Global Bowling Game Machines Market Research 2026

Explore insights, growth trends, key players, and forecasts for the Global Bowling Game Machines Market Research 2026 with comprehensive global market analysis.

Pages: 220

Format: PDF

Date: 01-2026

Global Bowling Game Machines Market Overview

Western Market Research estimates that the global Bowling Game Machines market was valued at USD XXXX million in 2025 and is expected to reach USD XXXX million by 2036, registering a CAGR of XX% during the forecast period 2026–2036.

Bowling game machines are electromechanical and digital amusement systems designed to simulate bowling gameplay in compact, automated, and digitally enhanced formats. These machines are widely deployed in family entertainment centers (FECs), amusement parks, bars, arcades, bowling alleys, and leisure venues, offering interactive and monetizable gaming experiences. Market growth is supported by rising demand for indoor entertainment, digital payment adoption, and gamification of traditional sports.

The Global Bowling Game Machines Market Report provides a detailed evaluation of market size, technology evolution, revenue models, competitive dynamics, and long-term growth opportunities, supported by historical insights and forward-looking analysis.


Impact of COVID-19 on the Bowling Game Machines Market

The COVID-19 pandemic had a short-term adverse but structurally recoverable impact:

  • 2020 downturn due to closure of entertainment venues, arcades, and leisure centers.

  • Delayed capital investments by amusement operators.

  • Gradual recovery driven by:

    • Reopening of FECs, arcades, and bowling centers

    • Increased demand for contact-light, automated amusement machines

    • Growth in mall-based and indoor entertainment formats

Post-pandemic, operators increasingly favor compact, digital, and low-maintenance bowling game machines to diversify revenue streams.


Global Bowling Game Machines Market Segmentation

By Payment Type

  • Coin-Operated Machines

  • Scan Code / Digital Payment Machines

  • Card-Based & Cashless Hybrid Systems

By Machine Type

  • Mechanical Bowling Game Machines

  • Digital & Video-Based Bowling Machines

  • VR / Augmented Bowling Simulators

By Application

  • Amusement Parks

  • Bars & Discotheques

  • Family Entertainment Centers (FECs)

  • Bowling Alleys

  • Arcades & Malls

By End User

  • Commercial Entertainment Operators

  • Hospitality & Leisure Chains

  • Independent Arcade Owners


Regional Analysis

North America

  • Mature market with strong presence of arcades and bowling entertainment

  • High adoption of cashless and scan-based payment systems

  • Demand driven by FEC modernization

Europe

  • Stable demand supported by leisure centers and arcade culture

  • Germany, the UK, and France are key markets

  • Preference for compact, digitally enhanced machines

Asia-Pacific

  • Fastest-growing region

  • Rapid expansion of shopping malls and indoor entertainment

  • China, Japan, and Southeast Asia drive volume growth

South America

  • Emerging demand from urban entertainment venues

  • Growth supported by mall-based arcades

Middle East & Africa

  • Gradual adoption

  • Demand concentrated in tourism-driven and premium leisure locations


Competitive Landscape – Key Players

The bowling game machines market is fragmented and innovation-driven, with competition focused on game realism, digital integration, durability, and monetization features.

Major Market Participants Include:

  • Atari

  • Bandai Namco

  • Taito

  • Game Circus

  • FarSight Studios

  • Backbone Entertainment

  • Raw Thrills

  • ICE Games

  • Bay Tek Games


Porter’s Five Forces Analysis

  • Threat of New Entrants – Moderate
    Hardware design and software integration create entry barriers.

  • Bargaining Power of Suppliers – Low to Moderate
    Components are standardized, though specialized sensors add cost.

  • Bargaining Power of Buyers – High
    Entertainment operators demand ROI-driven pricing and durability.

  • Threat of Substitutes – High
    Competing arcade games, VR entertainment, and home gaming systems.

  • Competitive Rivalry – High
    Intense competition based on gameplay innovation and digital features.


