Global pinball and arcade game market

Part
01
of seven
Part
01

Arcade Gaming Market Global Market Size, Part 1

The global market size of arcade gaming is approximately $25.46 billion in 2019 and IS expected to decline at a 9.28% CAGR reaching $20.96 billion in 2021.

ARCADE GAMING

GLOBAL MARKET SIZE
  • The global VR arcade gaming is expected to be at $45.09 billion by 2025.
  • The global arcade gaming industry is expected to decline at a CAGR of 9.28% from 2017 to 2021.
  • The global arcade gaming market is projected to be worth $20.96 billion by the year 2021.
  • The top trends driving this growth and popularity for arcade gaming in the world include the use of 360-degree cameras, the increasing use of VR headsets, and that the industry is becoming a tourist attraction.

OTHER HELPFUL FINDINGS

ON ARCADE GAMING US MARKET SIZE
  • In the US, the Arcade, Food and Entertainment industry has reached a combined value of $2 billion in 2019 and is expected to continue growing at a 3.5% rate.

ON PINBALL GLOBAL MARKET SIZE

ON PINBALL US MARKET SIZE
  • In the US, the pinball industry's revenue has been decreasing in the past years from $423.3 million generated in 2006 to $233.4 million generated in 2010.

Research Strategy:

We began our research by looking for precompiled reports of the Arcade Gaming industry in the world through credible industry research and reports companies like PR Newswire, Market Watch, and Business Wire, among others. While we were able to find the CAGR of the global industry and the market size projected for 2021 through separate industry reports, we were unable to find the current market size. As a second step, we tried to look for readily available data in industry magazines, news, and financial sources like CNBC, Forbes, and Independent. Through this search, we were able to find insights into the status of the arcade gaming industry and its upcoming trends, but not the current market size as a global market or by region.

Since we already found enough data points to calculate the current global market size, we decided to triangulate the information and calculate it using an online CAGR calculator, this calculation was compiled in a single document. We found that the 2021 global market size value will be US$20.96 billion, so we used this as the final value in the calculator. We also found that the market has a declining CAGR for the period of 2017-2021 or 9.28% so we indicated this as a negative CAGR value in the calculator and marked a 2-year period (from 2021) to determine the initial value or the market size of 2019. The calculator gave the result of $25,467,434,344.57 or $25.46 billion for 2019.

We were unable to locate the US and Europe market size of the arcade gaming industry, as well as the pinball industry. We began our research by looking for precompiled reports of the Arcade Gaming industry and Pinball industry through credible industry research organizations mentioned above. While these sources gave us the information needed to calculate the global market size of the arcade gaming industry, most of the information was hidden behind paywall and could not be accessed.

As a second step, we searched for readily available data in credible industry magazines, news, and financial sources specific for the US and European market. Through this search, we were able to find insights into the status of the arcade gaming industry and its upcoming trends but not the current market size by region. We found hints on the increasing interest on pinball by the Americans and Japanese and the US market size for the entire Arcade, Food and Entertainment industry, but nothing on the market size specifically for arcade gaming or pinball in the US and Europe.

We then decided to broaden our criteria to 10 years ago with the objective of finding earlier reports of the industries in the US or Europe that would allow us to calculate the market size in 2019. While we found a number of relevant articles on the trends of the arcade industry at that time, they did not contain valuable data for our search. However, we found the US market size of the Pinball industry from 2006 to 2010 with decreasing value.

As our last resort, we tried to locate data points in the report or articles found that would give us the market share the US and Europe represented from the global industry to calculate their size. The Market Watch report claims to have the market size and industry information divided by region including the US and Europe. NBC29 also contains information regarding the pinball industry. Anything Research has an industry report dedicated to the US. However, no report or article gave enough data to understand the percentage or size these regions represented, because the information was once again hidden behind a paywall. With the data found for the pinball industry in the US, we tried to calculate the CAGR and growth from 2010 to 2017, but based on the information that the market suffered a fall from 2006 to 2010, this has given an invalid result. Finally, we concluded that the market size of arcade gaming for the US and Europe or the overall pinball market size are not publicly available but can be obtained through the presented paid reports.

