Loading…
image

Report Scope & Overview:

Electronic Gaming Machines (EGM) Market Size was assessed at USD 47.25 Billion in 2022 and is predicted to reach USD 93.73 Billion by the end of 2032 at a CAGR of 7.09% between 2022 and 2032.

Electronic Gaming Machines (EGM) Market Overview:
Global Electronic Gaming Machines (EGM) Market research provides insights into consumer behavior, industry trends, and market competition through the use of various research techniques, including surveys, interviews, and data analysis. The industry serves a wide range of clients, including businesses, government agencies, and non-profit organizations. Electronic Gaming Machines (EGM) Market is highly diverse, with a range of services and specialties, including quantitative and qualitative research, brand research, product testing, customer satisfaction research, and competitive analysis.

DESCIMG1

Market Dynamics:

Technological Advancements: EGMs often incorporate cutting-edge technology to enhance the gaming experience. Advancements in graphics, sound, and interactive features can drive market trends.

Regulatory Environment: The regulatory landscape plays a crucial role in the EGM market. Changes in laws and regulations, both at the regional and global levels, can impact the manufacturing, distribution, and operation of electronic gaming machines.

Consumer Preferences: Shifts in consumer preferences and demographics can drive changes in the design and features of EGMs. Gaming companies often adapt their products to cater to the interests of different age groups and player demographics.

Online Gaming Trends: The growth of online gaming and the popularity of mobile gaming can affect the market for traditional EGMs. Companies may need to adapt by integrating online and mobile features into their products.

Market Competition: The level of competition among gaming machine manufacturers can influence market dynamics. Innovations and pricing strategies may be used to gain a competitive edge.

Global Economic Conditions: Economic factors, such as overall consumer spending and economic stability, can impact the demand for leisure and entertainment activities, including gaming.


Repot Attribute/MetricDetails
Market Size Value in 2022USD 47.25 Billion
USD USD 93.73 Billion
Compound Annual Growth Rate (CAGR)7.09%
Base Year2022
Forecast Period2023 to 2032
Historical Data2018-2022
Forecast UnitsValue ( USD Billion)
Report CoverageRevenue Forecast, Competitive Landscape, Growth Factors, and Trends 
By Type• Poker EGMs
• TV EGMs
• Large-scale EGMs
By Application• TV Games
• ARC Games
• Poket Games
• PC Games
Key Companies Profiled• Sega
• Microsoft
• PlayStation
• Sony
• Tai Rely
• Nintendo
• I-dong
• Timetop
• Subor
• Alien technology
• Uniscom
• JXD
• WINYSON
• THRUSTMASTER
• BLACK HORNS
• BETOP
Regions and Key Countries CoveredU.S., Canada, and Mexico in North America, Germany, France, U.K., Russia, Italy, Spain, Turkey, Netherlands, Switzerland, Belgium, and Rest of Europe in Europe, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, China, Japan, India, South Korea, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), and Argentina, Brazil, and Rest of South America as part of South America
Customization ScopeAvailable on Request


Market Segmentations:

Global Electronic Gaming Machines (EGM) Market: By Company
• Sega
• Microsoft
• PlayStation
• Sony
• Tai Rely
• Nintendo
• I-dong
• Timetop
• Subor
• Alien technology
• Uniscom
• JXD
• WINYSON
• THRUSTMASTER
• BLACK HORNS
• BETOP

(This is a tentative list, the report on delivery will have additional companies profiled with potential/new entrants within the major shareholder market : Please subscribe to the latest sample report to know more)


Global Electronic Gaming Machines (EGM) Market: 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

(This is a tentative list of segments, the most updated report upon date of purchase will have additional deep dive segments : Please subscribe to the latest sample report to know more)


Global Electronic Gaming Machines (EGM) Market: Regional Analysis
All the regional segmentation has been studied based on recent and future trends, and the market is forecasted throughout the prediction period. The countries covered in the regional analysis of the Global Electronic Gaming Machines (EGM) market report are U.S., Canada, and Mexico in North America, Germany, France, U.K., Russia, Italy, Spain, Turkey, Netherlands, Switzerland, Belgium, and Rest of Europe in Europe, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, China, Japan, India, South Korea, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), and Argentina, Brazil, and Rest of South America as part of South America.

