Global (United States, European Union and China) Gaming Machine Market Research Report 2019-2025
Table of Contents
1 Report Overview
- 1.1 Research Scope
- 1.2 Major Manufacturers Covered in This Report
- 1.3 Market Segment by Type
- 1.3.1 Global Gaming Machine Market Size Growth Rate by Type (2019-2025)
- 1.3.2 Reel Gaming Machine
- 1.3.3 Video Gaming Machine
- 1.3.4 Multi-denomination Gaming Machine
- 1.3.5 Other
- 1.4 Market Segment by Application
- 1.4.1 Global Gaming Machine Market Share by Application (2019-2025)
- 1.4.2 New/ expansion
- 1.4.3 Replacement
- 1.5 Study Objectives
- 1.6 Years Considered
2 Global Growth Trends
- 2.1 Production and Capacity Analysis
- 2.1.1 Global Gaming Machine Production Value 2014-2025
- 2.1.2 Global Gaming Machine Production 2014-2025
- 2.1.3 Global Gaming Machine Capacity 2014-2025
- 2.1.4 Global Gaming Machine Marketing Pricing and Trends
- 2.2 Key Producers Growth Rate (CAGR) 2019-2025
- 2.2.1 Global Gaming Machine Market Size CAGR of Key Regions
- 2.2.2 Global Gaming Machine Market Share of Key Regions
- 2.3 Industry Trends
- 2.3.1 Market Top Trends
- 2.3.2 Market Drivers
3 Market Share by Manufacturers
- 3.1 Capacity and Production by Manufacturers
- 3.1.1 Global Gaming Machine Capacity by Manufacturers
- 3.1.2 Global Gaming Machine Production by Manufacturers
- 3.2 Revenue by Manufacturers
- 3.2.1 Gaming Machine Revenue by Manufacturers (2014-2019)
- 3.2.2 Gaming Machine Revenue Share by Manufacturers (2014-2019)
- 3.2.3 Global Gaming Machine Market Concentration Ratio (CR5 and HHI)
- 3.3 Gaming Machine Price by Manufacturers
- 3.4 Key Manufacturers Gaming Machine Plants/Factories Distribution and Area Served
- 3.5 Date of Key Manufacturers Enter into Gaming Machine Market
- 3.6 Key Manufacturers Gaming Machine Product Offered
- 3.7 Mergers & Acquisitions, Expansion Plans
4 Market Size by Type
- 4.1 Production and Production Value for Each Type
- 4.1.1 Reel Gaming Machine Production and Production Value (2014-2019)
- 4.1.2 Video Gaming Machine Production and Production Value (2014-2019)
- 4.1.3 Multi-denomination Gaming Machine Production and Production Value (2014-2019)
- 4.1.4 Other Production and Production Value (2014-2019)
- 4.2 Global Gaming Machine Production Market Share by Type
- 4.3 Global Gaming Machine Production Value Market Share by Type
- 4.4 Gaming Machine Ex-factory Price by Type
5 Market Size by Application
- 5.1 Overview
- 5.2 Global Gaming Machine Consumption by Application
6 Production by Regions
- 6.1 Global Gaming Machine Production (History Data) by Regions 2014-2019
- 6.2 Global Gaming Machine Production Value (History Data) by Regions
- 6.3 United States
- 6.3.1 United States Gaming Machine Production Growth Rate 2014-2019
- 6.3.2 United States Gaming Machine Production Value Growth Rate 2014-2019
- 6.3.3 Key Players in United States
- 6.3.4 United States Gaming Machine Import & Export
- 6.4 European Union
- 6.4.1 European Union Gaming Machine Production Growth Rate 2014-2019
- 6.4.2 European Union Gaming Machine Production Value Growth Rate 2014-2019
- 6.4.3 Key Players in European Union
- 6.4.4 European Union Gaming Machine Import & Export
- 6.5 China
- 6.5.1 China Gaming Machine Production Growth Rate 2014-2019
- 6.5.2 China Gaming Machine Production Value Growth Rate 2014-2019
- 6.5.3 Key Players in China
- 6.5.4 China Gaming Machine Import & Export
- 6.6 Rest of World
- 6.6.1 Japan
- 6.6.2 Korea
- 6.6.3 India
- 6.6.4 Southeast Asia
7 Gaming Machine Consumption by Regions
- 7.1 Global Gaming Machine Consumption (History Data) by Regions