SWOT Analysis

Strengths

  • Compact, high-engagement amusement format

  • Monetization through repeat play

Weaknesses

  • Dependent on foot traffic

  • Limited appeal outside entertainment venues

Opportunities

  • Cashless and mobile-payment integration

  • VR and digital bowling simulations

  • Growth of mall-based FECs

Threats

  • Competition from home gaming and esports

  • Economic downturn affecting discretionary spending


Market Trends

  • Shift toward cashless and scan-based payments

  • Integration of digital scoring, LED displays, and gamification

  • Compact machines for space-optimized venues

  • Hybrid physical–digital bowling experiences


Key Market Drivers

  • Growth of indoor amusement and FECs

  • Urbanization and mall culture expansion

  • Rising demand for interactive entertainment

  • Technological advancements in arcade machines


Challenges

  • High initial capital cost for operators

  • Maintenance and software upgrade requirements

  • Sensitivity to economic cycles


Value Chain Analysis

  1. Game Design & Software Development

  2. Hardware & Mechanical Manufacturing

  3. System Integration & Testing

  4. Distribution & Installation

  5. Operations & Maintenance

  6. End-User Gameplay & Revenue Generation


Strategic Recommendations for Stakeholders

  • Manufacturers: Focus on cashless, compact, and digital-first designs

  • Operators: Bundle bowling machines with multi-game attractions

  • Developers: Introduce social and competitive gameplay modes

  • Investors: Target Asia-Pacific and mall-based entertainment growth

1. Market Overview of Bowling Game Machines
    1.1 Bowling Game Machines Market Overview
        1.1.1 Bowling Game Machines Product Scope
        1.1.2 Market Status and Outlook
    1.2 Bowling Game Machines Market Size by Regions: 2015 VS 2021 VS 2026
    1.3 Bowling Game Machines Historic Market Size by Regions
    1.4 Bowling Game Machines Forecasted Market Size by Regions
    1.5 Covid-19 Impact on Key Regions, Keyword Market Size YoY Growth
        1.5.1 North America
        1.5.2 East Asia
        1.5.3 Europe
        1.5.4 South Asia
        1.5.5 Southeast Asia
        1.5.6 Middle East
        1.5.7 Africa
        1.5.8 Oceania
        1.5.9 South America
        1.5.10 Rest of the World
    1.6 Coronavirus Disease 2019 (Covid-19) Impact Will Have a Severe Impact on Global Growth
        1.6.1 Covid-19 Impact: Global GDP Growth, 2019, 2020 and 2021 Projections
        1.6.2 Covid-19 Impact: Commodity Prices Indices
        1.6.3 Covid-19 Impact: Global Major Government Policy
2. Covid-19 Impact Bowling Game Machines Sales Market by Type
    2.1 Global Bowling Game Machines Historic Market Size by Type
    2.2 Global Bowling Game Machines Forecasted Market Size by Type
    2.3 Coin Payment
    2.4 Scan Code Payment
3. Covid-19 Impact Bowling Game Machines Sales Market by Application
    3.1 Global Bowling Game Machines Historic Market Size by Application
    3.2 Global Bowling Game Machines Forecasted Market Size by Application
    3.3 Amusement Park
    3.4 Bar
    3.5 Discotheque
    3.6 Family Entertainment Center
    3.7 Bowling Alley
4. Covid-19 Impact Market Competition by Manufacturers
    4.1 Global Bowling Game Machines Production Capacity Market Share by Manufacturers
    4.2 Global Bowling Game Machines Revenue Market Share by Manufacturers
    4.3 Global Bowling Game Machines Average Price by Manufacturers
5. Company Profiles and Key Figures in Bowling Game Machines Business
    5.1 Atari
        5.1.1 Atari Company Profile
        5.1.2 Atari Bowling Game Machines Product Specification
        5.1.3 Atari Bowling Game Machines Production Capacity, Revenue, Price and Gross Margin
    5.2 Namco
        5.2.1 Namco Company Profile
        5.2.2 Namco Bowling Game Machines Product Specification
        5.2.3 Namco Bowling Game Machines Production Capacity, Revenue, Price and Gross Margin
    5.3 FarSight Studios
        5.3.1 FarSight Studios Company Profile
        5.3.2 FarSight Studios Bowling Game Machines Product Specification
        5.3.3 FarSight Studios Bowling Game Machines Production Capacity, Revenue, Price and Gross Margin
    5.4 Taito