Reasons to Purchase Electronic Gaming Machines (EGM) Market Report:
• To gain insights into market trends and dynamics: this reports provide valuable insights into industry trends and dynamics, including market size, growth rates, and key drivers and challenges.
• To identify key players and competitors: this research reports can help businesses identify key players and competitors in their industry, including their market share, strategies, and strengths and weaknesses.
• To understand consumer behavior: this research reports can provide valuable insights into consumer behavior, including their preferences, purchasing habits, and demographics.
• To evaluate market opportunities: this research reports can help businesses evaluate market opportunities, including potential new products or services, new markets, and emerging trends.
• To make informed business decisions: this research reports provide businesses with data-driven insights that can help them make informed business decisions, including strategic planning, product development, and marketing and advertising strategies.

Objectives of Electronic Gaming Machines (EGM) Market Study:
The objectives of Electronic Gaming Machines (EGM) market research report may vary depending on the specific needs and goals of the business or organization commissioning the report. However, some common objectives of market research reports include:
• Understanding the market size and potential: One of the primary objectives of Electronic Gaming Machines (EGM) market research is to understand the size and potential of a particular market. This includes analyzing market trends and dynamics, identifying key players and competitors, and assessing the demand for products or services.
• Identifying target customers and segments: this market research reports can help businesses identify and understand their target customers and market segments, including their preferences, behaviors, and demographics. This information can be used to develop targeted marketing and advertising strategies.
• Evaluating product or service performance: this market research reports can provide valuable insights into the performance of products or services, including customer satisfaction, product usage, and product quality. This information can be used to improve products or services and enhance customer satisfaction.
• Assessing market opportunities and threats: this market research reports can help businesses identify potential market opportunities and threats, including emerging trends, competitive threats, and new market entrants. This information can be used to develop strategic plans and make informed business decisions.
• Developing effective marketing and advertising strategies: this market research reports can help businesses develop effective marketing and advertising strategies by providing insights into customer preferences and behavior, competitive dynamics, and market trends. This can help businesses improve brand awareness, customer engagement, and overall marketing effectiveness.

Frequently Asked Questions

  Electronic Gaming Machines (EGMs) are electronic devices that allow individuals to play games of chance. Commonly found in casinos, these machines include slot machines, video poker, and other electronic gaming devices.

  The growth of the EGM market is influenced by factors such as increasing demand for entertainment, technological advancements in gaming machines, and the expansion of the gaming industry globally.

  Electronic Gaming Machines offer a variety of games, including Poker EGMs, TV EGMs and Large-scale EGMs.

  The EGM industry often faces regulatory challenges related to licensing, compliance, and responsible gaming practices. Adherence to these regulations is crucial for the sustained growth of the market.

  EGMs play a significant role in the gaming industry by generating substantial revenue for casinos and contributing to the overall entertainment experience for consumers.

