
Global Electronic Gaming Machines (EGM) Market Growth 2022-2028
- Category: Retail & Consumer
- Published Date: Jan 2022
- Publisher: LP Information
- Pages: 116
As the global economy mends, the 2021 growth of Electronic Gaming Machines (EGM) will have significant change from previous year. According to our (intelligence market report) latest study, the global Electronic Gaming Machines (EGM) market size is USD million in 2022 from USD million in 2021, with a change of % between 2021 and 2022. The global Electronic Gaming Machines (EGM) market size will reach USD million in 2028, growing at a CAGR of % over the analysis period.
The United States Electronic Gaming Machines (EGM) market is expected at value of US$ million in 2021 and grow at approximately % CAGR during review period. China constitutes a % market for the global Electronic Gaming Machines (EGM) market, reaching US$ million by the year 2028. As for the Europe Electronic Gaming Machines (EGM) landscape, Germany is projected to reach US$ million by 2028 trailing a CAGR of % over the forecast period. In APAC, the growth rates of other notable markets (Japan and South Korea) are projected to be at % and % respectively for the next 5-year period.
Global main Electronic Gaming Machines (EGM) players cover Sega, Microsoft, PlayStation, and Sony, etc. In terms of revenue, the global largest two companies occupy a share nearly % in 2021.
This report presents a comprehensive overview, market shares, and growth opportunities of Electronic Gaming Machines (EGM) market by product type, application, key manufacturers and key regions and countries.
Segmentation by type: breakdown data from 2017 to 2022, in Section 2.3; and forecast to 2028 in section 12.6
Poker EGMs
TV EGMs
Large-scale EGMs
Segmentation by application: breakdown data from 2017 to 2022, in Section 2.4; and forecast to 2028 in section 12.7.
TV Games
ARC Games
Poket Games
PC Games
This report also splits the market by region: Breakdown data in Chapter 4, 5, 6, 7 and 8.
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The report also presents the market competition landscape and a corresponding detailed analysis of the prominent manufacturers in this market, include
Sega
Microsoft
PlayStation
Sony
Tai Rely
Nintendo
I-dong
Timetop
Subor
Alien technology
Uniscom
JXD
WINYSON
THRUSTMASTER
BLACK HORNS
BETOP
The United States Electronic Gaming Machines (EGM) market is expected at value of US$ million in 2021 and grow at approximately % CAGR during review period. China constitutes a % market for the global Electronic Gaming Machines (EGM) market, reaching US$ million by the year 2028. As for the Europe Electronic Gaming Machines (EGM) landscape, Germany is projected to reach US$ million by 2028 trailing a CAGR of % over the forecast period. In APAC, the growth rates of other notable markets (Japan and South Korea) are projected to be at % and % respectively for the next 5-year period.
Global main Electronic Gaming Machines (EGM) players cover Sega, Microsoft, PlayStation, and Sony, etc. In terms of revenue, the global largest two companies occupy a share nearly % in 2021.
This report presents a comprehensive overview, market shares, and growth opportunities of Electronic Gaming Machines (EGM) market by product type, application, key manufacturers and key regions and countries.
Segmentation by type: breakdown data from 2017 to 2022, in Section 2.3; and forecast to 2028 in section 12.6
Poker EGMs
TV EGMs
Large-scale EGMs
Segmentation by application: breakdown data from 2017 to 2022, in Section 2.4; and forecast to 2028 in section 12.7.
TV Games
ARC Games
Poket Games
PC Games
This report also splits the market by region: Breakdown data in Chapter 4, 5, 6, 7 and 8.
