Global Bowling Game Machines Market Overview:
Bowling is a target game in which a heavy ball is rolled down a narrow lane toward a group of objects known as pins. The aim is to knock down more pins than an opponent. There are many forms of bowling, but tenpins, the most widely played variation. Today, bowling is played as entertainment indoors in clubs or amusement parks. The main components of a bowling machine installed indoors are pins, pinsetters, ball sorter. Rising incomes is leading to increased expenditure on leisure by the millennials and thus the trend for indoor games is driving the market for bowling machines.
Growth Drivers
- Growing Millennial Population
Roadblocks
Opportunities
Competitive Landscape:
Some of the key players profiled in the report are FarSight Studios (United States), Brunswick (United States), NM Amusement (India), QubicaAMF (Italy) and Namco (United Kingdom). Analyst at AMA Research see United States Vendors to retain maximum share of Global Bowling Game Machines market by 2026. Considering Market by Pin Bowling Type, the sub-segment i.e. Ten-pin bowling will boost the Bowling Game Machines market.
What Can be Explored with the Bowling Game Machines Market Study
Gain Market Understanding
Identify Growth Opportunities
Analyze and Measure the Global Bowling Game Machines Market by Identifying Investment across various Industry Verticals
Understand the Trends that will drive Future Changes in Bowling Game Machines
Understand the Competitive Scenario
- Track Right Markets
- Identify the Right Verticals
Research Methodology:
The top-down and bottom-up approaches are used to estimate and validate the size of the Global Bowling Game Machines market.
In order to reach an exhaustive list of functional and relevant players various industry classification standards are closely followed such as NAICS, ICB, SIC to penetrate deep in important geographies by players and a thorough validation test is conducted to reach most relevant players for survey in Bowling Game Machines market.
In order to make priority list sorting is done based on revenue generated based on latest reporting with the help of paid databases such as Factiva, Bloomberg etc.
Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment by targeting key target audience that includes Bowling Game Machines Manufacturer, Raw Material Supplier, End-User, Third-party players and Others.
This helps us to gather the data related to players revenue, operating cycle and expense, profit along with product or service growth etc.
Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that includes Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, USPTO, EPO, Annual reports, press releases etc.