Global Electronic Gaming Machines (EGM) Industry Research Report 2021 Segmented by Major Market Players, Types, Applications and Countries Forecast to 2027
Date: May-2021 | Id: MACRC-64676 | Geographical Scope: Global | Publisher: HNY Research
The global Electronic Gaming Machines (EGM) market is expected to reach US$ XX Million by 2027, with a CAGR of XX% from 2020 to 2027, based on Mnemonics Research newly published report. The prime objective of this report is to provide the insights on the post COVID-19 impact which will help market players in this field evaluate their business approaches. Also, this report covers market segmentation by major market verdors, types, applications/end users and geography(North America, East Asia, Europe, South Asia, Southeast Asia, Middle East, Africa, Oceania, South America). By Market Verdors: Sega Microsoft PlayStation Sony Tai Rely Nintendo I-dong Timetop Subor Alien technology Uniscom JXD WINYSON THRUSTMASTER BLACK HORNS BETOP By Types: Poker EGMs TV EGMs Large-scale EGMs By Applications: TV Games ARC Games Poket Games PC Games Key Indicators Analysed Market Players & Competitor Analysis: The report covers the key players of the industry including Company Profile, Product Specifications, Production Capacity/Sales, Revenue, Price and Gross Margin 2016-2027 & Sales with a thorough analysis of the market’s competitive landscape and detailed information on vendors and comprehensive details of factors that will challenge the growth of major market vendors. Global and Regional Market Analysis: The report includes Global & Regional market status and outlook 2016-2027. Further the report provides break down details about each region & countries covered in the report. Identifying its sales, sales volume & revenue forecast. With detailed analysis by types and applications. Market Trends: Market key trends which include Increased Competition and Continuous Innovations. Opportunities and <b>Drivers:</b> Identifying the Growing Demands and New Technology Porters Five Force Analysis: The report provides with the state of competition in industry depending on five basic forces: threat of new entrants, bargaining power of suppliers, bargaining power of buyers, threat of substitute products or services, and existing industry rivalry. Key Reasons to Purchase To gain insightful analyses of the market and have comprehensive understanding of the global market and its commercial landscape. Assess the production processes, major issues, and solutions to mitigate the development risk. To understand the most affecting driving and restraining forces in the market and its impact in the global market. Learn about the market strategies that are being adopted by leading respective organizations. To understand the future outlook and prospects for the market. Besides the standard structure reports, we also provide custom research according to specific requirements.
1 Report Overview 1.1 Study Scope and Definition 1.2 Research Methodology 1.2.1 Methodology/Research Approach 1.2.2 Data Source 1.3 Key Market Segments 1.4 Players Covered: Ranking by Electronic Gaming Machines (EGM) Revenue 1.5 Market Analysis by Type 1.5.1 Global Electronic Gaming Machines (EGM) Market Size Growth Rate by Type: 2021 VS 2027 1.5.2 Poker EGMs 1.5.3 TV EGMs 1.5.4 Large-scale EGMs 1.6 Market by Application 1.6.1 Global Electronic Gaming Machines (EGM) Market Share by Application: 2022-2027 1.6.2 TV Games 1.6.3 ARC Games 1.6.4 Poket Games 1.6.5 PC Games 1.7 Coronavirus Disease 2019 (Covid-19) Impact Will Have a Severe Impact on Global Growth 1.7.1 Covid-19 Impact: Global GDP Growth, 2019, 2021 and 2022 Projections 1.7.2 Covid-19 Impact: Commodity Prices Indices 1.7.3 Covid-19 Impact: Global Major Government Policy 1.8 Study Objectives 1.9 Years Considered 2 Global Electronic Gaming Machines (EGM) Market Trends and Growth Strategy 2.1 Market Top Trends 2.2 Market Drivers 2.3 Market Challenges 2.4 Porter’s Five Forces Analysis 2.5 Market Growth Strategy 2.6 SWOT Analysis 3 Global Electronic Gaming Machines (EGM) Market Players Profiles 3.1 Sega 3.1.1 Sega Company