Latest News
Worldwide Casino Gaming Equipment Industry to 2027 – Featuring Incredible Technologies, International Game Technology and Jackpot Digital Among Others
The “Casino Gaming Equipment Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027” report has been added to ResearchAndMarkets‘ offering.
The global casino gaming equipment market reached a value of US$ 11 Billion in 2021. Looking forward, the publisher expects the market to reach US$ 13.2 Billion by 2027, exhibiting a CAGR of 3.1% during 2022-2027. Keeping in mind the uncertainties of COVID-19, they are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic. These insights are included in the report as a major market contributor
Casino gaming equipment are gaming machines and tools used for gambling and ensuring transparency in casino operations. Roulette wheels, gaming tables, shuffle machines, player tracking systems, slot machines, video poker machines and video lottery terminals are some of the commonly used casino gaming equipment.
These machines are used for playing poker, big six-wheel, baccarat, blackjack, craps and five-card draws. The equipment provides enhanced profitability, convenience, safety and cost-effectiveness. They are also utilized for analyzing player behavior and authenticating fake and original currency notes. As a result, casino gaming equipment is widely utilized in malls, casinos and gaming arenas
Casino Gaming Equipment Market Trends:
Significant growth in the commercial casino industry across the globe is creating a positive outlook for the market. Additionally, the shifting consumer preference from traditional casino tables to electronic gaming tables is favoring the market growth. These electronic gaming tables provide an exciting live stadium environment, control the gaming speed, require minimum bets and safeguard the player from betting frauds. In line with this, convenient access to online casinos that can be used through mobile phones is also contributing to the growth of the market.
Moreover, various technological advancements, such as the increasing adoption of the virtual reality (VR), artificial intelligence (AI) and Internet of Things (IoT) technologies in smart casinos, are providing a thrust to the market growth. These technologies aid in maintaining the transparency of gambling activities and provide an immersive experience to the player. They also aid in analyzing player-related data and recognizing symptoms of unhealthy gambling patterns in at-risk players.
Other factors, including the liberalization and cultural acceptance of gambling and casinos in various countries, along with the increasing expenditure capacities of consumers, are anticipated to drive the market toward growth
Key Market Segmentation:
The publisher provides an analysis of the key trends in each sub-segment of the global casino gaming equipment market, along with forecasts at the global, regional and country level from 2022-2027. Our report has categorized the market based on product type, installation, mode of operation and end user
Breakup by Product Type:
- Slot Machines
- Video Lottery Terminal
- Video Poker Machines
- Others
Breakup by Installation:
- Installed Inside Casino
- Installed Outside Casino
Breakup by Mode of Operation:
- Floor Mounted
- Portable
Breakup by End User:
- Casinos
- Malls
- Leisure Centers
- Others
Breakup by Region:
- North America
- United States
- Canada
- Asia-Pacific
- China
- Japan
- India
- South Korea
- Australia
- Indonesia
- Others
- Europe
- Germany
- France
- United Kingdom
- Italy
- Spain
- Russia
- Others
- Latin America
- Brazil
- Mexico
- Others
- Middle East and Africa
Competitive Landscape:
The competitive landscape of the industry has also been examined along with the profiles of the key players being Abbiati Casino Equipment S.r.l., AGS LLC, Aristocrat Leisure Limited, Cammegh, Euro Games Technology OOD, Everi Holdings Inc., Incredible Technologies Inc., International Game Technology PLC, Jackpot Digital Inc., Konami Holdings Corporation, Novomatic, Scientific Games Corporation and TCS John Huxley Ltd. (Victoria Holdings Ltd.)
Key Questions Answered in This Report:
- How has the global casino gaming equipment market performed so far and how will it perform in the coming years?
- What has been the impact of COVID-19 on the global casino gaming equipment market?
- What are the key regional markets?
- What is the breakup of the market based on the product type?
- What is the breakup of the market based on the installation?
- What is the breakup of the market based on the mode of operation?