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The report also presents the market competition landscape and a corresponding detailed analysis of the prominent manufacturers in this market, include
Sega
Microsoft
PlayStation
Sony
Tai Rely
Nintendo
I-dong
Timetop
Subor
Alien technology
Uniscom
JXD
WINYSON
THRUSTMASTER
BLACK HORNS
BETOP
1 Scope of the Report
1.1 Market Introduction
1.2 Years Considered
1.3 Research Objectives
1.4 Market Research Methodology
1.5 Research Process and Data Source
1.6 Economic Indicators
1.7 Currency Considered
2 Executive Summary
2.1 World Market Overview
2.1.1 Global Electronic Gaming Machines (EGM) Annual Sales 2017-2028
2.1.2 World Current & Future Analysis for Electronic Gaming Machines (EGM) by Geographic Region, 2017, 2022 & 2028
2.1.3 World Current & Future Analysis for Electronic Gaming Machines (EGM) by Country/Region, 2017, 2022 & 2028
2.2 Electronic Gaming Machines (EGM) Segment by Type
2.2.1 Poker EGMs
2.2.2 TV EGMs
2.2.3 Large-scale EGMs
2.3 Electronic Gaming Machines (EGM) Sales by Type
2.3.1 Global Electronic Gaming Machines (EGM) Sales Market Share by Type (2017-2022)
2.3.2 Global Electronic Gaming Machines (EGM) Revenue and Market Share by Type (2017-2022)
2.3.3 Global Electronic Gaming Machines (EGM) Sale Price by Type (2017-2022)
2.4 Electronic Gaming Machines (EGM) Segment by Application
2.4.1 TV Games
2.4.2 ARC Games
2.4.3 Poket Games
2.4.4 PC Games
2.5 Electronic Gaming Machines (EGM) Sales by Application
2.5.1 Global Electronic Gaming Machines (EGM) Sale Market Share by Application (2017-2022)
2.5.2 Global Electronic Gaming Machines (EGM) Revenue and Market Share by Application (2017-2022)
2.5.3 Global Electronic Gaming Machines (EGM) Sale Price by Application (2017-2022)
3 Global Electronic Gaming Machines (EGM) by Company
3.1 Global Electronic Gaming Machines (EGM) Breakdown Data by Company
3.1.1 Global Electronic Gaming Machines (EGM) Annual Sales by Company (2020-2022)
3.1.2 Global Electronic Gaming Machines (EGM) Sales Market Share by Company (2020-2022)
3.2 Global Electronic Gaming Machines (EGM) Annual Revenue by Company (2020-2022)
3.2.1 Global Electronic Gaming Machines (EGM) Revenue by Company (2020-2022)
3.2.2 Global Electronic Gaming Machines (EGM) Revenue Market Share by Company (2020-2022)
3.3 Global Electronic Gaming Machines (EGM) Sale Price by Company
3.4 Key Manufacturers Electronic Gaming Machines (EGM) Producing Area Distribution, Sales Area, Product Type
3.4.1 Key Manufacturers Electronic Gaming Machines (EGM) Product Location Distribution
3.4.2 Players Electronic Gaming Machines (EGM) Products Offered
3.5 Market Concentration Rate Analysis
3.5.1 Competition Landscape Analysis
3.5.2 Concentration Ratio (CR3, CR5 and CR10) & (2020-2022)
3.6 New Products and Potential Entrants
3.7 Mergers & Acquisitions, Expansion
4 World Historic Review for Electronic Gaming Machines (EGM) by Geographic Region
4.1 World Historic Electronic Gaming Machines (EGM) Market Size by Geographic Region (2017-2022)
4.1.1 Global Electronic Gaming Machines (EGM) Annual Sales by Geographic Region (2017-2022)
4.1.2 Global Electronic Gaming Machines (EGM) Annual Revenue by Geographic Region
4.2 World Historic Electronic Gaming Machines (EGM) Market Size by Country/Region (2017-2022)
4.2.1 Global Electronic Gaming Machines (EGM) Annual Sales by Country/Region (2017-2022)
4.2.2 Global Electronic Gaming Machines (EGM) Annual Revenue by Country/Region
4.3 Americas Electronic Gaming Machines (EGM) Sales Growth
4.4 APAC Electronic Gaming Machines (EGM) Sales Growth
