This article was written by our expert who is surveying the industry and constantly updating the business plan for an arcade game room.
This guide answers the 12 questions new arcade game room owners ask about market size and growth.
It uses the latest multi-source estimates, separates global vs. sub-segments, and gives numbers you can plug into your plan today.
If you want to dig deeper and learn more, you can download our business plan for an arcade game room. Also, before launching, get all the profit, revenue, and cost breakdowns you need for complete clarity with our arcade game room financial forecast.
The global arcade industry generates between $13.6B and $18.4B in annual revenue in 2025, with modest growth overall but faster momentum in APAC and in hybrid family entertainment centers (FECs).
For a new arcade game room, revenue potential is strongest in concepts that blend classic machines with VR/AR zones, food & beverage, events, and cashless payment systems, while controlling capex and occupancy costs.
| Metric | 2024–2025 Status (Oct 2025 view) | Sources |
|---|---|---|
| Global arcade market size (narrow definition) | $13.61B (2024) to ~$13.69B (2025) | TBRC [1]; Technavio [4][5] |
| Global arcade & amusement machines (broader) | ~$18.37B (2025) | Precedence [2]; Grand View Research [3] |
| Recent global CAGR (overall) | ~1.9% through 2029 (≈+$2B absolute) | Technavio [4][5] |
| APAC share of global market | ~51% and fastest-growing region | FBI (machines) [7]; Technavio [5] |
| U.S. FEC market size | ~$6.1B (2025) with chain-led growth | IBISWorld [6] |
| Top demographic | Adults 20–35; families remain core on weekends | FMI (FEC) [8] |
| Revenue mix | Traditional machines still majority; VR/AR growing but smaller base | Mordor (VR) [9]; FMI [8] |
| Avg. revenue per large U.S. FEC | $1–2M+/year; independents often <$300k | IBISWorld [6]; FMI [8] |
| Key growth drivers | Tech (VR/AR, cashless), nostalgia, social events, hybrid formats | Industry briefs [10]; FMI [8] |
| Main risks | Capex/opex, regulation, at-home gaming substitution | Advisory & risk notes [11][13][14] |
| Market structure | Fragmented globally; higher concentration in U.S. chains | IBISWorld [6]; Technavio [4][5] |
| Investment activity | Franchise/FEC expansion; M&A; immersive upgrades | Industry trackers [11][10] |

What is the current global market size of the arcade industry (annual revenue)?
The global arcade industry generates between $13.6B and $18.4B in 2025 depending on scope.
Narrow “arcade gaming” estimates show ~$13.69B in 2025, up slightly from $13.61B in 2024. Broader “amusement machines including arcades” place 2025 revenue closer to ~$18.37B as it includes vending/redemption and adjacent categories.
Use the narrow figure for pure arcade game room benchmarking and the broader figure if you plan hybrid FECs with redemption and simulators. The spread reflects fragmented business models and reporting differences.
For your arcade game room plan, align your TAM choice with your concept (classic arcade vs. FEC-hybrid) and be consistent across the deck.
You’ll find detailed market sizing frameworks in our arcade game room business plan, updated every quarter.
How has the market size changed over the last 10 years (average annual growth)?
Global growth has been slow and uneven over the decade, with stronger rebounds in subsegments.
Overall, global arcade revenue trended flat-to-modest, culminating in ~1.9% recent forward CAGR expectations. By contrast, U.S. arcade entertainment complexes grew from <$3B (2015) to ~\$6.1B (2025), implying double-digit CAGR for this chain-led subsegment.
This divergence comes from FEC rollouts, food-and-games hybrids, and cashless systems that lift spend per visit. Independent, machine-only arcades saw slower trajectories.
When benchmarking your concept, use local comps and the FEC vs. independent distinction to avoid underestimating revenue density.
We cover this exact topic in the arcade game room business plan.
What are the projected growth rates for the next five years (global and by region)?
Global growth is modest overall, with APAC leading.
Use the table below to set expectations and to size regional expansion or supplier pipelines.
| Region / Scope | 2025–2029/30 CAGR & Direction | Notes for Arcade Game Rooms |
|---|---|---|
| Global arcade (narrow) | ~1.9% CAGR (adds ≈$2B by 2029) | Conservative base case for standalone arcades |
| Amusement machines (broader) | ~11% CAGR to 2030 | Reflects FEC hybrids and equipment upgrades |
| APAC | Fastest; ~51% current share | High machine density; urban center growth |
| North America | Moderate; chain-led | FEC formats, dining+games, events fuel growth |
| Europe | Slow-to-moderate | Regulatory variance; tourism nodes matter |
| LATAM | Moderate, selective | Income growth; mall-based FECs |
| Middle East | Project-driven | Large destination malls and leisure clusters |
Which regions or countries generate the most revenue, and how are they performing?