Profile 3.1.2 Sega Electronic Gaming Machines (EGM) Product Specification 3.1.3 Sega Electronic Gaming Machines (EGM) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.2 Microsoft 3.2.1 Microsoft Company Profile 3.2.2 Microsoft Electronic Gaming Machines (EGM) Product Specification 3.2.3 Microsoft Electronic Gaming Machines (EGM) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.3 PlayStation 3.3.1 PlayStation Company Profile 3.3.2 PlayStation Electronic Gaming Machines (EGM) Product Specification 3.3.3 PlayStation Electronic Gaming Machines (EGM) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.4 Sony 3.4.1 Sony Company Profile 3.4.2 Sony Electronic Gaming Machines (EGM) Product Specification 3.4.3 Sony Electronic Gaming Machines (EGM) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.5 Tai Rely 3.5.1 Tai Rely Company Profile 3.5.2 Tai Rely Electronic Gaming Machines (EGM) Product Specification 3.5.3 Tai Rely Electronic Gaming Machines (EGM) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.6 Nintendo 3.6.1 Nintendo Company Profile 3.6.2 Nintendo Electronic Gaming Machines (EGM) Product Specification 3.6.3 Nintendo Electronic Gaming Machines (EGM) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.7 I-dong 3.7.1 I-dong Company Profile 3.7.2 I-dong Electronic Gaming Machines (EGM) Product Specification 3.7.3 I-dong Electronic Gaming Machines (EGM) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.8 Timetop 3.8.1 Timetop Company Profile 3.8.2 Timetop Electronic Gaming Machines (EGM) Product Specification 3.8.3 Timetop Electronic Gaming Machines (EGM) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.9 Subor 3.9.1 Subor Company Profile 3.9.2 Subor Electronic Gaming Machines (EGM) Product Specification 3.9.3 Subor Electronic Gaming Machines (EGM) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.10 Alien technology 3.10.1 Alien technology Company Profile 3.10.2 Alien technology Electronic Gaming Machines (EGM) Product Specification 3.10.3 Alien technology Electronic Gaming Machines (EGM) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.11 Uniscom 3.11.1 Uniscom Company Profile 3.11.2 Uniscom Electronic Gaming Machines (EGM) Product Specification 3.11.3 Uniscom Electronic Gaming Machines (EGM) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.12 JXD 3.12.1 JXD Company Profile 3.12.2 JXD Electronic Gaming Machines (EGM) Product Specification 3.12.3 JXD Electronic Gaming Machines (EGM) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.13 WINYSON 3.13.1 WINYSON Company Profile 3.13.2 WINYSON Electronic Gaming Machines (EGM) Product Specification 3.13.3 WINYSON Electronic Gaming Machines (EGM) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.14 THRUSTMASTER 3.14.1 THRUSTMASTER Company Profile 3.14.2 THRUSTMASTER Electronic Gaming Machines (EGM) Product Specification 3.14.3 THRUSTMASTER Electronic Gaming Machines (EGM) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.15 BLACK HORNS 3.15.1 BLACK HORNS Company Profile 3.15.2 BLACK HORNS Electronic Gaming Machines (EGM) Product Specification 3.15.3 BLACK HORNS Electronic Gaming Machines (EGM) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.16 BETOP 3.16.1 BETOP Company Profile 3.16.2 BETOP Electronic Gaming Machines (EGM) Product Specification 3.16.3 BETOP Electronic Gaming Machines (EGM) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 4 Global Electronic Gaming Machines (EGM) Market Competition by Market Players 4.1 Global Electronic Gaming Machines (EGM) Production Capacity Market Share by Market Players (2016-2021) 4.2 Global Electronic Gaming Machines (EGM) Revenue Market Share by Market Players (2016-2021) 4.3 Global Electronic Gaming Machines (EGM) Average Price by Market Players (2016-2021) 5 Global Electronic Gaming Machines (EGM) Production by Regions (2016-2021) 5.1 North America 5.1.1 North America Electronic Gaming Machines (EGM) Market Size (2016-2021) 5.1.2 Electronic Gaming Machines (EGM) Key Players in North America (2016-2021) 5.1.3 North America Electronic Gaming Machines (EGM) Market Size by Type (2016-2021) 5.1.4 North America