- 7.2 United States
- 7.2.1 United States Gaming Machine Consumption by Type
- 7.2.2 United States Gaming Machine Consumption by Application
- 7.3 European Union
- 7.3.1 European Union Gaming Machine Consumption by Type
- 7.3.2 European Union Gaming Machine Consumption by Application
- 7.4 China
- 7.4.1 China Gaming Machine Consumption by Type
- 7.4.2 China Gaming Machine Consumption by Application
- 7.5 Rest of World
- 7.5.1 Rest of World Gaming Machine Consumption by Type
- 7.5.2 Rest of World Gaming Machine Consumption by Application
- 7.5.1 Japan
- 7.5.2 Korea
- 7.5.3 India
- 7.5.4 Southeast Asia
8 Company Profiles
- 8.1 Scientific Games
- 8.1.1 Scientific Games Company Details
- 8.1.2 Company Description and Business Overview
- 8.1.3 Production and Revenue of Gaming Machine
- 8.1.4 Gaming Machine Product Introduction
- 8.1.5 Scientific Games Recent Development
- 8.2 IGT
- 8.2.1 IGT Company Details
- 8.2.2 Company Description and Business Overview
- 8.2.3 Production and Revenue of Gaming Machine
- 8.2.4 Gaming Machine Product Introduction
- 8.2.5 IGT Recent Development
- 8.3 Aristocrat Leisure
- 8.3.1 Aristocrat Leisure Company Details
- 8.3.2 Company Description and Business Overview
- 8.3.3 Production and Revenue of Gaming Machine
- 8.3.4 Gaming Machine Product Introduction
- 8.3.5 Aristocrat Leisure Recent Development
- 8.4 Novomatic
- 8.4.1 Novomatic Company Details
- 8.4.2 Company Description and Business Overview
- 8.4.3 Production and Revenue of Gaming Machine
- 8.4.4 Gaming Machine Product Introduction
- 8.4.5 Novomatic Recent Development
- 8.5 Konami Gaming
- 8.5.1 Konami Gaming Company Details
- 8.5.2 Company Description and Business Overview
- 8.5.3 Production and Revenue of Gaming Machine
- 8.5.4 Gaming Machine Product Introduction
- 8.5.5 Konami Gaming Recent Development
- 8.6 Ainsworth Game Technology
- 8.6.1 Ainsworth Game Technology Company Details
- 8.6.2 Company Description and Business Overview
- 8.6.3 Production and Revenue of Gaming Machine
- 8.6.4 Gaming Machine Product Introduction
- 8.6.5 Ainsworth Game Technology Recent Development
- 8.7 Multimedia Games
- 8.7.1 Multimedia Games Company Details
- 8.7.2 Company Description and Business Overview
- 8.7.3 Production and Revenue of Gaming Machine
- 8.7.4 Gaming Machine Product Introduction
- 8.7.5 Multimedia Games Recent Development
- 8.8 Universal Entertainment
- 8.8.1 Universal Entertainment Company Details
- 8.8.2 Company Description and Business Overview
- 8.8.3 Production and Revenue of Gaming Machine
- 8.8.4 Gaming Machine Product Introduction
- 8.8.5 Universal Entertainment Recent Development
9 Market Forecast
- 9.1 Global Market Size Forecast
- 9.1.1 Global Gaming Machine Capacity, Production Forecast 2019-2025
- 9.1.2 Global Gaming Machine Production Value Forecast 2019-2025
- 9.2 Market Forecast by Regions
- 9.2.1 Global Gaming Machine Production and Value Forecast by Regions 2019-2025
- 9.2.2 Global Gaming Machine Consumption Forecast by Regions 2019-2025
- 9.3 United States
- 9.3.1 Production and Value Forecast in United States
- 9.3.2 Consumption Forecast in United States
- 9.4 European Union
- 9.4.1 Production and Value Forecast in European Union
- 9.4.2 Consumption Forecast in European Union
- 9.5 China
- 9.5.1 Production and Value Forecast in China
- 9.5.2 Consumption Forecast in China
- 9.6 Rest of World
- 9.6.1 Japan
- 9.6.2 Korea
- 9.6.3 India
- 9.6.4 Southeast Asia
- 9.7 Forecast by Type
- 9.7.1 Global Gaming Machine Production Forecast by Type
- 9.7.2 Global Gaming Machine Production Value Forecast by Type