APAC leads by share and growth, while the U.S. leads North America in absolute chain revenue.
China and Japan anchor APAC volumes; the U.S. market is propelled by FEC chains such as Dave & Buster’s and bowling-arcade hybrids. Europe and LATAM expand more cautiously with mall and tourism nodes.
Performance correlates with urbanization, mall footfall, and hybrid offerings that add F&B and events. Concentration is higher in North America; APAC remains fragmented with strong regional operators.
Choose your supplier and content mix by region: redemption and crane games in malls; VR/eSports in urban tech corridors.
This is one of the strategies explained in our arcade game room business plan.
Which demographics drive demand today, and how have they changed?
Young adults (20–35) now lead spend, with families still vital on weekends.
Nostalgia plus social, competitive play keep Gen Y/Z engaged, while cashless wallets and leaderboards extend sessions. Families concentrate visits around birthdays, school holidays, and mall trips.
Retro cabinets attract multi-generational groups; VR/AR zones draw tech-seeking adults and teens. Event nights and leagues lock in weekday traffic.
Design your arcade game room for two anchors: after-work young adults and weekend families, with birthday/event packages to smooth demand.
Get expert guidance and actionable steps inside our arcade game room business plan.
How much revenue comes from traditional machines vs. modern VR/AR experiences?
Traditional machines still contribute the majority of direct arcade revenue.
VR/AR is growing quickly from a smaller base; it lifts ticket price but adds capex and throughput constraints. Ticket/redemption models remain the single largest monetization method in many FECs.
In a new arcade game room, use VR/AR as a margin-accretive zone, not the entire proposition, and rotate content to sustain novelty. Track occupancy and average session time carefully.
Blend 60–80% traditional + 20–40% immersive to manage ROI and maintenance load for most mid-market sites.
This is one of the many elements we break down in the arcade game room business plan.
How has consumer spending on arcades shifted versus other leisure and gaming?
- Spending shifted toward bundled experiences (games + food + events) rather than tokens alone.
- Cashless systems increased spend per visit and enabled dynamic pricing and promotions.
- Competition from at-home and mobile gaming persists, but out-of-home “social play” remains resilient.
- Group events (birthdays, company nights, school trips) represent a rising share of revenue.
- Loyalty apps and gamified leaderboards extend lifetime value and midweek frequency.
What are the main growth drivers in the arcade industry?
- Technology adoption: VR/AR attractions, cardless/cashless payments, and real-time analytics.
- Cultural trends: nostalgia, competitive socializing, and eSports-style tournaments.
- Hybrid formats: dining + bowling + arcades that drive higher spend per minute.
- Urbanization and rising disposable incomes in APAC and select LATAM markets.
- Content refresh cycles and IP-driven machines that sustain repeat visits.
What challenges or risks are limiting growth?
- High capex (new machines, VR rigs) and ongoing maintenance costs compress margins.
- Regulatory compliance (privacy, age ratings, prize/redemption rules) varies by region.
- Supply chain and semiconductor lead times affect machine availability and pricing.
- Digital substitution from home/mobile gaming pressures frequency for some segments.
- VR/AR throughput constraints (session length, motion sickness) limit peak capacity.
What is the average revenue per location by arcade type?
Revenue per site varies widely by concept and footprint.
Use the table below to benchmark your arcade game room layout, pricing, and product mix. Consider adding F&B and events to lift revenue density.
| Arcade Business Type | Typical Annual Revenue (U.S. examples) | Revenue Drivers |
|---|---|---|
| Independent classic arcade (small) | $120k–$300k | Cabinet count, rent, weekday traffic |
| Bar-arcade (mid) | $400k–$900k | Alcohol margins, evening traffic, events |
| FEC (mid-large) | $1.0M–$2.0M+ | Redemption, party rooms, group sales |
| Bowling + arcade hybrid | $1.5M–$3.5M+ | Games + lanes + F&B + events |
| VR/AR boutique arcade | $350k–$900k | Price per session, throughput, content |
| Mall-integrated arcade | $500k–$1.2M | Footfall, tenancy costs, promos |
| Tourist-zone destination | $1.2M–$3.0M+ | Seasonality, IP attractions, bundles |
Which companies or brands hold the largest market share, and how is concentration changing?