4.5 Europe Electronic Gaming Machines (EGM) Sales Growth
4.6 Middle East & Africa Electronic Gaming Machines (EGM) Sales Growth
5 Americas
5.1 Americas Electronic Gaming Machines (EGM) Sales by Country
5.1.1 Americas Electronic Gaming Machines (EGM) Sales by Country (2017-2022)
5.1.2 Americas Electronic Gaming Machines (EGM) Revenue by Country (2017-2022)
5.2 Americas Electronic Gaming Machines (EGM) Sales by Type
5.3 Americas Electronic Gaming Machines (EGM) Sales by Application
5.4 United States
5.5 Canada
5.6 Mexico
5.7 Brazil
6 APAC
6.1 APAC Electronic Gaming Machines (EGM) Sales by Region
6.1.1 APAC Electronic Gaming Machines (EGM) Sales by Region (2017-2022)
6.1.2 APAC Electronic Gaming Machines (EGM) Revenue by Region (2017-2022)
6.2 APAC Electronic Gaming Machines (EGM) Sales by Type
6.3 APAC Electronic Gaming Machines (EGM) Sales by Application
6.4 China
6.5 Japan
6.6 South Korea
6.7 Southeast Asia
6.8 India
6.9 Australia
6.10 China Taiwan
7 Europe
7.1 Europe Electronic Gaming Machines (EGM) by Country
7.1.1 Europe Electronic Gaming Machines (EGM) Sales by Country (2017-2022)
7.1.2 Europe Electronic Gaming Machines (EGM) Revenue by Country (2017-2022)
7.2 Europe Electronic Gaming Machines (EGM) Sales by Type
7.3 Europe Electronic Gaming Machines (EGM) Sales by Application
7.4 Germany
7.5 France
7.6 UK
7.7 Italy
7.8 Russia
8 Middle East & Africa
8.1 Middle East & Africa Electronic Gaming Machines (EGM) by Country
8.1.1 Middle East & Africa Electronic Gaming Machines (EGM) Sales by Country (2017-2022)
8.1.2 Middle East & Africa Electronic Gaming Machines (EGM) Revenue by Country (2017-2022)
8.2 Middle East & Africa Electronic Gaming Machines (EGM) Sales by Type
8.3 Middle East & Africa Electronic Gaming Machines (EGM) Sales by Application
8.4 Egypt
8.5 South Africa
8.6 Israel
8.7 Turkey
8.8 GCC Countries
9 Market Drivers, Challenges and Trends
9.1 Market Drivers & Growth Opportunities
9.2 Market Challenges & Risks
9.3 Industry Trends
10 Manufacturing Cost Structure Analysis
10.1 Raw Material and Suppliers
10.2 Manufacturing Cost Structure Analysis of Electronic Gaming Machines (EGM)
10.3 Manufacturing Process Analysis of Electronic Gaming Machines (EGM)
10.4 Industry Chain Structure of Electronic Gaming Machines (EGM)
11 Marketing, Distributors and Customer
11.1 Sales Channel
11.1.1 Direct Channels
11.1.2 Indirect Channels
11.2 Electronic Gaming Machines (EGM) Distributors
11.3 Electronic Gaming Machines (EGM) Customer
12 World Forecast Review for Electronic Gaming Machines (EGM) by Geographic Region
12.1 Global Electronic Gaming Machines (EGM) Market Size Forecast by Region
12.1.1 Global Electronic Gaming Machines (EGM) Forecast by Region (2023-2028)
12.1.2 Global Electronic Gaming Machines (EGM) Annual Revenue Forecast by Region (2023-2028)
12.2 Americas Forecast by Country
12.3 APAC Forecast by Region
12.4 Europe Forecast by Country
12.5 Middle East & Africa Forecast by Country
12.6 Global Electronic Gaming Machines (EGM) Forecast by Type
12.7 Global Electronic Gaming Machines (EGM) Forecast by Application
13 Key Players Analysis
13.1 Sega
13.1.1 Sega Company Information
13.1.2 Sega Electronic Gaming Machines (EGM) Product Offered
13.1.3 Sega Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.1.4 Sega Main Business Overview
13.1.5 Sega Latest Developments
13.2 Microsoft
13.2.1 Microsoft Company Information
13.2.2 Microsoft Electronic Gaming Machines (EGM) Product Offered
13.2.3 Microsoft Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.2.4 Microsoft Main Business Overview