- What is the breakup of the market based on the end user?
- What are the various stages in the value chain of the industry?
- What are the key driving factors and challenges in the industry?
- What is the structure of the global casino gaming equipment market and who are the key players?
- What is the degree of competition in the industry?
Key Topics Covered:
1 Preface
2 Scope and Methodology
3 Executive Summary
4 Introduction
4.1 Overview
4.2 Key Industry Trends
5 Global Casino Gaming Equipment Market
5.1 Market Overview
5.2 Market Performance
5.3 Impact of COVID-19
5.4 Market Forecast
6 Market Breakup by Product Type
6.1 Slot Machines
6.1.1 Market Trends
6.1.2 Market Forecast
6.2 Video Lottery Terminal
6.2.1 Market Trends
6.2.2 Market Forecast
6.3 Video Poker Machines
6.3.1 Market Trends
6.3.2 Market Forecast
6.4 Others
6.4.1 Market Trends
6.4.2 Market Forecast
7 Market Breakup by Installation
7.1 Installed Inside Casino
7.1.1 Market Trends
7.1.2 Market Forecast
7.2 Installed Outside Casino
7.2.1 Market Trends
7.2.2 Market Forecast
8 Market Breakup by Mode of Operation
8.1 Floor Mounted
8.1.1 Market Trends
8.1.2 Market Forecast
8.2 Portable
8.2.1 Market Trends
8.2.2 Market Forecast
9 Market Breakup by End User
9.1 Casinos
9.1.1 Market Trends
9.1.2 Market Forecast
9.2 Malls
9.2.1 Market Trends
9.2.2 Market Forecast
9.3 Leisure Centers
9.3.1 Market Trends
9.3.2 Market Forecast
9.4 Others
9.4.1 Market Trends
9.4.2 Market Forecast
10 Market Breakup by Region
11 SWOT Analysis
12 Value Chain Analysis
13 Porters Five Forces Analysis
14 Price Analysis
15 Competitive Landscape
15.1 Market Structure
15.2 Key Players
15.3 Profiles of Key Players
15.3.1 Abbiati Casino Equipment S.r.l.
15.3.1.1 Company Overview
15.3.1.2 Product Portfolio
15.3.2 AGS LLC
15.3.2.1 Company Overview
15.3.2.2 Product Portfolio
15.3.3 Aristocrat Leisure Limited
15.3.3.1 Company Overview
15.3.3.2 Product Portfolio
15.3.3.3 Financials
15.3.3.4 SWOT Analysis
15.3.4 Cammegh
15.3.4.1 Company Overview
15.3.4.2 Product Portfolio
15.3.5 Euro Games Technology OOD
15.3.5.1 Company Overview
15.3.5.2 Product Portfolio
15.3.6 Everi Holdings Inc.
15.3.6.1 Company Overview
15.3.6.2 Product Portfolio
15.3.6.3 Financials
15.3.7 Incredible Technologies Inc.
15.3.7.1 Company Overview
15.3.7.2 Product Portfolio
15.3.8 International Game Technology PLC
15.3.8.1 Company Overview
15.3.8.2 Product Portfolio
15.3.8.3 Financials
15.3.9 Jackpot Digital Inc.
15.3.9.1 Company Overview
15.3.9.2 Product Portfolio
15.3.9.3 Financials
15.3.10 Konami Holdings Corporation
15.3.10.1 Company Overview
15.3.10.2 Product Portfolio
15.3.10.3 Financials
15.3.10.4 SWOT Analysis
15.3.11 Novomatic
15.3.11.1 Company Overview
15.3.11.2 Product Portfolio
15.3.12 Scientific Games Corporation
15.3.12.1 Company Overview
15.3.12.2 Product Portfolio
15.3.12.3 Financials
15.3.12.4 SWOT Analysis
15.3.13 TCS John Huxley Ltd. (Victoria Holdings Ltd.)
15.3.13.1 Company Overview
15.3.13.2 Product Portfolio
Powered by WPeMatico
EU Taxes
Malta Prepares For EU Budget Battle To Stave Off Gambling Levy
Malta’s Prime Minister has said his nation will veto any attempts by the EU to introduce a bloc-wide online gambling levy, threatening to place the industry at the centre of febrile European politics.