Part
02
of seven
Part
02

Arcade Gaming Market Global Market Size, Part 2

  • 45% of new pinball machines were sold to consumers in 2007, according to a global industry supplier.
  • In 2004, there were over 45,000 pinball machines in public locations.
  • As measured in number of units sold, the most popular stand-up arcade machines are Pac-Man, Space Invaders, and Street Fighter II.
  • According to NBC news, 24 countries hosted pinball tournaments in 2016.
  • In 2017, there were almost 4,500 pinball competitions with over 55,000 participants.
  • There appears to be a trend in mobile games becoming stand-up arcade games.
  • Analysts are predicting that there will be a large growth in the market for virtual reality (VR) arcades.
  • A leading trade industry magazine estimated that there were 166,760 retail locations operating arcade games in the US in 2015.
  • It was estimated that the number of global family entertainment centers will grow at a CAGR of 13.3% between 2017 and 2027.

Research Strategy:

In order to provide the global market size for arcade gaming, we began by going through industry supplier websites, including BMI gaming and Amusement Games, trade magazines such as Play Meter and RePlay, as well as gaming websites such as Polygon, but we were unable to locate the requested information through this strategy. We were, however, able to find some statistics on the number of pinball machines but the majority of these statistics are a bit dated.

Next, we expanded our search to include business articles on the gaming industry as whole. This research indicated that the market for stand-alone arcade games may be experiencing a global resurgence (or at least a reprieve on industry decline), in part because of emerging VR technologies but we were not able to locate any statistics on the actual number of machines. We attempted to find data on the number of global retail locations that feature stand-up arcade games but were unsuccessful. We did find a 2015 annual report on the state of the arcade industry from a reputable trade magazine but this report only covered the US.

Finally, we expanded our research to include information on the family entertainment center/indoor amusement market, an industry that includes arcade gaming. This research provided direct information on the market growth forecast but, unfortunately, we were not able to locate any information that would help us estimate the number of arcade machines in use around the world.

Part
03
of seven
Part
03

Arcade Gaming Global Market Growth

In the next three to five years, the global arcade gaming market is expected to decline and reach $15.649 billion in 2024 from $17.25 billion in 2023 and $19.01 billion in 2022.

Global Arcade Gaming Market

  • From the previous research, the global market size of arcade gaming is approximately $25.46 billion ($25,467,434,344.57) in 2019.
  • The global arcade gaming industry is projected to decline at a CAGR of 9.28% from 2017 to 2021.
  • In the next 3 years (2022) the global arcade gaming market expected to decline and reach $19.01 billion.
  • In the next 4 years (2023) the global arcade gaming market expected to decline and reach $17.25 billion.
  • In the next 5 years (2024) the global arcade gaming market expected to decline and reach $15.649 billion.

Additional findings

  • Although arcade gaming is on the decline globally, Japan still has the biggest market for arcade with 4,856 registered arcades across the country and an estimated 9000 locales with under 50 arcade machines each.
  • New games and arcade machines are continuing to be released in game centers across Japan.
  • Due to video game consoles such as Nintendo and PlayStation, arcade games in America is on the decline.
  • Also, due to smartphone and tablet games, arcade games are on a decline.
  • One of the reasons behind this decline is the maintenance of the machine. Most businesses would not spend money on repairs because the cost of it outweighs the revenue of a machine. A game on a machine cost about 25-50 cents and repairs would cost way more.

Your Research team applied the following Strategy:

To determine the growth of global arcade gaming market over the next 3-5 years, we first looked into the previous research that provides the market size of this market which is $25.46 billion ($25,467,434,344.57). The global arcade gaming industry is projected to decline at a CAGR of 9.28% from 2017 to 2021.

To provide a more accurate CAGR for the next 3-5 years (2022-2024), we looked for precompiled reports on the global arcade gaming market in reputed industry research databases such as PR Newswire, Market Watch, and Business Wire among others. We found only the data the previous research had come up with (2017-2021) and those reports that provide recent data are paywalled. Then, we scanned media sources such as CNBC, Forbes, and Observer. Through these websites, we found insights about the arcade gaming market, its decline globally, and about its steady rise in Japan.

Since we could not find any recent data for the global arcade gaming market within the next 3-5 years, we assumed that the CAGR decline of 9.28% from 2017 to 2021 will continue to 2024. We used an online calculator to determine future value. The screenshots of the results from the calculator can be found here.