13.2.5 Microsoft Latest Developments
13.3 PlayStation
13.3.1 PlayStation Company Information
13.3.2 PlayStation Electronic Gaming Machines (EGM) Product Offered
13.3.3 PlayStation Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.3.4 PlayStation Main Business Overview
13.3.5 PlayStation Latest Developments
13.4 Sony
13.4.1 Sony Company Information
13.4.2 Sony Electronic Gaming Machines (EGM) Product Offered
13.4.3 Sony Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.4.4 Sony Main Business Overview
13.4.5 Sony Latest Developments
13.5 Tai Rely
13.5.1 Tai Rely Company Information
13.5.2 Tai Rely Electronic Gaming Machines (EGM) Product Offered
13.5.3 Tai Rely Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.5.4 Tai Rely Main Business Overview
13.5.5 Tai Rely Latest Developments
13.6 Nintendo
13.6.1 Nintendo Company Information
13.6.2 Nintendo Electronic Gaming Machines (EGM) Product Offered
13.6.3 Nintendo Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.6.4 Nintendo Main Business Overview
13.6.5 Nintendo Latest Developments
13.7 I-dong
13.7.1 I-dong Company Information
13.7.2 I-dong Electronic Gaming Machines (EGM) Product Offered
13.7.3 I-dong Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.7.4 I-dong Main Business Overview
13.7.5 I-dong Latest Developments
13.8 Timetop
13.8.1 Timetop Company Information
13.8.2 Timetop Electronic Gaming Machines (EGM) Product Offered
13.8.3 Timetop Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.8.4 Timetop Main Business Overview
13.8.5 Timetop Latest Developments
13.9 Subor
13.9.1 Subor Company Information
13.9.2 Subor Electronic Gaming Machines (EGM) Product Offered
13.9.3 Subor Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.9.4 Subor Main Business Overview
13.9.5 Subor Latest Developments
13.10 Alien technology
13.10.1 Alien technology Company Information
13.10.2 Alien technology Electronic Gaming Machines (EGM) Product Offered
13.10.3 Alien technology Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.10.4 Alien technology Main Business Overview
13.10.5 Alien technology Latest Developments
13.11 Uniscom
13.11.1 Uniscom Company Information
13.11.2 Uniscom Electronic Gaming Machines (EGM) Product Offered
13.11.3 Uniscom Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.11.4 Uniscom Main Business Overview
13.11.5 Uniscom Latest Developments
13.12 JXD
13.12.1 JXD Company Information
13.12.2 JXD Electronic Gaming Machines (EGM) Product Offered
13.12.3 JXD Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.12.4 JXD Main Business Overview
13.12.5 JXD Latest Developments
13.13 WINYSON
13.13.1 WINYSON Company Information
13.13.2 WINYSON Electronic Gaming Machines (EGM) Product Offered
13.13.3 WINYSON Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.13.4 WINYSON Main Business Overview
13.13.5 WINYSON Latest Developments
13.14 THRUSTMASTER
13.14.1 THRUSTMASTER Company Information
13.14.2 THRUSTMASTER Electronic Gaming Machines (EGM) Product Offered
13.14.3 THRUSTMASTER Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.14.4 THRUSTMASTER Main Business Overview
13.14.5 THRUSTMASTER Latest Developments
13.15 BLACK HORNS
13.15.1 BLACK HORNS Company Information
13.15.2 BLACK HORNS Electronic Gaming Machines (EGM) Product Offered
13.15.3 BLACK HORNS Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.15.4 BLACK HORNS Main Business Overview
13.15.5 BLACK HORNS Latest Developments
13.16 BETOP
13.16.1 BETOP Company Information
13.16.2 BETOP Electronic Gaming Machines (EGM) Product Offered