Electronic Gaming Machines (EGM) Market Size by Application (2016-2021) 5.2 East Asia 5.2.1 East Asia Electronic Gaming Machines (EGM) Market Size (2016-2021) 5.2.2 Electronic Gaming Machines (EGM) Key Players in East Asia (2016-2021) 5.2.3 East Asia Electronic Gaming Machines (EGM) Market Size by Type (2016-2021) 5.2.4 East Asia Electronic Gaming Machines (EGM) Market Size by Application (2016-2021) 5.3 Europe 5.3.1 Europe Electronic Gaming Machines (EGM) Market Size (2016-2021) 5.3.2 Electronic Gaming Machines (EGM) Key Players in Europe (2016-2021) 5.3.3 Europe Electronic Gaming Machines (EGM) Market Size by Type (2016-2021) 5.3.4 Europe Electronic Gaming Machines (EGM) Market Size by Application (2016-2021) 5.4 South Asia 5.4.1 South Asia Electronic Gaming Machines (EGM) Market Size (2016-2021) 5.4.2 Electronic Gaming Machines (EGM) Key Players in South Asia (2016-2021) 5.4.3 South Asia Electronic Gaming Machines (EGM) Market Size by Type (2016-2021) 5.4.4 South Asia Electronic Gaming Machines (EGM) Market Size by Application (2016-2021) 5.5 Southeast Asia 5.5.1 Southeast Asia Electronic Gaming Machines (EGM) Market Size (2016-2021) 5.5.2 Electronic Gaming Machines (EGM) Key Players in Southeast Asia (2016-2021) 5.5.3 Southeast Asia Electronic Gaming Machines (EGM) Market Size by Type (2016-2021) 5.5.4 Southeast Asia Electronic Gaming Machines (EGM) Market Size by Application (2016-2021) 5.6 Middle East 5.6.1 Middle East Electronic Gaming Machines (EGM) Market Size (2016-2021) 5.6.2 Electronic Gaming Machines (EGM) Key Players in Middle East (2016-2021) 5.6.3 Middle East Electronic Gaming Machines (EGM) Market Size by Type (2016-2021) 5.6.4 Middle East Electronic Gaming Machines (EGM) Market Size by Application (2016-2021) 5.7 Africa 5.7.1 Africa Electronic Gaming Machines (EGM) Market Size (2016-2021) 5.7.2 Electronic Gaming Machines (EGM) Key Players in Africa (2016-2021) 5.7.3 Africa Electronic Gaming Machines (EGM) Market Size by Type (2016-2021) 5.7.4 Africa Electronic Gaming Machines (EGM) Market Size by Application (2016-2021) 5.8 Oceania 5.8.1 Oceania Electronic Gaming Machines (EGM) Market Size (2016-2021) 5.8.2 Electronic Gaming Machines (EGM) Key Players in Oceania (2016-2021) 5.8.3 Oceania Electronic Gaming Machines (EGM) Market Size by Type (2016-2021) 5.8.4 Oceania Electronic Gaming Machines (EGM) Market Size by Application (2016-2021) 5.9 South America 5.9.1 South America Electronic Gaming Machines (EGM) Market Size (2016-2021) 5.9.2 Electronic Gaming Machines (EGM) Key Players in South America (2016-2021) 5.9.3 South America Electronic Gaming Machines (EGM) Market Size by Type (2016-2021) 5.9.4 South America Electronic Gaming Machines (EGM) Market Size by Application (2016-2021) 5.10 Rest of the World 5.10.1 Rest of the World Electronic Gaming Machines (EGM) Market Size (2016-2021) 5.10.2 Electronic Gaming Machines (EGM) Key Players in Rest of the World (2016-2021) 5.10.3 Rest of the World Electronic Gaming Machines (EGM) Market Size by Type (2016-2021) 5.10.4 Rest of the World Electronic Gaming Machines (EGM) Market Size by Application (2016-2021) 6 Global Electronic Gaming Machines (EGM) Consumption by Region (2016-2021) 6.1 North America 6.1.1 North America Electronic Gaming Machines (EGM) Consumption by Countries 6.1.2 United States 6.1.3 Canada 6.1.4 Mexico 6.2 East Asia 6.2.1 East Asia Electronic Gaming Machines (EGM) Consumption by Countries 6.2.2 China 6.2.3 Japan 6.2.4 South Korea 6.3 Europe 6.3.1 Europe Electronic Gaming Machines (EGM) Consumption by Countries 6.3.2 Germany 6.3.3 United Kingdom 6.3.4 France 6.3.5 Italy 6.3.6 Russia 6.3.7 Spain 6.3.8 Netherlands 6.3.9 Switzerland 6.3.10 Poland 6.4 South Asia 6.4.1 South Asia Electronic Gaming Machines (EGM) Consumption by Countries 6.4.2 India 6.5 Southeast Asia 6.5.1 Southeast Asia Electronic Gaming Machines (EGM) Consumption by Countries 6.5.2 Indonesia 6.5.3 Thailand 6.5.4 Singapore 6.5.5 Malaysia 6.5.6 Philippines 6.6 Middle East 6.6.1 Middle East Electronic Gaming Machines (EGM) Consumption by Countries 6.6.2 Turkey 6.6.3 Saudi Arabia 6.6.4 Iran 6.6.5 United