Electronic Table Games Market Revenue Share Analysis, Market Growth Forecast, 2023–2028
According to the current analysis of Reports and Data, the global Electronic Table Games Market was valued at USD 2.93 Billion in 2019 and is expected to reach USD 4.59 Billion by the year 2027, at a CAGR of 5.94%. The projected growth of the market is driven by the advancement of technology in casinos and bars and the transition of consumer preferences to more efficient and accurate systems of gaming. Electronic Gaming Tables result in the consequent optimization of the costs incurred by casino operators and increase the payout and the number of times the game is played in an hour.The industry growth is derived from the demand for recreational activities in emerging economies where gambling and gaming are being accepted with regulative legislations. The games which are commonly played using EGTs are Roulette, Blackjack and Baccarat and are accessible to players and enthusiasts from various income categories..
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Further key findings from the report suggest
- The ETG market has been forecasted to attain a CAGR of 5.98% by the end of the forecast period in 2027. This growth is primarily derived by the broad market evolving in emerging economies and the acquired taste for gaming and gambling and in search of shared experiences
- The Industry for ETG is propelled by the audience who are visually stimulated and are looking for accurate pay-offs with minimum bets which are offered by electronic casinos.
- Based on type the market, the Blackjack game type is projected to attain a market revenue of USD 1699 Million during the forecast period. Dealing and payouts in Blackjacks are both done more faster while errors are reduced. Plus, ETGs offer an enhanced feeling of privacy and security over traditional games. As the industry is moving at a higher pace, the demand for Blackjack ETG is projected to offer good industry revenue during the forecasted time period.
- The augmenting growth factor of the industry includes the cultural acceptance of Casinos manifested in the form of liberal guidelines that regulate the casinos and gambling environment.
- The upgradation of technology in bars and restaurants to engage a young and technologically stimulated crowd has augmented the growth. For instance, the adoption of technologies such as optical scanning technology and RFID has contributed to the sprinting growth of the industry.
- The Asia Pacific regions are expected to witness a rewarding growth, emerged as the fastest-growing industry, with the highest CAGR of 6.84% during the forecast period. Increasing per capita incomes in developing nations such as China and India and the need to feed the mass demand for gaming and gambling has propelled the market growth.
- The players involved in strategic partnerships are planning to expand their footprint in foreign markets. For instance, Aruze gaming partnered with Quixant plc, a gaming technology company in Macau introduced a new gambling platform to strengthen its presence in the Asian industry.
Competitive Landscape:
Competitive landscape of global Electronic Table Games market is quite fragmented with regional and global key players. These market players are involved in various strategies including mergers and acquisitions, collaborations, new product launches or corporate deals to retain their market position and expand their product portfolio.
some leading companies operating in the global Electronic Table Games market:
Scientific Games, Aruze Gaming, Weike Gaming, Spintec, Novomatic, AGS, Jackpot Digital, IGT, TCS JOHN HUXLEY and Interblock Gaming
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The global market is further segmented into type and application:
Types (Revenue, USD Million; 2017–2027)
- Blackjack
- Roulette
- Poker
- Sic Bio
- Baccarat
- Others
End-Use (Revenue, USD Million; 2017–2027)
- Casinos
- Gaming Parlours
- Others
Regional analysis provides insights into key trends and demands in each major country that can affect market growth in the region.
- North America (U.S., Canada, Mexico)
- Europe (Germany, U.K., Italy, France, BENELUX, Rest of Europe)
- Asia Pacific (China, India, Japan, South Korea, Rest of APAC)
- Latin America (Brazil, Rest of LATAM)
- Middle East & Africa (Saudi Arabia, U.A.E., South Africa, Rest of MEA)
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