TABLE OF CONTENT

1 Electronic Gaming Machines (EGM) Market Overview
1.1 Product Overview and Scope of Electronic Gaming Machines (EGM)
1.2 Electronic Gaming Machines (EGM) Segment by Type
1.2.1 Global Electronic Gaming Machines (EGM) Market Value Comparison by Type (2023-2029)
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) Market Value by Application: (2023-2029)
1.3.2 TV Games
1.3.3 ARC Games
1.3.4 Poket Games
1.3.5 PC Games
1.4 Global Electronic Gaming Machines (EGM) Market Size Estimates and Forecasts
1.4.1 Global Electronic Gaming Machines (EGM) Revenue 2017-2032
1.4.2 Global Electronic Gaming Machines (EGM) Sales 2017-2032
1.4.3 Global Electronic Gaming Machines (EGM) Market Average Price (2017-2032)
1.5 Assumptions and Limitations
2 Electronic Gaming Machines (EGM) Market Competition by Manufacturers
2.1 Global Electronic Gaming Machines (EGM) Sales Market Share by Manufacturers (2017-2023)
2.2 Global Electronic Gaming Machines (EGM) Revenue Market Share by Manufacturers (2017-2023)
2.3 Global Electronic Gaming Machines (EGM) Average Price by Manufacturers (2017-2023)
2.4 Global Electronic Gaming Machines (EGM) Industry Ranking 2021 VS 2022 VS 2023
2.5 Global Key Manufacturers of Electronic Gaming Machines (EGM), Manufacturing Sites & Headquarters
2.6 Global Key Manufacturers of Electronic Gaming Machines (EGM), Product Type & Application
2.7 Electronic Gaming Machines (EGM) Market Competitive Situation and Trends
2.7.1 Electronic Gaming Machines (EGM) Market Concentration Rate
2.7.2 The Global Top 5 and Top 10 Largest Electronic Gaming Machines (EGM) Players Market Share by Revenue
2.7.3 Global Electronic Gaming Machines (EGM) Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.8 Manufacturers Mergers & Acquisitions, Expansion Plans
3 Electronic Gaming Machines (EGM) Retrospective Market Scenario by Region
3.1 Global Electronic Gaming Machines (EGM) Market Size by Region: 2018 Versus 2022 Versus 2029
3.2 Global Electronic Gaming Machines (EGM) Global Electronic Gaming Machines (EGM) Sales by Region: 2017-2032
3.2.1 Global Electronic Gaming Machines (EGM) Sales by Region: 2017-2023
3.2.2 Global Electronic Gaming Machines (EGM) Sales by Region: 2023-2032
3.3 Global Electronic Gaming Machines (EGM) Global Electronic Gaming Machines (EGM) Revenue by Region: 2017-2032
3.3.1 Global Electronic Gaming Machines (EGM) Revenue by Region: 2017-2023
3.3.2 Global Electronic Gaming Machines (EGM) Revenue by Region: 2023-2032
3.4 North America Electronic Gaming Machines (EGM) Market Facts & Figures by Country
3.4.1 North America Electronic Gaming Machines (EGM) Market Size by Country: 2018 VS 2023 VS 2032
3.4.2 North America Electronic Gaming Machines (EGM) Sales by Country (2017-2032)
3.4.3 North America Electronic Gaming Machines (EGM) Revenue by Country (2017-2032)
3.4.4 U.S.
3.4.5 Canada
3.5 Europe Electronic Gaming Machines (EGM) Market Facts & Figures by Country
3.5.1 Europe Electronic Gaming Machines (EGM) Market Size by Country: 2018 VS 2023 VS 2032
3.5.2 Europe Electronic Gaming Machines (EGM) Sales by Country (2017-2032)
3.5.3 Europe Electronic Gaming Machines (EGM) Revenue by Country (2017-2032)
3.5.4 Germany
3.5.5 France
3.5.6 U.K.
3.5.7 Italy
3.5.8 Russia
3.6 Asia Pacific Electronic Gaming Machines (EGM) Market Facts & Figures by Country
3.6.1 Asia Pacific Electronic Gaming Machines (EGM) Market Size by Country: 2018 VS 2023 VS 2032
3.6.2 Asia Pacific Electronic Gaming Machines (EGM) Sales by Country (2017-2032)
3.6.3 Asia Pacific Electronic Gaming Machines (EGM) Revenue by Country (2017-2032)
3.6.4 China
3.6.5 Japan
3.6.6 South Korea
3.6.7 India
3.6.8 Australia
3.6.9 Taiwan
3.6.10 Indonesia
3.6.11 Thailand
3.6.12 Malaysia
3.6.13 Philippines
3.7 Latin America Electronic Gaming Machines (EGM) Market Facts & Figures by Country
3.7.1 Latin America Electronic Gaming Machines (EGM) Market Size by Country: 2018 VS 2023 VS 2032
3.7.2 Latin America Electronic Gaming Machines (EGM) Sales by Country (2017-2032)
