PUBLISHER: KBV Research | PRODUCT CODE: 1709868
PUBLISHER: KBV Research | PRODUCT CODE: 1709868
The Asia Pacific Amusement Machine Market would witness market growth of 10.9% CAGR during the forecast period (2024-2031).
The China market dominated the Asia Pacific Amusement Machine Market by Country in 2023, and would continue to be a dominant market till 2031; thereby, achieving a market value of $1,998.3 million by 2031. The Japan market is registering a CAGR of 10.3% during (2024 - 2031). Additionally, The India market would showcase a CAGR of 11.6% during (2024 - 2031).
Countries like China and Japan have embraced amusement machines as entertainment devices and cultural phenomena, with claw machines (known as UFO catchers in Japan) evolving into hybrid retail experiences offering exclusive merchandise. Meanwhile, Europe is witnessing a resurgence of retro arcade gaming, with bar arcades and social gaming lounges capitalizing on nostalgia to draw millennials and Gen Z consumers.
The adoption process is thriving, propelled by enthusiasm and opportunity across the industry. Affordable technological advancements, a growing appetite for unique out-of-home entertainment, and stable demand in key markets are accelerating their uptake, even in smaller venues and emerging regions.
The market, which includes arcade games, vending machines, and interactive entertainment solutions, is expanding due to economic growth, rising tourism, and advancements in digital production. Furethermore, this market in India is growing, driven by increasing Gross National Disposable Income (GNDI). The Ministry of Statistics & Programme Implementation estimates GNDI for 2021-22 at ₹236.07 lakh crore, reflecting a 17.4% increase from ₹201.15 lakh crore in 2020-21. Also, market in China is growing rapidly, fuelled by the expansion of theme parks. Between 2020 and 2023, Fantawild, a leading theme park brand, launched 10 new parks, with further growth expected. Seven Fantawild parks are among the top 20 in the Asia-Pacific region regarding visitor numbers. This market in Australia is benefiting from advancements in digital production, particularly in New South Wales (NSW). The state accounted for 45% of the $2.29 billion spent on film production in Australia in 2022, exceeding $1 billion in expenditure. With Sydney's Fox Studios being the largest production facility in the southern hemisphere, the strong presence of CGI and post-production work is accelerating the development of high-quality gaming content. In conclusion, economic expansion in India, theme park growth in China, and digital innovation in Australia are driving this 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 China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.
List of Key Companies Profiled
Asia Pacific Amusement Machine Market Report Segmentation
By Application
By Game Type
By Country