Global Electronic Gaming Machine Market Research Report with Opportunities and Strategies to Boost Growth- COVID-19 Impact and Recovery

SKU ID : Maia- 16197432

Publishing Date : 13-Aug-2020

No. of pages : 115

PRICE
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  • An Electronic Gaming Machine (EGM) is a modern video gaming machine used in casinos and arcades. These gaming machines are also known as ‘slots‘, ‘pokies‘ and ‘frui machines‘. Older machines are mechanical and use wheel based spins, while newer machines use digital technology similar to arcade gaming machines. Players insert coins or tokens, make their play and any winnings are paid automatically by the machine.
    Based on the Electronic Gaming Machine market development status, competitive landscape and development model in different regions of the world, this report is dedicated to providing niche markets, potential risks and comprehensive competitive strategy analysis in different fields. From the competitive advantages of different types of products and services, the development opportunities and consumption characteristics and structure analysis of the downstream application fields are all analyzed in detail. To Boost Growth during the epidemic era, this report analyzes in detail for the potential risks and opportunities which can be focused on.

    In Chapter 2.4 of the report, we share our perspectives for the impact of COVID-19 from the long and short term.
    In chapter 3.4, we provide the influence of the crisis on the industry chain, especially for marketing channels.
    In chapters 8-13, we update the timely industry economic revitalization plan of the country-wise government.

    Key players in the global Electronic Gaming Machine market covered in Chapter 5:
    Subor
    JXD
    BETOP
    THRUSTMASTER
    I-dong
    BLACK HORNS
    Sony
    Alien technology
    Microsoft
    Nintendo
    Tai rely
    PlayStation
    Xbox
    Sega
    Timetop
    Uniscom
    WINYSON

    In Chapter 6, on the basis of types, the Electronic Gaming Machine market from 2015 to 2025 is primarily split into:
    Poker EGMs
    TV EGMs
    Large-scale EGMs

    In Chapter 7, on the basis of applications, the Electronic Gaming Machine market from 2015 to 2025 covers:
    TV Games
    ARC Games
    Poket Games
    PC Games

    Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2015-2025) of the following regions are covered in Chapter 8-13:
    North America (Covered in Chapter 9)
    United States
    Canada
    Mexico
    Europe (Covered in Chapter 10)
    Germany
    UK
    France
    Italy
    Spain
    Russia
    Others
    Asia-Pacific (Covered in Chapter 11)
    China
    Japan
    South Korea
    Australia
    India
    South America (Covered in Chapter 12)
    Brazil
    Argentina
    Columbia
    Middle East and Africa (Covered in Chapter 13)
    UAE
    Egypt
    South Africa

    Years considered for this report:


    Historical Years:

    2015-2019

    Base Year:

    2019

    Estimated Year:

    2020

    Forecast Period:

    2020-2025

    Frequently Asked Questions



    This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.

    • By product type
    • By End User/Applications
    • By Technology
    • By Region

    The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.
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