Triangulation

  • After 3 years (2022): Because the market is declining we input negative 9.28% in CAGR, 3 in a number of periods, and $25,467,434,344.57 in initial value. The calculator gave the result of $19,014,912,000 or $19.01 billion in 2022.
  • After 4 years (2023): We input negative 9.28% in CAGR, 4 in number of periods, and $25,467,434,344.57 in initial value. The calculator gave the result of $17,250,328,166.40 or $17.25 billion in 2023.
  • After 5 years (2024): We input negative 9.28% in CAGR, 5 in number of periods, and $25,467,434,344.57 in initial value. The calculator gave the result of $15,649,497,712.56 or $15.649 billion in 2024.
Part
04
of seven
Part
04

Arcade Game Players

After an extensive search through credible sources, we were not able to provide the total number of arcade game players, specifically pinball players, globally. However, the research team pulled together all the relevant insights about pinball and arcade games and presented them below, together with the details of the team's research strategies to find the required information.

Arcade Games Market Size

  • The arcade gaming revenue is valued at $3.5 billion for 2019. Its peak was at $27 billion in 1982.
  • Arcade gaming market is expected to decline at a CAGR of 9.28% from 2017-2021.

Pinball Tournament Players

  • According to Forbes, there are 3,500 pinball tournaments in 24 countries with over 100,000 competitors in the year 2017.
  • The International Flipper Pinball Association (IFPA) noted that the number of tournament players increased from the year 2016 to 2018.

Mobile arcade games: number of players

  • In July 2016, mobile arcade games have the most monthly active users (MAU) at 80.7 million.
  • In terms of the number of downloads, the US leads all countries with 63.1 million downloads.

Additional Findings

  • In the US, 80 percent of arcade game players are teenagers and almost 9 out of 10 of them have tried arcade machines at least once.
  • Among the arcade game players in the US, 90 percent of them are male.
  • Atari, the maker of Pong, has $415 million revenue while Bally Corp, the world's largest slot-machine and pinball maker, made up more than $130 million in revenue.
  • Video titans Atari and Bally Corp make up 80% of the coin-operated arcade market.

Research Strategy:

To identify the number of arcade game players globally, we initially searched for the arcade gaming industry news from websites such as Market Watch, however, these reports do not contain the number of players for both arcade games as a whole and pinball. We also searched market reports regarding video arcade machines but most are paywalled and there is no mention of the number of players. Industry associations such as the American Amusement Machine Association and International Flipper Pinball Association (IFPA) do not have statistics as well. The only available data is the number of tournament players from the IFPA.

We then expanded our search on credible news websites such as Forbes and Bloomberg and statistics from the video game industry as a whole. As for pinball, we only found the number of tournament players and it shows that more than 100,000 players from 24 countries participated in pinball competition. The "2019 Video Game Industry Statistics, Trends & Data" report from We PC shows that the only available data is about "mobile" arcade games players and not the data about arcade machines and cabinets.

During our search, we were able to find the revenue of arcade games and included the data in our findings. Since we already have the yearly revenue of arcade games, we searched how much does an average player spend on arcade games in an attempt to triangulate the answer. However, most of the data come from Asian markets such as Taiwan and Japan where the arcade gaming industry is still strong. The typical Taiwanese arcade gamer spends around $160 per month on arcade machines. We also searched for the largest companies in the coin-operated market such as Atari and Bally Corp, however, we could not find the number of players they are serving worldwide.
Part
05
of seven
Part
05

Arcade Game Industry Key Players, Part 1

Some of the key players in the global arcade game industry are Stern Pinball, CXC Simulations, Eleetus, NAMCO Entertainment, and SEGA.

The link to the spreadsheet is here.

Stern Pinball

  • Stern Pinball, Inc. is an expert in designing and manufacturing arcade games with a special focus on pinball arcade games.
  • Apart from pinball games, they also offer merchandise and parts and accessories to "pinball operators, enthusiasts, and fans around the globe".
  • Headquarters: Chicago, Illinois
  • The link to the official website of Stern Pinball is here.

CXC Simulations

  • CXC Simulations is a company that specializes in designing and manufacturing advanced personal racing simulation equipment.
  • They provide their racing simulator experience to global vehicle companies such as Mitsubishi Motors Corporation, as well as motorsports enthusiasts and vintage and professional race drivers all over the world.
  • Headquarters: Hawthorne, California
  • The link to the official website of CXC Simulations is here.

Eleetus

  • Eleetus is a company that specializes in designing and manufacturing racing and flight simulation equipment.
  • They provide their products to virtual reality, skill-based gaming, defensive driving instruction, and other industries.
  • Headquarters: Ottawa Lake, Michigan
  • The link to the official website of Eleetus is here.