3.7.3 Latin America Electronic Gaming Machines (EGM) Revenue by Country (2017-2032)
3.7.4 Mexico
3.7.5 Brazil
3.7.6 Argentina
3.8 Middle East and Africa Electronic Gaming Machines (EGM) Market Facts & Figures by Country
3.8.1 Middle East and Africa Electronic Gaming Machines (EGM) Market Size by Country: 2018 VS 2023 VS 2032
3.8.2 Middle East and Africa Electronic Gaming Machines (EGM) Sales by Country (2017-2032)
3.8.3 Middle East and Africa Electronic Gaming Machines (EGM) Revenue by Country (2017-2032)
3.8.4 Turkey
3.8.5 Saudi Arabia
3.8.6 U.A.E
4 Segment by Type
4.1 Global Electronic Gaming Machines (EGM) Sales by Type (2017-2032)
4.1.1 Global Electronic Gaming Machines (EGM) Sales by Type (2017-2023)
4.1.2 Global Electronic Gaming Machines (EGM) Sales by Type (2023-2032)
4.1.3 Global Electronic Gaming Machines (EGM) Sales Market Share by Type (2017-2032)
4.2 Global Electronic Gaming Machines (EGM) Revenue by Type (2017-2032)
4.2.1 Global Electronic Gaming Machines (EGM) Revenue by Type (2017-2023)
4.2.2 Global Electronic Gaming Machines (EGM) Revenue by Type (2023-2032)
4.2.3 Global Electronic Gaming Machines (EGM) Revenue Market Share by Type (2017-2032)
4.3 Global Electronic Gaming Machines (EGM) Price by Type (2017-2032)
5 Segment by Application
5.1 Global Electronic Gaming Machines (EGM) Sales by Application (2017-2032)
5.1.1 Global Electronic Gaming Machines (EGM) Sales by Application (2017-2023)
5.1.2 Global Electronic Gaming Machines (EGM) Sales by Application (2023-2032)
5.1.3 Global Electronic Gaming Machines (EGM) Sales Market Share by Application (2017-2032)
5.2 Global Electronic Gaming Machines (EGM) Revenue by Application (2017-2032)
5.2.1 Global Electronic Gaming Machines (EGM) Revenue by Application (2017-2023)
5.2.2 Global Electronic Gaming Machines (EGM) Revenue by Application (2023-2032)
5.2.3 Global Electronic Gaming Machines (EGM) Revenue Market Share by Application (2017-2032)
5.3 Global Electronic Gaming Machines (EGM) Price by Application (2017-2032)
6 Key Companies Profiled
6.1 Sega
6.1.1 Sega Corporation Information
6.1.2 Sega Description and Business Overview
6.1.3 Sega Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2017-2023)
6.1.4 Sega Electronic Gaming Machines (EGM) Product Portfolio
6.1.5 Sega Recent Developments/Updates
6.2 Microsoft
6.2.1 Microsoft Corporation Information
6.2.2 Microsoft Description and Business Overview
6.2.3 Microsoft Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2017-2023)
6.2.4 Microsoft Electronic Gaming Machines (EGM) Product Portfolio
6.2.5 Microsoft Recent Developments/Updates
6.3 PlayStation
6.3.1 PlayStation Corporation Information
6.3.2 PlayStation Description and Business Overview
6.3.3 PlayStation Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2017-2023)
6.3.4 PlayStation Electronic Gaming Machines (EGM) Product Portfolio
6.3.5 PlayStation Recent Developments/Updates
6.4 Sony
6.4.1 Sony Corporation Information
6.4.2 Sony Description and Business Overview
6.4.3 Sony Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2017-2023)
6.4.4 Sony Electronic Gaming Machines (EGM) Product Portfolio
6.4.5 Sony Recent Developments/Updates
6.5 Tai Rely
6.5.1 Tai Rely Corporation Information
6.5.2 Tai Rely Description and Business Overview
6.5.3 Tai Rely Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2017-2023)
6.5.4 Tai Rely Electronic Gaming Machines (EGM) Product Portfolio
6.5.5 Tai Rely Recent Developments/Updates
6.6 Nintendo
6.6.1 Nintendo Corporation Information
6.6.2 Nintendo Description and Business Overview
6.6.3 Nintendo Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2017-2023)
6.6.4 Nintendo Electronic Gaming Machines (EGM) Product Portfolio
6.6.5 Nintendo Recent Developments/Updates
6.7 I-dong
6.6.1 I-dong Corporation Information
6.6.2 I-dong Description and Business Overview
6.6.3 I-dong Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2017-2023)
6.4.4 I-dong Electronic Gaming Machines (EGM) Product Portfolio
6.7.5 I-dong Recent Developments/Updates
