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Arcade Gaming Global Market 2024: Identifying Top Regions, Embracing Latest Technology, Investment Opportunities, Future Trends, and Outlook Until 2033

03-05-2024 06:00 AM CET | IT, New Media & Software

Press release from: The Business research company

Arcade Gaming Global Market

Arcade Gaming Global Market

The Business Research Company has updated its global market reports, featuring the latest data for 2024 and projections up to 2033

The Business Research Company offers in-depth market insights through Arcade Gaming Global Market Report 2024, providing businesses with a competitive advantage by thoroughly analyzing the market structure, including estimates for numerous segments and sub-segments.

Market Size And Growth Forecast:
The arcade gaming market size has grown marginally in recent years. It will grow from $12.24 billion in 2023 to $12.44 billion in 2024 at a compound annual growth rate (CAGR) of 1.6%. The growth in the historic period can be attributed to location-based trends, cultural influences, competitive landscape, social trends, market saturation.

The arcade gaming market size is expected to see steady growth in the next few years. It will grow to $14.07 billion in 2028 at a compound annual growth rate (CAGR) of 3.1%. The growth in the forecast period can be attributed to globalization and market reach, mobile gaming impact, market expansion strategies, gaming experience enhancement. Major trends in the forecast period include mobile integration, immersive technologies, social gaming, adaptation to home gaming, gamification of experiences, redefined arcade spaces.

Get Free Sample Of This Report-
https://www.thebusinessresearchcompany.com/sample.aspx?id=8557&type=smp

Market Segmentation:
The arcade gaming market covered in this report is segmented -
1) By Type: Video Games, Simulation Games, Mechanical Games
2) By Genre: Racing, Shooting, Sports, Action
3) By Distribution Channel: Online, Offline
4) By Application: Residential, Commercial, Gaming Hubs

Major Driver - Arcade Gaming Market Thrives As Physical Activity Surges Globally
The increasing physical activity is expected to propel the growth of the arcade gaming market. Physical activity refers to any skeletal muscle-driven motion of the body that requires energy expenditure. Physical activity is increasing primarily due to its health benefits. Increasing physical activity demands new methods, and arcade gaming acts as a medium with innovative health tools, interacting and attracting players with interventions combining consistent exercise, a balanced diet, and good sleep practices. For instance, according to the key statistics on physical activity released in March 2022 referring to the financial year 2020-21 by the Australian Bureau of Statistics (ABS), an Australia-based national statistical agency, 27.2% of people aged 15 and above met the physical activity recommendations. In addition, 73.4% of people between the ages of 18 and 64 engaged in 150 minutes or more of physical activity in the previous week. On five or more days, nearly 6 out of 10 people (59.1%) engaged in 30 minutes of activity. Therefore, increasing physical activity will drive the growth of the arcade gaming market going forward.

Competitive Landscape:
Major companies operating in the arcade gaming market report are Microsoft Corporation, Sony Interactive Entertainment LLC, Genting Berhad, Nintendo Company Limited, Activision Blizzard Inc., Electronic Arts Inc., Bandai Namco Studios Inc., Epic Games Inc., Take-Two Interactive Software Inc., Square Enix Holdings Company Limited, Sega Corporation, Konami Holdings Corporation, Rene Pierre SA, Nexon Co. Ltd., Ubisoft Entertainment SA, Netmarble Corporation, Bowlero Corporation, Capcom Company Limited, International Games System Company Limited, Taito Corporation, AMI Entertainment Network, D-BOX Technologies Inc., Bay Tek Entertainment Inc., Helix Leisure USA Inc., American Changer Corporation, PrimeTime Amusements, Adrenaline Amusements Inc., CXC Simulations, Chicago Gaming Company, Gold Standard Games, Tencent Holdings Limited, Zynga Inc., GungHo Online Entertainment Inc., NCSoft Corporation, SEGA Interactive Co. Ltd., Kabam Games Inc., Rovio Entertainment Corporation, GREE Inc., DeNA Co. Ltd., King Digital Entertainment, Supercell Oy, NetEase Inc., Miniclip SA, Gameloft SE

Get Access To The Full Market Report -
https://www.thebusinessresearchcompany.com/report/arcade-gaming-global-market-report

Top Trend - Arcade Gaming Takes A Sensational Leap With Major Companies Embracing Advanced Haptic Technology
Major companies operating in the arcade gaming market are developing innovative products with advanced technologies such as haptic technology. Haptic technology refers to any tech that can create an experience of touch through force, vibration, or motion. For instance, in January 2021, D-BOX Technologies Inc. will collaborate with five Quebec gaming studios to address the video gaming market. Integrating D-BOX's exclusive haptic technology into certain games under development or currently available will enhance the arcade gaming experience. D-BOX's innovative approach to motion technology will have a positive impact on the gaming experience, providing ultra-precise feedback initiated not only by the player's input but also by the game itself.

The Table Of Content For The Market Report Include:
1. Executive Summary
2. Arcade Gaming Market Characteristics
3. Arcade Gaming Market Trends And Strategies
4. Arcade Gaming Market - Macro Economic Scenario
5. Arcade Gaming Market Size And Growth
…..
27. Arcade Gaming Market Competitor Landscape And Company Profiles
28. Key Mergers And Acquisitions
29. Future Outlook and Potential Analysis
30. Appendix

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About The Business Research Company
The Business Research Company (www.thebusinessresearchcompany.com) is a market intelligence firm that pioneers in company, market, and consumer research. Located globally, TBRC's consultants specialize in various industries including manufacturing, healthcare, financial services, chemicals, and technology. The firm has offices located in the UK, the US, and India, along with a network of proficient researchers in 28 countries.

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