PUBLISHER: KBV Research | PRODUCT CODE: 1709867
PUBLISHER: KBV Research | PRODUCT CODE: 1709867
The Europe Amusement Machine Market would witness market growth of 9.9% CAGR during the forecast period (2024-2031).
The Germany market dominated the Europe Amusement Machine Market by Country in 2023, and would continue to be a dominant market till 2031; thereby, achieving a market value of $2,133.5 million by 2031. The UK market is exhibiting a CAGR of 8.9% during (2024 - 2031). Additionally, The France market would experience a CAGR of 10.8% during (2024 - 2031).
Traditional entertainment venues, amusement machines have found applications in commercial spaces like shopping malls, movie theaters, and restaurants, serving as ancillary attractions to enhance the overall customer experience. Coin-operated entertainment machines, such as video games and pinball, remain popular in these settings, capitalizing on foot traffic to generate additional revenue.
The adoption has seen significant growth in recent years, fuelled by technological advancements, rising disposable incomes, and shifting consumer preferences toward experiential entertainment. Entertainment centers and theme parks are increasingly investing in these immersive technologies to attract tech-savvy younger demographics, reflecting a broader trend of digital adoption in the leisure sector.
The market in Europe and the UK is witnessing significant growth, fuelled by rising disposable income, increasing household wealth, and expanding tourism. These factors increase consumer spending on leisure and entertainment, increasing demand for amusement machines in arcades, entertainment centers, and retail spaces. The increase in median equivalised disposable income across the EU, from 18,011 PPS in 2021 to 18,706 PPS in 2022, indicates greater financial capacity for discretionary spending, including entertainment. Countries with the highest disposable incomes, such as Luxembourg, the Netherlands, Austria, Belgium, Denmark, and Germany, represent key markets where demand is expected to grow. Higher disposable income enables consumers to spend more on leisure activities, driving investments in amusement centers, gaming arcades, and automated entertainment kiosks. Additionally, Belgium's average household net wealth of USD 447,607, significantly above the OECD average, highlights the country's strong purchasing power, further stimulating the market. Hence, Europe's rising disposable income and wealth and the UK's growing tourism sector are key drivers of the market.
Based on Application, the market is segmented into Indoor Specialty Centers, Amusement & Recreational Theme Park, Game Centers, Hotel & Bars, and Other Application. Based on Game Type, the market is segmented into Indoor Go-Karts, Simulation & AR-VR Games, Redemption Games, Video Games, Electro-Mechanical Games, Claw Machine Games, Photo Booths, and Others. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.
List of Key Companies Profiled
Europe Amusement Machine Market Report Segmentation
By Application
By Game Type
By Country