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Electronic Gaming Machine-Global Market Status and Trend Report 2013-2023

January 2018 | 133 pages | ID: EFF4BD0F486EN
MIReports Co., Limited

US$ 2,480.00

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Report Summary

Electronic Gaming Machine-Global Market Status and Trend Report 2013-2023 offers a comprehensive analysis on Electronic Gaming Machine industry, standing on the readers’ perspective, delivering detailed market data and penetrating insights. No matter the client is industry insider, potential entrant or investor, the report will provides useful data and information. Key questions answered by this report include:

Worldwide and Regional Market Size of Electronic Gaming Machine 2013-2017, and development forecast 2018-2023
Main manufacturers/suppliers of Electronic Gaming Machine worldwide, with company and product introduction, position in the Electronic Gaming Machine market
Market status and development trend of Electronic Gaming Machine by types and applications
Cost and profit status of Electronic Gaming Machine, and marketing status
Market growth drivers and challenges

The report segments the global Electronic Gaming Machine market as:

Global Electronic Gaming Machine Market: Regional Segment Analysis (Regional Production Volume, Consumption Volume, Revenue and Growth Rate 2013-2023):

North America
Europe
China
Japan
Rest APAC
Latin America

Global Electronic Gaming Machine Market: Type Segment Analysis (Consumption Volume, Average Price, Revenue, Market Share and Trend 2013-2023):

Poker EGMs
TV EGMs
Large-scale EGMs

Global Electronic Gaming Machine Market: Application Segment Analysis (Consumption Volume and Market Share 2013-2023; Downstream Customers and Market Analysis)

TV Games
ARC Games
Poket Games
PC Games

Global Electronic Gaming Machine Market: Manufacturers Segment Analysis (Company and Product introduction, Electronic Gaming Machine Sales Volume, Revenue, Price and Gross Margin):

Sega
Tai rely
PlayStation
Sony
Microsoft
Xbox
Nintendo
I-dong
Timetop
Subor
Alien technology
Uniscom
JXD
WINYSON
THRUSTMASTER
BLACK HORNS
BETOP

In a word, the report provides detailed statistics and analysis on the state of the industry; and is a valuable source of guidance and direction for companies and individuals interested in the market.

CHAPTER 1 OVERVIEW OF ELECTRONIC GAMING MACHINE

1.1 Definition of Electronic Gaming Machine in This Report
1.2 Commercial Types of Electronic Gaming Machine
  1.2.1 Poker EGMs
  1.2.2 TV EGMs
  1.2.3 Large-scale EGMs
1.3 Downstream Application of Electronic Gaming Machine
  1.3.1 TV Games
  1.3.2 ARC Games
  1.3.3 Poket Games
  1.3.4 PC Games
1.4 Development History of Electronic Gaming Machine
1.5 Market Status and Trend of Electronic Gaming Machine 2013-2023
  1.5.1 Global Electronic Gaming Machine Market Status and Trend 2013-2023
  1.5.2 Regional Electronic Gaming Machine Market Status and Trend 2013-2023

CHAPTER 2 GLOBAL MARKET STATUS AND FORECAST BY REGIONS

2.1 Market Development of Electronic Gaming Machine 2013-2017
2.2 Production Market of Electronic Gaming Machine by Regions
  2.2.1 Production Volume of Electronic Gaming Machine by Regions
  2.2.2 Production Value of Electronic Gaming Machine by Regions
2.3 Demand Market of Electronic Gaming Machine by Regions
2.4 Production and Demand Status of Electronic Gaming Machine by Regions
  2.4.1 Production and Demand Status of Electronic Gaming Machine by Regions 2013-2017
  2.4.2 Import and Export Status of Electronic Gaming Machine by Regions 2013-2017

CHAPTER 3 GLOBAL MARKET STATUS AND FORECAST BY TYPES

3.1 Production Volume of Electronic Gaming Machine by Types
3.2 Production Value of Electronic Gaming Machine by Types
3.3 Market Forecast of Electronic Gaming Machine by Types

CHAPTER 4 GLOBAL MARKET STATUS AND FORECAST BY DOWNSTREAM INDUSTRY

4.1 Demand Volume of Electronic Gaming Machine by Downstream Industry
4.2 Market Forecast of Electronic Gaming Machine by Downstream Industry

CHAPTER 5 MARKET DRIVING FACTOR ANALYSIS OF ELECTRONIC GAMING MACHINE

5.1 Global Economy Situation and Trend Overview
5.2 Electronic Gaming Machine Downstream Industry Situation and Trend Overview

CHAPTER 6 ELECTRONIC GAMING MACHINE MARKET COMPETITION STATUS BY MAJOR MANUFACTURERS

6.1 Production Volume of Electronic Gaming Machine by Major Manufacturers
6.2 Production Value of Electronic Gaming Machine by Major Manufacturers
6.3 Basic Information of Electronic Gaming Machine by Major Manufacturers
  6.3.1 Headquarters Location and Established Time of Electronic Gaming Machine Major Manufacturer
  6.3.2 Employees and Revenue Level of Electronic Gaming Machine Major Manufacturer
6.4 Market Competition News and Trend
  6.4.1 Merger, Consolidation or Acquisition News
  6.4.2 Investment or Disinvestment News
  6.4.3 New Product Development and Launch

