid-19): Electronic Gaming Machine Industry Impact
    • 1.6.1 How the Covid-19 is Affecting the Electronic Gaming Machine Industry
      • 1.6.1.1 Electronic Gaming Machine Business Impact Assessment - Covid-19
      • 1.6.1.2 Supply Chain Challenges
      • 1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
    • 1.6.2 Market Trends and Electronic Gaming Machine Potential Opportunities in the COVID-19 Landscape
    • 1.6.3 Measures / Proposal against Covid-19
      • 1.6.3.1 Government Measures to Combat Covid-19 Impact
      • 1.6.3.2 Proposal for Electronic Gaming Machine Players to Combat Covid-19 Impact
  • 1.7 Study Objectives
  • 1.8 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 Electronic Gaming Machine Market Size by Region: 2020 Versus 2026
    • 2.2.1 Global Electronic Gaming Machine Retrospective Market Scenario in Sales by Region: 2015-2020
    • 2.2.2 Global Electronic Gaming Machine Retrospective Market Scenario in Revenue by Region: 2015-2020

3 Global Electronic Gaming Machine Competitor Landscape by Players

  • 3.1 Electronic Gaming Machine Sales by Manufacturers
    • 3.1.1 Electronic Gaming Machine Sales by Manufacturers (2015-2020)
    • 3.1.2 Electronic Gaming Machine Sales Market Share by Manufacturers (2015-2020)
  • 3.2 Electronic Gaming Machine Revenue by Manufacturers
    • 3.2.1 Electronic Gaming Machine Revenue by Manufacturers (2015-2020)
    • 3.2.2 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 Electronic Gaming Machine Price by Manufacturers
  • 3.4 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 Breakdown Data 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 Breakdown Data 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 North America

  • 6.1 North America Electronic Gaming Machine by Country
    • 6.1.1 North America Electronic Gaming Machine Sales by Country
    • 6.1.2 North America Electronic Gaming Machine Revenue by Country
    • 6.1.3 U.S.
    • 6.1.4 Canada
  • 6.2 North America Electronic Gaming Machine Market Facts & Figures by Type
  • 6.3 North America Electronic Gaming Machine Market Facts & Figures by Application

7 Europe

  • 7.1 Europe Electronic Gaming Machine by Country
    • 7.1.1 Europe Electronic Gaming Machine Sales by Country
    • 7.1.2 Europe Electronic Gaming Machine Revenue by Country
    • 7.1.3 Germany
    • 7.1.4 France
    • 7.1.5 U.K.
    • 7.1.6 Italy
    • 7.1.7 Russia
  • 7.2 Europe Electronic Gaming Machine Market Facts & Figures by Type
  • 7.3 Europe Electronic Gaming Machine Market Facts & Figures by Application

8 Asia Pacific

  • 8.1 Asia Pacific Electronic Gaming Machine by Region
    • 8.1.1 Asia Pacific Electronic Gaming Machine Sales by Region
    • 8.1.2 Asia Pacific Electronic Gaming Machine Revenue by Region
    • 8.1.3 China
    • 8.1.4 Japan
    • 8.1.5 South Korea
    • 8.1.6 India
    • 8.1.7 Australia
    • 8.1.8 Taiwan
    • 8.1.9 Indonesia
    • 8.1.10 Thailand
    • 8.1.11 Malaysia
    • 8.1.12 Philippines
    • 8.1.13 Vietnam
  • 8.2 Asia Pacific Electronic Gaming Machine Market Facts & Figures by Type
  • 8.3 Asia Pacific Electronic Gaming Machine Market Facts & Figures by Application

9 Latin America

  • 9.1 Latin America Electronic Gaming Machine by Country
    • 9.1.1 Latin America Electronic Gaming Machine Sales by Country
    • 9.1.2 Latin America Electronic Gaming Machine Revenue by Country
    • 9.1.3 Mexico
    • 9.1.4 Brazil
    • 9.1.5 Argentina
  • 9.2 Central & South America Electronic Gaming Machine Market Facts & Figures by Type
  • 9.3 Central & South America Electronic Gaming Machine Market Facts & Figures by Application

10 Middle East and Africa

  • 10.1 Middle East and Africa Electronic Gaming Machine by Country
    • 10.1.1 Middle East and Africa Electronic Gaming Machine Sales by Country
    • 10.1.2 Middle East and Africa Electronic Gaming Machine Revenue by Country
    • 10.1.3 Turkey
    • 10.1.4 Saudi Arabia
    • 10.1.5 U.A.E
  • 10.2 Middle East and Africa Electronic Gaming Machine Market Facts & Figures by Type
  • 10.3 Middle East and Africa Electronic Gaming Machine Market Facts & Figures by Application