13.16.3 BETOP Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.16.4 BETOP Main Business Overview
13.16.5 BETOP Latest Developments
14 Research Findings and Conclusion
1.1 Market Introduction
1.2 Years Considered
1.3 Research Objectives
1.4 Market Research Methodology
1.5 Research Process and Data Source
1.6 Economic Indicators
1.7 Currency Considered
2 Executive Summary
2.1 World Market Overview
2.1.1 Global Electronic Gaming Machines (EGM) Annual Sales 2017-2028
2.1.2 World Current & Future Analysis for Electronic Gaming Machines (EGM) by Geographic Region, 2017, 2022 & 2028
2.1.3 World Current & Future Analysis for Electronic Gaming Machines (EGM) by Country/Region, 2017, 2022 & 2028
2.2 Electronic Gaming Machines (EGM) Segment by Type
2.2.1 Poker EGMs
2.2.2 TV EGMs
2.2.3 Large-scale EGMs
2.3 Electronic Gaming Machines (EGM) Sales by Type
2.3.1 Global Electronic Gaming Machines (EGM) Sales Market Share by Type (2017-2022)
2.3.2 Global Electronic Gaming Machines (EGM) Revenue and Market Share by Type (2017-2022)
2.3.3 Global Electronic Gaming Machines (EGM) Sale Price by Type (2017-2022)
2.4 Electronic Gaming Machines (EGM) Segment by Application
2.4.1 TV Games
2.4.2 ARC Games
2.4.3 Poket Games
2.4.4 PC Games
2.5 Electronic Gaming Machines (EGM) Sales by Application
2.5.1 Global Electronic Gaming Machines (EGM) Sale Market Share by Application (2017-2022)
2.5.2 Global Electronic Gaming Machines (EGM) Revenue and Market Share by Application (2017-2022)
2.5.3 Global Electronic Gaming Machines (EGM) Sale Price by Application (2017-2022)
3 Global Electronic Gaming Machines (EGM) by Company
3.1 Global Electronic Gaming Machines (EGM) Breakdown Data by Company
3.1.1 Global Electronic Gaming Machines (EGM) Annual Sales by Company (2020-2022)
3.1.2 Global Electronic Gaming Machines (EGM) Sales Market Share by Company (2020-2022)
3.2 Global Electronic Gaming Machines (EGM) Annual Revenue by Company (2020-2022)
3.2.1 Global Electronic Gaming Machines (EGM) Revenue by Company (2020-2022)
3.2.2 Global Electronic Gaming Machines (EGM) Revenue Market Share by Company (2020-2022)
3.3 Global Electronic Gaming Machines (EGM) Sale Price by Company
3.4 Key Manufacturers Electronic Gaming Machines (EGM) Producing Area Distribution, Sales Area, Product Type
3.4.1 Key Manufacturers Electronic Gaming Machines (EGM) Product Location Distribution
3.4.2 Players Electronic Gaming Machines (EGM) Products Offered
3.5 Market Concentration Rate Analysis
3.5.1 Competition Landscape Analysis
3.5.2 Concentration Ratio (CR3, CR5 and CR10) & (2020-2022)
3.6 New Products and Potential Entrants
3.7 Mergers & Acquisitions, Expansion
4 World Historic Review for Electronic Gaming Machines (EGM) by Geographic Region
4.1 World Historic Electronic Gaming Machines (EGM) Market Size by Geographic Region (2017-2022)
4.1.1 Global Electronic Gaming Machines (EGM) Annual Sales by Geographic Region (2017-2022)
4.1.2 Global Electronic Gaming Machines (EGM) Annual Revenue by Geographic Region
4.2 World Historic Electronic Gaming Machines (EGM) Market Size by Country/Region (2017-2022)
4.2.1 Global Electronic Gaming Machines (EGM) Annual Sales by Country/Region (2017-2022)
4.2.2 Global Electronic Gaming Machines (EGM) Annual Revenue by Country/Region
4.3 Americas Electronic Gaming Machines (EGM) Sales Growth
4.4 APAC Electronic Gaming Machines (EGM) Sales Growth
4.5 Europe Electronic Gaming Machines (EGM) Sales Growth
4.6 Middle East & Africa Electronic Gaming Machines (EGM) Sales Growth
5 Americas
5.1 Americas Electronic Gaming Machines (EGM) Sales by Country
