Electronic Gaming Machine Updates, News and Data 2020-2025

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.
This report elaborates the market size, market characteristics, and market growth of the Electronic Gaming Machine industry, and breaks down according to the type, application, and consumption area of Electronic Gaming Machine. The report also conducted a PESTEL analysis of the industry to study the main influencing factors and entry barriers of the industry.
ALSO READ : http://www.marketwatch.com/story/electronic-gaming-machine-market-r...
In Chapter 3.4 of the report, the impact of the COVID-19 outbreak on the industry was fully assessed. Fully risk assessment and industry recommendations were made for Electronic Gaming Machine in a special period. This chapter also compares the markets of Pre COVID-19 and Post COVID-19.
In addition, chapters 8-12 consider the impact of COVID-19 on the regional economy.

Key players in the global Electronic Gaming Machine market covered in Chapter 13:
Uniscom
Alien technology
Sony
BETOP
Subor
Xbox
Microsoft
THRUSTMASTER
Nintendo
Tai rely
JXD
I-dong
WINYSON
PlayStation
Timetop
Sega
BLACK HORNS
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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 production, trade of the following countries is covered in Chapter 4.2, 5:
United States
Europe
China
Japan
India
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Geographically, the detailed analysis of consumption, revenue, market share and growth rate of the following regions are covered in Chapter 8, 9, 10, 11, 12:
North America (Covered in Chapter 8)
United States
Canada
Mexico
Europe (Covered in Chapter 9)
Germany
UK
France
Italy
Spain
Others
Asia-Pacific (Covered in Chapter 10)
China
Japan
India
South Korea
Southeast Asia
Others
Middle East and Africa (Covered in Chapter 11)
Saudi Arabia
UAE
South Africa
Others
South America (Covered in Chapter 12)
Brazil
Others

Years considered for this report:
Historical Years: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Period: 2020-2025
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Table of Contents
1 Electronic Gaming Machine Market - Research Scope
1.1 Study Goals
1.2 Market Definition and Scope
1.3 Key Market Segments
1.4 Study and Forecasting Years

2 Electronic Gaming Machine Market - Research Methodology
2.1 Methodology
2.2 Research Data Source
2.2.1 Secondary Data
2.2.2 Primary Data
2.2.3 Market Size Estimation
2.2.4 Legal Disclaimer

3 Electronic Gaming Machine Market Forces
3.1 Global Electronic Gaming Machine Market Size
3.2 Top Impacting Factors (PESTEL Analysis)
3.2.1 Political Factors
3.2.2 Economic Factors
3.2.3 Social Factors
3.2.4 Technological Factors
3.2.5 Environmental Factors
3.2.6 Legal Factors
3.3 Industry Trend Analysis
3.4 Industry Trends Under COVID-19
3.4.1 Risk Assessment on COVID-19
3.4.2 Assessment of the Overall Impact of COVID-19 on the Industry
3.4.3 Pre COVID-19 and Post COVID-19 Market Scenario
3.5 Industry Risk Assessment
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4 Electronic Gaming Machine Market - By Geography
4.1 Global Electronic Gaming Machine Market Value and Market Share by Regions
4.1.1 Global Electronic Gaming Machine Value ($) by Region (2015-2020)
4.1.2 Global Electronic Gaming Machine Value Market Share by Regions (2015-2020)
4.2 Global Electronic Gaming Machine Market Production and Market Share by Major Countries
4.2.1 Global Electronic Gaming Machine Production by Major Countries (2015-2020)
4.2.2 Global Electronic Gaming Machine Production Market Share by Major Countries (2015-2020)
4.3 Global Electronic Gaming Machine Market Consumption and Market Share by Regions
4.3.1 Global Electronic Gaming Machine Consumption by Regions (2015-2020)
4.3.2 Global Electronic Gaming Machine Consumption Market Share by Regions (2015-2020)

5 Electronic Gaming Machine Market - By Trade Statistics
5.1 Global Electronic Gaming Machine Export and Import
5.2 United States Electronic Gaming Machine Export and Import (2015-2020)
5.3 Europe Electronic Gaming Machine Export and Import (2015-2020)
5.4 China Electronic Gaming Machine Export and Import (2015-2020)
5.5 Japan Electronic Gaming Machine Export and Import (2015-2020)
5.6 India Electronic Gaming Machine Export and Import (2015-2020)
5.7 ...

6 Electronic Gaming Machine Market - By Type
6.1 Global Electronic Gaming Machine Production and Market Share by Types (2015-2020)
6.1.1 Global Electronic Gaming Machine Production by Types (2015-2020)
6.1.2 Global Electronic Gaming Machine Production Market Share by Types (2015-2020)
6.2 Global Electronic Gaming Machine Value and Market Share by Types (2015-2020)
6.2.1 Global Electronic Gaming Machine Value by Types (2015-2020)
6.2.2 Global Electronic Gaming Machine Value Market Share by Types (2015-2020)
6.3 Global Electronic Gaming Machine Production, Price and Growth Rate of Poker EGMs (2015-2020)
6.4 Global Electronic Gaming Machine Production, Price and Growth Rate of TV EGMs (2015-2020)
6.5 Global Electronic Gaming Machine Production, Price and Growth Rate of Large-scale EGMs (2015-2020)

7 Electronic Gaming Machine Market - By Application
7.1 Global Electronic Gaming Machine Consumption and Market Share by Applications (2015-2020)
7.1.1 Global Electronic Gaming Machine Consumption by Applications (2015-2020)
7.1.2 Global Electronic Gaming Machine Consumption Market Share by Applications (2015-2020)
7.2 Global Electronic Gaming Machine Consumption and Growth Rate of TV Games (2015-2020)
7.3 Global Electronic Gaming Machine Consumption and Growth Rate of ARC Games (2015-2020)
7.4 Global Electronic Gaming Machine Consumption and Growth Rate of Poket Games (2015-2020)
7.5 Global Electronic Gaming Machine Consumption and Growth Rate of PC Games (2015-2020)
......continued
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