Arab Emirates 6.7 Africa 6.7.1 Africa Electronic Gaming Machines (EGM) Consumption by Countries 6.7.2 Nigeria 6.7.3 South Africa 6.8 Oceania 6.8.1 Oceania Electronic Gaming Machines (EGM) Consumption by Countries 6.8.2 Australia 6.9 South America 6.9.1 South America Electronic Gaming Machines (EGM) Consumption by Countries 6.9.2 Brazil 6.9.3 Argentina 6.10 Rest of the World 6.10.1 Rest of the World Electronic Gaming Machines (EGM) Consumption by Countries 7 Global Electronic Gaming Machines (EGM) Production Forecast by Regions (2022-2027) 7.1 Global Forecasted Production of Electronic Gaming Machines (EGM) (2022-2027) 7.2 Global Forecasted Revenue of Electronic Gaming Machines (EGM) (2022-2027) 7.3 Global Forecasted Price of Electronic Gaming Machines (EGM) (2022-2027) 7.4 Global Forecasted Production of Electronic Gaming Machines (EGM) by Region (2022-2027) 7.4.1 North America Electronic Gaming Machines (EGM) Production, Revenue Forecast (2022-2027) 7.4.2 East Asia Electronic Gaming Machines (EGM) Production, Revenue Forecast (2022-2027) 7.4.3 Europe Electronic Gaming Machines (EGM) Production, Revenue Forecast (2022-2027) 7.4.4 South Asia Electronic Gaming Machines (EGM) Production, Revenue Forecast (2022-2027) 7.4.5 Southeast Asia Electronic Gaming Machines (EGM) Production, Revenue Forecast (2022-2027) 7.4.6 Middle East Electronic Gaming Machines (EGM) Production, Revenue Forecast (2022-2027) 7.4.7 Africa Electronic Gaming Machines (EGM) Production, Revenue Forecast (2022-2027) 7.4.8 Oceania Electronic Gaming Machines (EGM) Production, Revenue Forecast (2022-2027) 7.4.9 South America Electronic Gaming Machines (EGM) Production, Revenue Forecast (2022-2027) 7.4.10 Rest of the World Electronic Gaming Machines (EGM) Production, Revenue Forecast (2022-2027) 7.5 Forecast by Type and by Application (2022-2027) 7.5.1 Global Sales Volume, Sales Revenue and Sales Price Forecast by Type (2022-2027) 7.5.2 Global Forecasted Consumption of Electronic Gaming Machines (EGM) by Application (2022-2027) 8 Global Electronic Gaming Machines (EGM) Consumption Forecast by Regions (2022-2027) 8.1 North America Forecasted Consumption of Electronic Gaming Machines (EGM) by Country 8.2 East Asia Market Forecasted Consumption of Electronic Gaming Machines (EGM) by Country 8.3 Europe Market Forecasted Consumption of Electronic Gaming Machines (EGM) by Countriy 8.4 South Asia Forecasted Consumption of Electronic Gaming Machines (EGM) by Country 8.5 Southeast Asia Forecasted Consumption of Electronic Gaming Machines (EGM) by Country 8.6 Middle East Forecasted Consumption of Electronic Gaming Machines (EGM) by Country 8.7 Africa Forecasted Consumption of Electronic Gaming Machines (EGM) by Country 8.8 Oceania Forecasted Consumption of Electronic Gaming Machines (EGM) by Country 8.9 South America Forecasted Consumption of Electronic Gaming Machines (EGM) by Country 8.10 Rest of the world Forecasted Consumption of Electronic Gaming Machines (EGM) by Country 9 Global Electronic Gaming Machines (EGM) Sales by Type (2016-2027) 9.1 Global Electronic Gaming Machines (EGM) Historic Market Size by Type (2016-2021) 9.2 Global Electronic Gaming Machines (EGM) Forecasted Market Size by Type (2022-2027) 10 Global Electronic Gaming Machines (EGM) Consumption by Application (2016-2027) 10.1 Global Electronic Gaming Machines (EGM) Historic Market Size by Application (2016-2021) 10.2 Global Electronic Gaming Machines (EGM) Forecasted Market Size by Application (2022-2027) 11 Global Electronic Gaming Machines (EGM) Manufacturing Cost Analysis 11.1 Electronic Gaming Machines (EGM) Key Raw Materials Analysis 11.1.1 Key Raw Materials 11.2 Proportion of Manufacturing Cost Structure 11.3 Manufacturing Process Analysis of Electronic Gaming Machines (EGM) 12 Global Electronic Gaming Machines (EGM) Marketing Channel, Distributors, Customers and Supply Chain 12.1 Marketing Channel 12.2 Electronic Gaming Machines (EGM) Distributors List 12.3 Electronic Gaming Machines (EGM) Customers 12.4 Electronic Gaming Machines (EGM) Supply Chain Analysis 13 Analyst's Viewpoints/Conclusions 14 Disclaimer