5.1.1 Americas Electronic Gaming Machines (EGM) Sales by Country (2017-2022)
5.1.2 Americas Electronic Gaming Machines (EGM) Revenue by Country (2017-2022)
5.2 Americas Electronic Gaming Machines (EGM) Sales by Type
5.3 Americas Electronic Gaming Machines (EGM) Sales by Application
5.4 United States
5.5 Canada
5.6 Mexico
5.7 Brazil
6 APAC
6.1 APAC Electronic Gaming Machines (EGM) Sales by Region
6.1.1 APAC Electronic Gaming Machines (EGM) Sales by Region (2017-2022)
6.1.2 APAC Electronic Gaming Machines (EGM) Revenue by Region (2017-2022)
6.2 APAC Electronic Gaming Machines (EGM) Sales by Type
6.3 APAC Electronic Gaming Machines (EGM) Sales by Application
6.4 China
6.5 Japan
6.6 South Korea
6.7 Southeast Asia
6.8 India
6.9 Australia
6.10 China Taiwan
7 Europe
7.1 Europe Electronic Gaming Machines (EGM) by Country
7.1.1 Europe Electronic Gaming Machines (EGM) Sales by Country (2017-2022)
7.1.2 Europe Electronic Gaming Machines (EGM) Revenue by Country (2017-2022)
7.2 Europe Electronic Gaming Machines (EGM) Sales by Type
7.3 Europe Electronic Gaming Machines (EGM) Sales by Application
7.4 Germany
7.5 France
7.6 UK
7.7 Italy
7.8 Russia
8 Middle East & Africa
8.1 Middle East & Africa Electronic Gaming Machines (EGM) by Country
8.1.1 Middle East & Africa Electronic Gaming Machines (EGM) Sales by Country (2017-2022)
8.1.2 Middle East & Africa Electronic Gaming Machines (EGM) Revenue by Country (2017-2022)
8.2 Middle East & Africa Electronic Gaming Machines (EGM) Sales by Type
8.3 Middle East & Africa Electronic Gaming Machines (EGM) Sales by Application
8.4 Egypt
8.5 South Africa
8.6 Israel
8.7 Turkey
8.8 GCC Countries
9 Market Drivers, Challenges and Trends
9.1 Market Drivers & Growth Opportunities
9.2 Market Challenges & Risks
9.3 Industry Trends
10 Manufacturing Cost Structure Analysis
10.1 Raw Material and Suppliers
10.2 Manufacturing Cost Structure Analysis of Electronic Gaming Machines (EGM)
10.3 Manufacturing Process Analysis of Electronic Gaming Machines (EGM)
10.4 Industry Chain Structure of Electronic Gaming Machines (EGM)
11 Marketing, Distributors and Customer
11.1 Sales Channel
11.1.1 Direct Channels
11.1.2 Indirect Channels
11.2 Electronic Gaming Machines (EGM) Distributors
11.3 Electronic Gaming Machines (EGM) Customer
12 World Forecast Review for Electronic Gaming Machines (EGM) by Geographic Region
12.1 Global Electronic Gaming Machines (EGM) Market Size Forecast by Region
12.1.1 Global Electronic Gaming Machines (EGM) Forecast by Region (2023-2028)
12.1.2 Global Electronic Gaming Machines (EGM) Annual Revenue Forecast by Region (2023-2028)
12.2 Americas Forecast by Country
12.3 APAC Forecast by Region
12.4 Europe Forecast by Country
12.5 Middle East & Africa Forecast by Country
12.6 Global Electronic Gaming Machines (EGM) Forecast by Type
12.7 Global Electronic Gaming Machines (EGM) Forecast by Application
13 Key Players Analysis
13.1 Sega
13.1.1 Sega Company Information
13.1.2 Sega Electronic Gaming Machines (EGM) Product Offered
13.1.3 Sega Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.1.4 Sega Main Business Overview
13.1.5 Sega Latest Developments
13.2 Microsoft
13.2.1 Microsoft Company Information
13.2.2 Microsoft Electronic Gaming Machines (EGM) Product Offered
13.2.3 Microsoft Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.2.4 Microsoft Main Business Overview
13.2.5 Microsoft Latest Developments
13.3 PlayStation
13.3.1 PlayStation Company Information
13.3.2 PlayStation Electronic Gaming Machines (EGM) Product Offered
13.3.3 PlayStation Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.3.4 PlayStation Main Business Overview