11 Company Profiles

  • 11.1 Sega
    • 11.1.1 Sega Corporation Information
    • 11.1.2 Sega Description, Business Overview and Total Revenue
    • 11.1.3 Sega Sales, Revenue and Gross Margin (2015-2020)
    • 11.1.4 Sega Electronic Gaming Machine Products Offered
    • 11.1.5 Sega Recent Development
  • 11.2 Tai rely
    • 11.2.1 Tai rely Corporation Information
    • 11.2.2 Tai rely Description, Business Overview and Total Revenue
    • 11.2.3 Tai rely Sales, Revenue and Gross Margin (2015-2020)
    • 11.2.4 Tai rely Electronic Gaming Machine Products Offered
    • 11.2.5 Tai rely Recent Development
  • 11.3 PlayStation
    • 11.3.1 PlayStation Corporation Information
    • 11.3.2 PlayStation Description, Business Overview and Total Revenue
    • 11.3.3 PlayStation Sales, Revenue and Gross Margin (2015-2020)
    • 11.3.4 PlayStation Electronic Gaming Machine Products Offered
    • 11.3.5 PlayStation Recent Development
  • 11.4 Sony
    • 11.4.1 Sony Corporation Information
    • 11.4.2 Sony Description, Business Overview and Total Revenue
    • 11.4.3 Sony Sales, Revenue and Gross Margin (2015-2020)
    • 11.4.4 Sony Electronic Gaming Machine Products Offered
    • 11.4.5 Sony Recent Development
  • 11.5 Microsoft
    • 11.5.1 Microsoft Corporation Information
    • 11.5.2 Microsoft Description, Business Overview and Total Revenue
    • 11.5.3 Microsoft Sales, Revenue and Gross Margin (2015-2020)
    • 11.5.4 Microsoft Electronic Gaming Machine Products Offered
    • 11.5.5 Microsoft Recent Development
  • 11.6 Xbox
    • 11.6.1 Xbox Corporation Information
    • 11.6.2 Xbox Description, Business Overview and Total Revenue
    • 11.6.3 Xbox Sales, Revenue and Gross Margin (2015-2020)
    • 11.6.4 Xbox Electronic Gaming Machine Products Offered
    • 11.6.5 Xbox Recent Development
  • 11.7 Nintendo
    • 11.7.1 Nintendo Corporation Information
    • 11.7.2 Nintendo Description, Business Overview and Total Revenue
    • 11.7.3 Nintendo Sales, Revenue and Gross Margin (2015-2020)
    • 11.7.4 Nintendo Electronic Gaming Machine Products Offered
    • 11.7.5 Nintendo Recent Development
  • 11.8 I-dong
    • 11.8.1 I-dong Corporation Information
    • 11.8.2 I-dong Description, Business Overview and Total Revenue
    • 11.8.3 I-dong Sales, Revenue and Gross Margin (2015-2020)
    • 11.8.4 I-dong Electronic Gaming Machine Products Offered
    • 11.8.5 I-dong Recent Development
  • 11.9 Timetop
    • 11.9.1 Timetop Corporation Information
    • 11.9.2 Timetop Description, Business Overview and Total Revenue
    • 11.9.3 Timetop Sales, Revenue and Gross Margin (2015-2020)
    • 11.9.4 Timetop Electronic Gaming Machine Products Offered
    • 11.9.5 Timetop Recent Development
  • 11.10 Subor
    • 11.10.1 Subor Corporation Information
    • 11.10.2 Subor Description, Business Overview and Total Revenue
    • 11.10.3 Subor Sales, Revenue and Gross Margin (2015-2020)
    • 11.10.4 Subor Electronic Gaming Machine Products Offered
    • 11.10.5 Subor Recent Development
  • 11.1 Sega
    • 11.1.1 Sega Corporation Information
    • 11.1.2 Sega Description, Business Overview and Total Revenue
    • 11.1.3 Sega Sales, Revenue and Gross Margin (2015-2020)
    • 11.1.4 Sega Electronic Gaming Machine Products Offered
    • 11.1.5 Sega Recent Development
  • 11.12 Uniscom
    • 11.12.1 Uniscom Corporation Information
    • 11.12.2 Uniscom Description, Business Overview and Total Revenue
    • 11.12.3 Uniscom Sales, Revenue and Gross Margin (2015-2020)
    • 11.12.4 Uniscom Products Offered
    • 11.12.5 Uniscom Recent Development
  • 11.13 JXD
    • 11.13.1 JXD Corporation Information
    • 11.13.2 JXD Description, Business Overview and Total Revenue
    • 11.13.3 JXD Sales, Revenue and Gross Margin (2015-2020)
    • 11.13.4 JXD Products Offered
    • 11.13.5 JXD Recent Development
  • 11.14 WINYSON
    • 11.14.1 WINYSON Corporation Information
    • 11.14.2 WINYSON Description, Business Overview and Total Revenue
    • 11.14.3 WINYSON Sales, Revenue and Gross Margin (2015-2020)
    • 11.14.4 WINYSON Products Offered
    • 11.14.5 WINYSON Recent Development
  • 11.15 THRUSTMASTER
    • 11.15.1 THRUSTMASTER Corporation Information
    • 11.15.2 THRUSTMASTER Description, Business Overview and Total Revenue
    • 11.15.3 THRUSTMASTER Sales, Revenue and Gross Margin (2015-2020)
    • 11.15.4 THRUSTMASTER Products Offered
    • 11.15.5 THRUSTMASTER Recent Development
  • 11.16 BLACK HORNS
    • 11.16.1 BLACK HORNS Corporation Information
    • 11.16.2 BLACK HORNS Description, Business Overview and Total Revenue
    • 11.16.3 BLACK HORNS Sales, Revenue and Gross Margin (2015-2020)
    • 11.16.4 BLACK HORNS Products Offered
    • 11.16.5 BLACK HORNS Recent Development
  • 11.17 BETOP
    • 11.17.1 BETOP Corporation Information
    • 11.17.2 BETOP Description, Business Overview and Total Revenue
    • 11.17.3 BETOP Sales, Revenue and Gross Margin (2015-2020)
    • 11.17.4 BETOP Products Offered
    • 11.17.5 BETOP Recent Development