The industry is globally fragmented, with higher concentration in U.S. chains.
U.S. leaders include Dave & Buster’s and bowling-arcade operators; equipment and content leaders include Bandai Namco, Sega Sammy, Capcom, and others. APAC leadership is distributed across regional operators and mall groups.
Consolidation is rising in North America via FEC and bowling-arcade rollups, while independents remain influential in concept innovation. Supplier concentration is higher than operator concentration.
When negotiating equipment and leases for your arcade game room, leverage this fragmentation to secure better terms and refresh schedules.
It’s a key part of what we outline in the arcade game room business plan.
What investment trends are visible (new entrants, franchises, M&A)?
Capital continues to favor FEC and immersive hybrids.
We see franchise expansion, selective M&A, and capex toward cashless systems, VR/AR pods, and event infrastructure. Established operators prioritize refurbishments and upsized venues in urban nodes.
New entrants focus on small-box bar-arcades and VR boutiques with lower fixed rents and flexible leases. Investor diligence emphasizes throughput, basket size, and local demand seasonality.
Structure your arcade game room plan around modular upgrades, multi-year equipment ROIs, and landlord contribution where possible.
You’ll find detailed capital stack examples in our arcade game room business plan.
Regional performance snapshot (table)
Use this quick view to align your arcade game room’s content and pricing with regional realities.
The table compares revenue weight, growth, and operator landscape across key regions for 2025.
| Region | 2025 Position & Performance | Operator Landscape Notes |
|---|---|---|
| APAC | Largest share (~51%); fastest growth | High machine density; mall & transit hubs; strong local IP |
| North America | Large revenue base; moderate growth | Chain concentration; FEC and bowling hybrids dominate |
| Europe | Steady; varied by regulation and tourism | Independent/mall mix; prize rules differ by country |
| LATAM | Expanding selectively in malls | Franchise FECs; currency and import duties matter |
| Middle East | Project-led growth in destinations | Large leisure clusters; premium pricing potential |
| Japan | Mature, stable volumes | High-quality arcades; crane/prize proficiency |
| China | Scale + urban rollouts | Local operators; rapid content refresh |
Projected growth by format (table)
Different arcade formats will not grow at the same pace between now and 2030.
Use the table to see which concepts are likely to outpace the market and where to allocate capex in an arcade game room.
| Format | Growth Outlook (2025–2030) | Key Enablers |
|---|---|---|
| Traditional cabinet-led arcade | Low-to-moderate | Cashless, IP titles, prize mix |
| VR/AR boutique | Moderate-to-high (from small base) | Content cadence, throughput, hygiene UX |
| FEC (games + redemption + parties) | Moderate-to-high | Event sales, group packages, food margins |
| Bowling + arcade hybrids | Moderate | Lane utilization, ticket games, bars |
| eSports + arcade add-ons | Selective | Community hubs, leagues, sponsors |
| Tourist destination arcades | Seasonal but high yield | Location rent, IP attractions, bundles |
| Mall-integrated arcades | Moderate (footfall-dependent) | Retail partners, promos, anchor tenants |
Conclusion
This article is for informational purposes only and should not be considered financial advice. Readers are encouraged to consult with a qualified professional before making any investment decisions. We accept no liability for any actions taken based on the information provided.
Want more on starting and scaling an arcade game room?
Explore step-by-step guides, budgets, revenue tools, and marketing playbooks tailored to arcades.
Sources
- The Business Research Company (Arcade Gaming Market)
- Precedence Research (Amusement Machine Market)
- Grand View Research (Amusement Machines)
- Technavio (Arcade Gaming Market Size)
- PR Newswire / Technavio (2025–2029 Growth)
- IBISWorld (U.S. Arcade & FECs)
- Fortune Business Insights (Arcade Games Machine)
- Future Market Insights (FEC Market)
- Mordor Intelligence (VR in Gaming)
- Forvis Mazars (Gaming Risks & Trends)
-Arcade Game Room Business Plan: Step-by-Step Guide
-How Much Does It Cost to Start an Arcade?
-Arcade Game Room Marketing Strategy
-Arcade Game Room Budget Tool
-Arcade Game Room Revenue Tool
-Arcade Revenue per Machine
-Arcade Break-Even Calculator
-Arcade Game Room Profit Margin
-Arcade Birthday Party Revenue
-Gaming Venue Industry Statistics
-Is an Arcade Business Worth It?