NAMCO entertainment

  • NAMCO Entertainment specializes in games and amusements worldwide and is a member of the BANDAI NAMCO Group.
  • The company offer their products to many types of entertainment facilities worldwide which includes amusement Parks, bowling centers, casinos, cruise ships, hotels, and more.
  • They offer all types of arcade games, including motor simulation, Pacman, and pinball.
  • Headquarters: Wood Dale, Illinois
  • The link to the official website of NAMCO Entertainment is here.

SEGA

  • SEGA Group specializes in designing, developing, and selling consumer and arcade game content to toys, animation, and arcade facility management.
  • SEGA Interactive Co., Ltd. is in charge of developing, manufacturing, and selling arcade game machines such as video games, medal games, and prize games to a wide range of consumers around the world.
  • Headquarters: Shinagawa-ku, Tokyo, Japan
  • The link to the official website of SEGA is here.

Your Research team applied the following Strategy:

In order to identify the key players in the global arcade game industry, we consulted several industry analysis reports pertaining to arcade games. Market Insights, Market Research Nest, Market Watch, and Business Wire are some of the reputed sources that we examined to find the required information.

All the reports from the above-mentioned sources named the following key players: CXC Simulations, Eleetus, NAMCO, SEGA, D-BOX Technologies, Vesaro, Taito, Gold Standard Games, Rene Pierre, Microsoft, Nintendo, SONY, Amazon Fire TV, Nvidia Shield, Gamepop, Ouya, Gamestick, MadCatz Mojo, and Tencent Holdings Limited.

Since all these reports were behind a paywall, we were not able to see the order in which these major players share this market. However, the report found in Business Wire (included in our sources), named CXC Simulations, Eleetus, NAMCO, and SEGA as the "key vendors". Therefore, we decided to include these in the request, as we also knew, based on our research, they are all part of the key players in the global arcade game industry.
Part
06
of seven
Part
06

Arcade Game Industry Key Players, Part 2

Two of the key players in the global arcade game industry are Stern Pinball and CXC Simulations. Stern Pinball caters to pinball enthusiasts and hobbyists while CXC Simulations accommodates the interests of race car drivers. Provided below are the requested information for said companies, which are also compiled in rows 5-9, columns C-D of the attached spreadsheet.

STERN PINBALL

DEVELOPMENT PLAN AND STRATEGY
  • Stern Pinball has achieved success by becoming a hit to pinball enthusiasts, hobbyists, and collectors.
  • The company holds an annual Stern Pro Circuit, where pinball players compete to earn a place in the championships.
  • Aside from physical pinball cabinets, they have also started developing digital pinball games for consoles and mobile devices.
  • In January 2019, they attended the Consumer Electronics Show in Las Vegas, where they showcased their latest offerings in both terrestrial and digital games.
  • By offering digital games on top of physical cabinets/terrestrial games, they are now able to reach a wider, more global audience.

HELPFUL FINDINGS (REVENUE)
  • Stern Pinball has an estimated revenue of $7.1 million.
  • In 2013, 50% of Stern's machines were exported overseas. In the United States, 70% of the machines went to hobbyists and collectors.

CXC Simulations

DEVELOPMENT AND STRATEGY
  • CXC Simulations has partnered with other companies like SimMetric Labs and HTC. These companies utilize the technology of CXC Simulations to cater different audiences.
  • While the main audience of CXC Simulations are race car drivers, they also accommodate the interests of other audiences who are not drivers but still value "highly accurate and detailed racing experience".
  • CXC Simulations is working with SimMetric Labs to deliver a mobile race simulation for race car drivers and race coaches during events.
  • They have also worked with HTC in the early development of the Vive Pro, a VR Headset that works well with their existing racing simulation programs.

HELPFUL FINDINGS (REVENUE)

Research Strategy:

We were unable to find specific revenue breakdowns or specific financial data related to the maintenance of publicly located machines for both Stern Pinball and CXC Simulations.

First, we examined their respective websites and press releases or articles from PRNewswire and Forbes for any financial or annual reports that we may use to gather the data necessary for this request. Although this information was not available in these sources, we found that Andretti Indoor Karting & Games has racing simulation machines from CXC Simulations and that baby boomers are keeping the physical pinball cabinet manufacturing alive. Our next strategy was to search for financial documents that the companies may have submitted to SEC, however we were unable to locate such documents. This is most likely because both are privately-owned companies and are not obliged to report their financials.