Robert Abela has told Malta’s parliament that he would use his nation’s member state veto to block the passage of the next EU budget, if a proposed gambling levy is included.
The budget, formally known as the Multiannual Financial Framework (MFF), lays out how the EU will spend its €2trn budget from 2028 to 2034.
The prospect of adding a continent-wide tax to the budget remains only a proposal, but the idea has heavyweight backing.
Vice-president of the European Parliament Victor Negrescu is spearheading these efforts, arguing that a fast-growing digital industry that generates billions in revenue should be subject to EU-level taxation.
Negrescu says that the levy could generate between €2-4bn every year.
“This industry fully benefits from the EU’s single market, digital infrastructure and crossborder access, but operates under fragmented rules, unequal taxation and insufficient enforcement,” he said.
The online gambling sector might well quibble with the specifics of these claims.
The idea that it “fully benefits” from the EU single market may have been unassailably true in the point-of-supply era, but the subsequent fragmentation of national rules that Negrescu refers to has significantly complicated that picture.
Nevertheless, backing for the levy from a senior European politician has naturally spooked the industry and its primary champion within the EU, Malta.
The levy would be so damaging to Malta’s economic interests that it is willing to use its most powerful EU instrument by executing a veto in the European Council in order to block the budget from being approved.
That would likely plunge the island nation into the centre of a political firestorm, but recent history suggests that smaller EU nations and their allies can successfully disrupt budget negotiations.
During discussions over the 2020 EU budget, Poland and Hungary successfully secured concessions after they both threatened to veto the MFF over rule-of-law requirements.
Malta will also hope to rely on support from the Friends of Cohesion, an informal alliance of 16 nations concerned with regional development, of which it is a part.
Negrescu’s pledge to pair his levy with a “clear EU directive against illegal and unlicensed platforms” is unlikely to satisfy the online gambling industry, despite growing complaints of a rampant black market from a number of quarters.
Malta strikes again
In simple terms, Malta is seeking to protect an industry which accounts for 10 percent of its gross domestic product.
The nation has shown a clear willingness to ignore the EU’s wishes in order to shield the many gaming firms that host their headquarters within its borders.
Most notably, the creation of Bill 55 has successfully protected local companies from having to repay hundreds of millions of euros in player refund settlements.
Ongoing cases before the Court of Justice of the European Union suggest that Europe’s top judges will soon rule against Bill 55, which is now Article 56A of Malta’s gambling act.
The European Commission also launched infringement proceedings against Malta over the provision
Tax troubles.
There are so far no specifics on how the levy would be calculated or what value it would be set at, but beyond Malta an additional levy would also be extremely challenging for operators in European markets already struggling with high tax burdens.
This includes the Netherlands, where a government report released this week has shown that staggered increases to taxes of 37.8 percent of gross gambling revenue (GGR) have failed to deliver any benefit to the country’s budget.
Even a relatively slight increase to this tax rate could send more operators scurrying out the market and see channelisation dive further than its current rate of 55 percent.
Nations like France, where online betting is taxed at 59.3 percent of GGR, or Portugal, with its 8 percent turnover tax on online sports betting, would also feel an impact.
Negotiations over the contents of the EU budget are set to continue for several months, with the approval process expected to be completed in late 2026 or early 2027.
Leaders in the Council of Europe have agreed to come to a preliminary deal on the MFF by October, according to a coordinated statement issued earlier this month.
Malta’s devout opposition to a possible gambling levy is just one of a range of issues under discussion, including a stark divide between nations such as Germany, which favour spending cuts, and the Friends of Cohesion, who want additional cash for agriculture and regional funding.