CHAPTER 7 ELECTRONIC GAMING MACHINE MAJOR MANUFACTURERS INTRODUCTION AND MARKET DATA

7.1 Sega
  7.1.1 Company profile
  7.1.2 Representative Electronic Gaming Machine Product
  7.1.3 Electronic Gaming Machine Sales, Revenue, Price and Gross Margin of Sega
7.2 Tai rely
  7.2.1 Company profile
  7.2.2 Representative Electronic Gaming Machine Product
  7.2.3 Electronic Gaming Machine Sales, Revenue, Price and Gross Margin of Tai rely
7.3 PlayStation
  7.3.1 Company profile
  7.3.2 Representative Electronic Gaming Machine Product
  7.3.3 Electronic Gaming Machine Sales, Revenue, Price and Gross Margin of PlayStation
7.4 Sony
  7.4.1 Company profile
  7.4.2 Representative Electronic Gaming Machine Product
  7.4.3 Electronic Gaming Machine Sales, Revenue, Price and Gross Margin of Sony
7.5 Microsoft
  7.5.1 Company profile
  7.5.2 Representative Electronic Gaming Machine Product
  7.5.3 Electronic Gaming Machine Sales, Revenue, Price and Gross Margin of Microsoft
7.6 Xbox
  7.6.1 Company profile
  7.6.2 Representative Electronic Gaming Machine Product
  7.6.3 Electronic Gaming Machine Sales, Revenue, Price and Gross Margin of Xbox
7.7 Nintendo
  7.7.1 Company profile
  7.7.2 Representative Electronic Gaming Machine Product
  7.7.3 Electronic Gaming Machine Sales, Revenue, Price and Gross Margin of Nintendo
7.8 I-dong
  7.8.1 Company profile
  7.8.2 Representative Electronic Gaming Machine Product
  7.8.3 Electronic Gaming Machine Sales, Revenue, Price and Gross Margin of I-dong
7.9 Timetop
  7.9.1 Company profile
  7.9.2 Representative Electronic Gaming Machine Product
  7.9.3 Electronic Gaming Machine Sales, Revenue, Price and Gross Margin of Timetop
7.10 Subor
  7.10.1 Company profile
  7.10.2 Representative Electronic Gaming Machine Product
  7.10.3 Electronic Gaming Machine Sales, Revenue, Price and Gross Margin of Subor
7.11 Alien technology
  7.11.1 Company profile
  7.11.2 Representative Electronic Gaming Machine Product
  7.11.3 Electronic Gaming Machine Sales, Revenue, Price and Gross Margin of Alien technology
7.12 Uniscom
  7.12.1 Company profile
  7.12.2 Representative Electronic Gaming Machine Product
  7.12.3 Electronic Gaming Machine Sales, Revenue, Price and Gross Margin of Uniscom
7.13 JXD
  7.13.1 Company profile
  7.13.2 Representative Electronic Gaming Machine Product
  7.13.3 Electronic Gaming Machine Sales, Revenue, Price and Gross Margin of JXD
7.14 WINYSON
  7.14.1 Company profile
  7.14.2 Representative Electronic Gaming Machine Product
  7.14.3 Electronic Gaming Machine Sales, Revenue, Price and Gross Margin of WINYSON
7.15 THRUSTMASTER
  7.15.1 Company profile
  7.15.2 Representative Electronic Gaming Machine Product
  7.15.3 Electronic Gaming Machine Sales, Revenue, Price and Gross Margin of THRUSTMASTER
7.16 BLACK HORNS
7.17 BETOP

CHAPTER 8 UPSTREAM AND DOWNSTREAM MARKET ANALYSIS OF ELECTRONIC GAMING MACHINE

8.1 Industry Chain of Electronic Gaming Machine
8.2 Upstream Market and Representative Companies Analysis
8.3 Downstream Market and Representative Companies Analysis

CHAPTER 9 COST AND GROSS MARGIN ANALYSIS OF ELECTRONIC GAMING MACHINE

9.1 Cost Structure Analysis of Electronic Gaming Machine
9.2 Raw Materials Cost Analysis of Electronic Gaming Machine
9.3 Labor Cost Analysis of Electronic Gaming Machine
9.4 Manufacturing Expenses Analysis of Electronic Gaming Machine

CHAPTER 10 MARKETING STATUS ANALYSIS OF ELECTRONIC GAMING MACHINE

10.1 Marketing Channel
  10.1.1 Direct Marketing
  10.1.2 Indirect Marketing
  10.1.3 Marketing Channel Development Trend
10.2 Market Positioning
  10.2.1 Pricing Strategy
  10.2.2 Brand Strategy
  10.2.3 Target Client
10.3 Distributors/Traders List

CHAPTER 11 REPORT CONCLUSION

CHAPTER 12 RESEARCH METHODOLOGY AND REFERENCE

12.1 Methodology/Research Approach
  12.1.1 Research Programs/Design
  12.1.2 Market Size Estimation
  12.1.3 Market Breakdown and Data Triangulation
12.2 Data Source
  12.2.1 Secondary Sources
  12.2.2 Primary Sources
12.3 Reference


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