        5.4.1 Taito Company Profile
        5.4.2 Taito Bowling Game Machines Product Specification
        5.4.3 Taito Bowling Game Machines Production Capacity, Revenue, Price and Gross Margin
    5.5 Game Circus
        5.5.1 Game Circus Company Profile
        5.5.2 Game Circus Bowling Game Machines Product Specification
        5.5.3 Game Circus Bowling Game Machines Production Capacity, Revenue, Price and Gross Margin
    5.6 Backbone Entertainment
        5.6.1 Backbone Entertainment Company Profile
        5.6.2 Backbone Entertainment Bowling Game Machines Product Specification
        5.6.3 Backbone Entertainment Bowling Game Machines Production Capacity, Revenue, Price and Gross Margin
6. North America
    6.1 North America Bowling Game Machines Market Size
    6.2 North America Bowling Game Machines Key Players in North America
    6.3 North America Bowling Game Machines Market Size by Type
    6.4 North America Bowling Game Machines Market Size by Application
7. East Asia
    7.1 East Asia Bowling Game Machines Market Size
    7.2 East Asia Bowling Game Machines Key Players in North America
    7.3 East Asia Bowling Game Machines Market Size by Type
    7.4 East Asia Bowling Game Machines Market Size by Application
8. Europe
    8.1 Europe Bowling Game Machines Market Size
    8.2 Europe Bowling Game Machines Key Players in North America
    8.3 Europe Bowling Game Machines Market Size by Type
    8.4 Europe Bowling Game Machines Market Size by Application
9. South Asia
    9.1 South Asia Bowling Game Machines Market Size
    9.2 South Asia Bowling Game Machines Key Players in North America
    9.3 South Asia Bowling Game Machines Market Size by Type
    9.4 South Asia Bowling Game Machines Market Size by Application
10. Southeast Asia
    10.1 Southeast Asia Bowling Game Machines Market Size
    10.2 Southeast Asia Bowling Game Machines Key Players in North America
    10.3 Southeast Asia Bowling Game Machines Market Size by Type
    10.4 Southeast Asia Bowling Game Machines Market Size by Application
11. Middle East
    11.1 Middle East Bowling Game Machines Market Size
    11.2 Middle East Bowling Game Machines Key Players in North America
    11.3 Middle East Bowling Game Machines Market Size by Type
    11.4 Middle East Bowling Game Machines Market Size by Application
12. Africa
    12.1 Africa Bowling Game Machines Market Size
    12.2 Africa Bowling Game Machines Key Players in North America
    12.3 Africa Bowling Game Machines Market Size by Type
    12.4 Africa Bowling Game Machines Market Size by Application
13. Oceania
    13.1 Oceania Bowling Game Machines Market Size
    13.2 Oceania Bowling Game Machines Key Players in North America
    13.3 Oceania Bowling Game Machines Market Size by Type
    13.4 Oceania Bowling Game Machines Market Size by Application
14. South America
    14.1 South America Bowling Game Machines Market Size
    14.2 South America Bowling Game Machines Key Players in North America
    14.3 South America Bowling Game Machines Market Size by Type
    14.4 South America Bowling Game Machines Market Size by Application
15. Rest of the World
    15.1 Rest of the World Bowling Game Machines Market Size
    15.2 Rest of the World Bowling Game Machines Key Players in North America
    15.3 Rest of the World Bowling Game Machines Market Size by Type
    15.4 Rest of the World Bowling Game Machines Market Size by Application
16 Bowling Game Machines Market Dynamics
    16.1 Covid-19 Impact Market Top Trends
    16.2 Covid-19 Impact Market Drivers
    16.3 Covid-19 Impact Market Challenges
    16.4 Porter

Global Bowling Game Machines Market Segmentation

By Payment Type

  • Coin-Operated Machines

  • Scan Code / Digital Payment Machines

  • Card-Based & Cashless Hybrid Systems

By Machine Type

  • Mechanical Bowling Game Machines

  • Digital & Video-Based Bowling Machines

  • VR / Augmented Bowling Simulators

By Application

  • Amusement Parks

  • Bars & Discotheques

  • Family Entertainment Centers (FECs)

  • Bowling Alleys

  • Arcades & Malls

By End User

  • Commercial Entertainment Operators

  • Hospitality & Leisure Chains

  • Independent Arcade Owners

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