- 9.8 Consumption Forecast by Application
10 Value Chain and Sales Channels Analysis
- 10.1 Value Chain Analysis
- 10.2 Sales Channels Analysis
- 10.2.1 Gaming Machine Sales Channels
- 10.2.2 Gaming Machine Distributors
- 10.3 Gaming Machine Customers
11 Opportunities & Challenges, Threat and Affecting Factors
- 11.1 Market Opportunities
- 11.2 Market Challenges
- 11.3 Porter's Five Forces Analysis
12 Key Findings
13 Appendix
- 13.1 Research Methodology
- 13.1.1 Methodology/Research Approach
- 13.1.1.1 Research Programs/Design
- 13.1.1.2 Market Size Estimation
- 13.1.1.3 Market Breakdown and Data Triangulation
- 13.1.2 Data Source
- 13.1.2.1 Secondary Sources
- 13.1.2.2 Primary Sources
- 13.1.1 Methodology/Research Approach
- 13.2 Author Details
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
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.
Second, North America occupied 41.56% of the consumption market in 2016. It is followed by Europe and Japan, which respectively have around 19.52% and 9.21% of the global total industry. Other countries have a small amount of consumption.
In 2019, the market size of Gaming Machine is xx million US$ and it will reach xx million US$ in 2025, growing at a CAGR of xx% from 2019; while in China, the market size is valued at xx million US$ and will increase to xx million US$ in 2025, with a CAGR of xx% during forecast period.
In this report, 2018 has been considered as the base year and 2019 to 2025 as the forecast period to estimate the market size for Gaming Machine.
This report studies the global market size of Gaming Machine, especially focuses on the key regions like United States, European Union, China, and other regions (Japan, Korea, India and Southeast Asia).
This study presents the Gaming Machine production, revenue, market share and growth rate for each key company, and also covers the breakdown data (production, consumption, revenue and market share) by regions, type and applications. history breakdown data from 2014 to 2019, and forecast to 2025.
For top companies in United States, European Union and China, this report investigates and analyzes the production, value, price, market share and growth rate for the top manufacturers, key data from 2014 to 2019.
In global market, the following companies are covered:
Scientific Games
IGT
Aristocrat Leisure
Novomatic
Konami Gaming
Ainsworth Game Technology
Multimedia Games
Universal Entertainment
Market Segment by Product Type
Reel Gaming Machine
Video Gaming Machine
Multi-denomination Gaming Machine
Other
Market Segment by Application
New/ expansion
Replacement
Key Regions split in this report: breakdown data for each region.
United States
China
European Union
Rest of World (Japan, Korea, India and Southeast Asia)
The study objectives are:
To analyze and research the Gaming Machine status and future forecast in United States, European Union and China, involving sales, value (revenue), growth rate (CAGR), market share, historical and forecast.
To present the key Gaming Machine manufacturers, presenting the sales, revenue, market share, and recent development for key players.
To split the breakdown data by regions, type, companies and applications
To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints and risks.
To identify significant trends, drivers, influence factors in global and regions
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market
In this study, the years considered to estimate the market size of Gaming Machine are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025