13.3.5 PlayStation Latest Developments
13.4 Sony
13.4.1 Sony Company Information
13.4.2 Sony Electronic Gaming Machines (EGM) Product Offered
13.4.3 Sony Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.4.4 Sony Main Business Overview
13.4.5 Sony Latest Developments
13.5 Tai Rely
13.5.1 Tai Rely Company Information
13.5.2 Tai Rely Electronic Gaming Machines (EGM) Product Offered
13.5.3 Tai Rely Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.5.4 Tai Rely Main Business Overview
13.5.5 Tai Rely Latest Developments
13.6 Nintendo
13.6.1 Nintendo Company Information
13.6.2 Nintendo Electronic Gaming Machines (EGM) Product Offered
13.6.3 Nintendo Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.6.4 Nintendo Main Business Overview
13.6.5 Nintendo Latest Developments
13.7 I-dong
13.7.1 I-dong Company Information
13.7.2 I-dong Electronic Gaming Machines (EGM) Product Offered
13.7.3 I-dong Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.7.4 I-dong Main Business Overview
13.7.5 I-dong Latest Developments
13.8 Timetop
13.8.1 Timetop Company Information
13.8.2 Timetop Electronic Gaming Machines (EGM) Product Offered
13.8.3 Timetop Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.8.4 Timetop Main Business Overview
13.8.5 Timetop Latest Developments
13.9 Subor
13.9.1 Subor Company Information
13.9.2 Subor Electronic Gaming Machines (EGM) Product Offered
13.9.3 Subor Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.9.4 Subor Main Business Overview
13.9.5 Subor Latest Developments
13.10 Alien technology
13.10.1 Alien technology Company Information
13.10.2 Alien technology Electronic Gaming Machines (EGM) Product Offered
13.10.3 Alien technology Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.10.4 Alien technology Main Business Overview
13.10.5 Alien technology Latest Developments
13.11 Uniscom
13.11.1 Uniscom Company Information
13.11.2 Uniscom Electronic Gaming Machines (EGM) Product Offered
13.11.3 Uniscom Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.11.4 Uniscom Main Business Overview
13.11.5 Uniscom Latest Developments
13.12 JXD
13.12.1 JXD Company Information
13.12.2 JXD Electronic Gaming Machines (EGM) Product Offered
13.12.3 JXD Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.12.4 JXD Main Business Overview
13.12.5 JXD Latest Developments
13.13 WINYSON
13.13.1 WINYSON Company Information
13.13.2 WINYSON Electronic Gaming Machines (EGM) Product Offered
13.13.3 WINYSON Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.13.4 WINYSON Main Business Overview
13.13.5 WINYSON Latest Developments
13.14 THRUSTMASTER
13.14.1 THRUSTMASTER Company Information
13.14.2 THRUSTMASTER Electronic Gaming Machines (EGM) Product Offered
13.14.3 THRUSTMASTER Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.14.4 THRUSTMASTER Main Business Overview
13.14.5 THRUSTMASTER Latest Developments
13.15 BLACK HORNS
13.15.1 BLACK HORNS Company Information
13.15.2 BLACK HORNS Electronic Gaming Machines (EGM) Product Offered
13.15.3 BLACK HORNS Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.15.4 BLACK HORNS Main Business Overview
13.15.5 BLACK HORNS Latest Developments
13.16 BETOP
13.16.1 BETOP Company Information
13.16.2 BETOP Electronic Gaming Machines (EGM) Product Offered
13.16.3 BETOP Electronic Gaming Machines (EGM) Sales, Revenue, Price and Gross Margin (2020-2022)
13.16.4 BETOP Main Business Overview
13.16.5 BETOP Latest Developments
14 Research Findings and Conclusion
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