12 Future Forecast by Regions (Countries) (2021-2026)

  • 12.1 Electronic Gaming Machine Market Estimates and Projections by Region
    • 12.1.1 Global Electronic Gaming Machine Sales Forecast by Regions 2021-2026
    • 12.1.2 Global Electronic Gaming Machine Revenue Forecast by Regions 2021-2026
  • 12.2 North America Electronic Gaming Machine Market Size Forecast (2021-2026)
    • 12.2.1 North America: Electronic Gaming Machine Sales Forecast (2021-2026)
    • 12.2.2 North America: Electronic Gaming Machine Revenue Forecast (2021-2026)
    • 12.2.3 North America: Electronic Gaming Machine Market Size Forecast by Country (2021-2026)
  • 12.3 Europe Electronic Gaming Machine Market Size Forecast (2021-2026)
    • 12.3.1 Europe: Electronic Gaming Machine Sales Forecast (2021-2026)
    • 12.3.2 Europe: Electronic Gaming Machine Revenue Forecast (2021-2026)
    • 12.3.3 Europe: Electronic Gaming Machine Market Size Forecast by Country (2021-2026)
  • 12.4 Asia Pacific Electronic Gaming Machine Market Size Forecast (2021-2026)
    • 12.4.1 Asia Pacific: Electronic Gaming Machine Sales Forecast (2021-2026)
    • 12.4.2 Asia Pacific: Electronic Gaming Machine Revenue Forecast (2021-2026)
    • 12.4.3 Asia Pacific: Electronic Gaming Machine Market Size Forecast by Region (2021-2026)
  • 12.5 Latin America Electronic Gaming Machine Market Size Forecast (2021-2026)
    • 12.5.1 Latin America: Electronic Gaming Machine Sales Forecast (2021-2026)
    • 12.5.2 Latin America: Electronic Gaming Machine Revenue Forecast (2021-2026)
    • 12.5.3 Latin America: Electronic Gaming Machine Market Size Forecast by Country (2021-2026)
  • 12.6 Middle East and Africa Electronic Gaming Machine Market Size Forecast (2021-2026)
    • 12.6.1 Middle East and Africa: Electronic Gaming Machine Sales Forecast (2021-2026)
    • 12.6.2 Middle East and Africa: Electronic Gaming Machine Revenue Forecast (2021-2026)
    • 12.6.3 Middle East and Africa: Electronic Gaming Machine Market Size Forecast by Country (2021-2026)

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

    Electronic Gaming Machine market is segmented 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 sales, revenue and forecast by Type and by Application 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

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