Since the needed data were not readily available in the public domain, we looked for data points that we can use to triangulate the required information. This strategy started with identifying the estimated total revenues of Stern Pinball and CXC Simulations, which were both located on Zoominfo. Then, we combed through articles that could reveal some insights valuable for triangulation, such as segmentation of their audiences and some sales insights. However, our research only found the percentage of Stern Pinball machines sold in the US and abroad, and details about simulation testing of CXC Simulations.

Lastly, we consulted industry reports and market research that might furnish the requested data. We identified one that could provide insights on the revenue and financial details of CXC Simulations but is only available behind paywall. On the other hand, market research reports involving Stern Pinball could not be found. This is likely because Stern Pinball is considered as one of the last remaining pinball machine manufacturers in the world.
Part
07
of seven
Part
07

Arcade Game Industry Key Players, Part 3

While we were able to locate Namco and Sega companies financial; Eleetus financial were not available in the public domain. Namco home and network games annual revenue was estimated to be $2.74 billion — commercial $910 million. Saga digital game annual revenue was estimated to be $267 million; packaged games annual revenue was estimated to be $397 million. Our research team has provided detailed information in rows 5-9, columns E-G of the attached spreadsheet.

NAMCO

  • Namco unveils regional brand campaign to grow its business by connecting customers with portfolio.
  • The company invests heavily to create a new IP which will strengthen the previous IP with the aim of improving its penetration and expansion in the global markets.
  • Namco home and network games annual revenue was estimated to be $2.74 billion — commercial $910 million.
  • Our research team has provided detailed information in the attached spreadsheet.

saga

  • Saga through its new IP on digital storefronts are making the company perform better and grow the business by attracting more customers — the company has increased developmental plans and strategy.
  • Saga revenue accrued from selling arcade games machines was estimated to be $505 million in 2018.
  • Our research team has provided detailed information in the attached spreadsheet.

RESEARCH STRATEGY

To identify the revenue and financial of the identified companies — Eleetus, Namco and Sega — we began by combing through companies financial reports and market research reports like OpenPr.com, 24.com, IBIS World, IDC, and Digital Commerce 360 for information regarding the company’s revenue generated from selling gaming machines. While we were able to unearth Namco and Saga financial, there was no report regarding Eleetus financial revenue. We went further by combing through companies annual reports and official website for the breakdown of company revenue by customer types and the amount of revenue the company reinvests into publicly located machines. The result of this strategy was referencing information we already had — Namco by customer type to be $2.74 billion and $910 million for home and network games and commercial respectively.

Next, we change gear by attempting to triangulate the annual revenue of Eleetus. We leverage information on key players like CXC Simulations, D-Box Technologies, Vesaro, Taito and others that are currently active in the arcade gaming market to identify the amount of revenue the company reinvests into publicly located machines and use these findings to calculate an estimated amount of revenue reinvested into publicly located machines by Eleetus. Similar to our first strategy, we were not able to find any relevant information that would enable us to triangulate an estimated amount of revenue the company reinvests into publicly located machines in the arcade gaming space. Most of the resources like Gamessutra, Statista, Bloomberg, TechCrunch and GamesIndustry in the public domain that we identified with this strategy did not contain the financial statistics of the companies in the market.

Lastly, we tried searching for information on global news forums, publications, articles, expert blogs like Forbes, MarketWatch, Market Research Engine, AsianCrunch, Research Enter and VentureBeat. However, after an exhaustive search through all these resources, we were unable to identify actionable information on the breakdown of company revenue by customer types for Eleetus, the company’s revenue from selling arcade game machines. Most of the information that we did find was related to arcade games available, global growth and demand of arcade games and games/machines provided by these key players, applications, and advantages gotten from gaming with the key players.

We, therefore, concluded that information which directly addresses Eleetus, company’s revenue is not readily available in the public domain — this will be attributed to the fact that Eleetus is a private company and as such do not put out their financial statements publicly. We have presented all our findings in the project spreadsheet.

Did this report spark your curiosity?