6.8 Timetop
6.8.1 Timetop Corporation Information
6.8.2 Timetop Description and Business Overview
6.8.3 Timetop Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2017-2023)
6.8.4 Timetop Electronic Gaming Machines (EGM) Product Portfolio
6.8.5 Timetop Recent Developments/Updates
6.9 Subor
6.9.1 Subor Corporation Information
6.9.2 Subor Description and Business Overview
6.9.3 Subor Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2017-2023)
6.9.4 Subor Electronic Gaming Machines (EGM) Product Portfolio
6.9.5 Subor Recent Developments/Updates
6.10 Alien technology
6.10.1 Alien technology Corporation Information
6.10.2 Alien technology Description and Business Overview
6.10.3 Alien technology Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2017-2023)
6.10.4 Alien technology Electronic Gaming Machines (EGM) Product Portfolio
6.10.5 Alien technology Recent Developments/Updates
6.11 Uniscom
6.11.1 Uniscom Corporation Information
6.11.2 Uniscom Electronic Gaming Machines (EGM) Description and Business Overview
6.11.3 Uniscom Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2017-2023)
6.11.4 Uniscom Electronic Gaming Machines (EGM) Product Portfolio
6.11.5 Uniscom Recent Developments/Updates
6.12 JXD
6.12.1 JXD Corporation Information
6.12.2 JXD Electronic Gaming Machines (EGM) Description and Business Overview
6.12.3 JXD Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2017-2023)
6.12.4 JXD Electronic Gaming Machines (EGM) Product Portfolio
6.12.5 JXD Recent Developments/Updates
6.13 WINYSON
6.13.1 WINYSON Corporation Information
6.13.2 WINYSON Electronic Gaming Machines (EGM) Description and Business Overview
6.13.3 WINYSON Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2017-2023)
6.13.4 WINYSON Electronic Gaming Machines (EGM) Product Portfolio
6.13.5 WINYSON Recent Developments/Updates
6.14 THRUSTMASTER
6.14.1 THRUSTMASTER Corporation Information
6.14.2 THRUSTMASTER Electronic Gaming Machines (EGM) Description and Business Overview
6.14.3 THRUSTMASTER Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2017-2023)
6.14.4 THRUSTMASTER Electronic Gaming Machines (EGM) Product Portfolio
6.14.5 THRUSTMASTER Recent Developments/Updates
6.15 BLACK HORNS
6.15.1 BLACK HORNS Corporation Information
6.15.2 BLACK HORNS Electronic Gaming Machines (EGM) Description and Business Overview
6.15.3 BLACK HORNS Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2017-2023)
6.15.4 BLACK HORNS Electronic Gaming Machines (EGM) Product Portfolio
6.15.5 BLACK HORNS Recent Developments/Updates
6.16 BETOP
6.16.1 BETOP Corporation Information
6.16.2 BETOP Electronic Gaming Machines (EGM) Description and Business Overview
6.16.3 BETOP Electronic Gaming Machines (EGM) Sales, Revenue and Gross Margin (2017-2023)
6.16.4 BETOP Electronic Gaming Machines (EGM) Product Portfolio
6.16.5 BETOP Recent Developments/Updates
7 Industry Chain and Sales Channels Analysis
7.1 Electronic Gaming Machines (EGM) Industry Chain Analysis
7.2 Electronic Gaming Machines (EGM) Key Raw Materials
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 Electronic Gaming Machines (EGM) Production Mode & Process
7.4 Electronic Gaming Machines (EGM) Sales and Marketing
7.4.1 Electronic Gaming Machines (EGM) Sales Channels
7.4.2 Electronic Gaming Machines (EGM) Distributors
7.5 Electronic Gaming Machines (EGM) Customers
8 Electronic Gaming Machines (EGM) Market Dynamics
8.1 Electronic Gaming Machines (EGM) Industry Trends
8.2 Electronic Gaming Machines (EGM) Market Drivers
8.3 Electronic Gaming Machines (EGM) Market Challenges
8.4 Electronic Gaming Machines (EGM) Market Restraints
9 Research Finding and Conclusion
10 Methodology and Data Source
10.1 Methodology/Research Approach
10.1.1 Research Programs/Design
10.1.2 Market Size Estimation
10.1.3 Market Breakdown and Data Triangulation
10.2 Data Source
10.2.1 Secondary Sources
10.2.2 Primary Sources
10.3 Author List
10.4 Disclaimer

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

Request Sample