Sources
Sources

From Part 04
Quotes
  • "NBC news reported on the resurgence of pinball, saying "there are more than 3,500 pinball tournaments a year — hosted in 24 countries and with over 100,000 competitors--and with a surge of interest from all age demographics.""
  • "The Detroit News reports today that "interest has skyrocketed over the last decade or so, with the number of players and competitions growing worldwide, according to the International Flipper Pinball Association. "
Quotes
  • "The analysts forecast the global arcade gaming market to decline at a CAGR of (9.28%) during the period 2017-2021."
Quotes
  • "In July 2016, arcade games had 63.1 million downloads and is recognized as the most number of mobile game downloads in the U.S by game genre . (SurveyMonkey, 2016)"
  • "In July 2016, arcade games have the most monthly active users (MAU), reaching 80.7 million, followed by adventure and puzzle games with a monthly active user count of 69.8 million and 54.5 million, respectively. (SurveyMonkey, 2016)"
Quotes
  • "These profits are explained by the fact that the game is addicting, and people who play regularly have been known to spend NT$4,000 to NT$5,000 per month playing the game, an issue that has raised concern among lawmakers of both the ruling Democratic Progressive Party (DPP) and the opposition Kuomintang (KMT)."
Quotes
  • "When a game strikes it rich, outsiders also turn a tidy profit. Most machines are sold to distributors, who lease them to the kets for 50 percent of the gross revenue. The average income per machine runs between $200 and $800 a week, depending on location. "
  • "Arcadians are overwhelmingly male (90 percent) and predominantly teen-age (80 percent), according to industry estimates. (Nine out of every ten teen-agers have probably tried an arcade game at least once.) "
  • "Between them, the two video titans rule about 80 percent of the coin-operated market."
From Part 05
From Part 06
From Part 07
Quotes
  • "The global gaming simulator market is one of the fastest-growing gaming-specific hardware markets. A major factor contributing to the growth of the market is its ability to provide the closest real-life experience. "
  • "In addition, an increasing number of simulators are fast being incorporated with motion detectors. It not only provides an immersive environment but also provides the physical simulation of driving or flying. These simulators are fast becoming popular in Asian countries. "
Quotes
  • "The Eleetus Full Motion Racing Simulator uses gravity to simulate the forces of acceleration, braking, and centrifugal force. The platform tips back to simulate acceleration, forward for braking, and left or right for centrifugal force precisely matched to video, audio, vibration, and other cues. "
Quotes
  • "Eleetus Full Motion Simulators offer an intensely entertaining experience within a limited footprint. The dynamic motion and sleek design of Eleetus Simulators make them a huge draw at trade shows and a captivating attraction at any party or event."
Quotes
  • "Here at Eleetus, we firmly believe that we offer the best value in motion technology. When compared to competitive products, the Eleetus Motion Simulator provides a vastly superior experience to any other motion technology within the same price class. In the next few blog posts, we will aim to give you a clearer understanding of why our patented technology provides unparalleled motion at an unbeatable price point. "
Quotes
  • "Said to be its first regional campaign, the company said it saw an opportunity to increase recognition and awareness about the “common developer behind the various franchises”. The campaign kicked off last month, as it rolled out an interactive video asking consumers who they want to become through the power of video games. "
Quotes
  • "The Network Entertainment SBU (which includes video games) will be split into Network Entertainment Unit, which will continue to take care of video games and network content, and Real Entertainment Unit, which will take care of content for real-world facilities like the VR Zone in Tokyo. "
Quotes
  • "Bandai Namco has revised its business strategy as it looks to gain momentum following its latest results. "
Quotes
  • "Bandai Namco today reported its financial results for the fiscal year ended March 31, showing gains across most of its business divisions, and overall growth driven primarily by its video game segment. "
Quotes
  • "In overseas business, future growth is expected mainly in Asia. With regard to the packaged game software market, expectations are rising for future expansion of the market due to the penetration of hardware of home video game console, while game distribution platforms such as Steam are expanding in the PC games market"
Quotes
  • "However, in 2015, about 80% of Sega’s digital games turnover are from domestic market, Japan and the market condition of digital games in Japan was forecasted to have a smoothen market growth (see further detail on Appendix 1. SWOT Analysis). "
Quotes
  • "The first quarter for Sega Sammy (TYO:6460) has proven to be a poor one. Their recently published financial results highlight a slump in both sales and profits for the three months ending June 30th. "
Quotes
  • "In a statement Sega Sammy said a slowdown in existing core titles amid an intensification of the Japanese mobile market, coupled underperforming or and delayed new titles, had resulted in the adjustment. "