The post Malta Prepares For EU Budget Battle To Stave Off Gambling Levy appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
anime
G2 drops limited-edition One Piece streetwear capsule on June 25
The esports organisation’s second anime apparel collaboration will be sold exclusively via g2esports.com/shop.
G2 is launching a limited-edition G2 | One Piece capsule collection on June 25, with the drop available exclusively through the organisation’s online store at g2esports.com/shop.
The collection is inspired by One Piece’s Gear 5 Monkey D. Luffy and includes hoodies, zip-ups, t-shirts, caps, sleeves, and tote bags. According to G2, the items use a black-and-white palette and feature a minimalist embroidered logo alongside a custom G2 | One Piece Jolly Roger that combines the G2 samurai emblem with Luffy’s straw hat.
“At G2, we’re continuing to push the culture and fashion of esports beyond competition alone, and this One Piece collection is a natural extension of that,” says Sabrina Ratih, COO of G2 Esports. “We wanted to create a capsule that continues to elevate the esports fashion space – understated, premium, and stylish enough for everyday wear, while still carrying the spirit of adventure, ambition, and individuality that defines One Piece and G2 alike. Every piece is designed to bridge the gap between fandom and everyday style, and continuing our mission to redefine what esports fashion can be.”
G2 described the drop as its second anime collaboration, following a previous apparel collaboration with Solo Leveling. The company positioned the release as part of its broader effort to connect esports, anime, and streetwear.
One Piece debuted in 1999 and remains one of the largest anime franchises globally. G2 cited over 600 million manga copies sold and more than 1,160 episodes for the series.
The post G2 drops limited-edition One Piece streetwear capsule on June 25 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Latest News
Ygam joins four UKRI-funded gambling harms research partnerships
Projects sit within UKRI’s Research Programme on Gambling and the GHR-UK Evidence Centre, backed by the statutory levy.
Ygam has been named as a partner on four projects funded through the UKRI Research Programme on Gambling, supported by the statutory levy. The charity will work with academic teams including the University of Birmingham, Bournemouth University, the University of Plymouth, Lancaster University, and Liverpool John Moores University.
The four projects sit within the Gambling Harms Research UK (GHR-UK) Evidence Centre, which coordinates 19 one-year Innovation Partnerships under the programme. UKRI has been appointed by the UK Government to oversee research commissioned through the new statutory Gambling Levy. Under the levy, 20% of annual funding will be allocated to research, equating to £22.1 million in 2025/26.
Emily Tofield, Chief Executive of Ygam, said: “We are pleased to be working in partnership with leading university partners, contributing our expertise in a key strategic area of our work. A defining strength of our approach is that it is grounded in robust insight and research, underpinning everything we do. This enables us to understand how and why harms emerge and translate that into practical, preventative education that is credible and scalable. We look forward to achieving these outcomes together and informing effective measures to prevent harms among children and young people.”
Ygam said its advisory panels — including young people, individuals with lived experience, community and faith leaders, gaming and esports representatives, and student ambassadors — will help shape the research to reflect “real-world experience and diverse community perspectives.”
The four partnerships are: INTEGRATE (University of Birmingham, Ygam, Al-Hurraya and Community Connexions), focused on intersectional gambling harm and interventions for children, young people and emerging adults; “From Evidence to Action: Safeguarding Neurodivergent Young People in Gamified Digital Environments” (Bournemouth University, Ygam, Work’n’Diversity CIC), focused on gambling-like risks in gamified digital environments; GRASP (University of Plymouth-led partnership including NatCen, NHS and third-sector organisations, and Ygam), mapping support pathways and gaps in prevention and recovery; and GRACE-Net (Lancaster University and Liverpool John Moores University with local authorities, NHS partners, third-sector organisations and Ygam), testing collaborative approaches in the North West of England and sharing learning more widely.
The post Ygam joins four UKRI-funded gambling harms research partnerships appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
-
Australia7 days agoFormer Star Entertainment Executives Mathias Bekier and Paula Martin Disqualified and Ordered to Pay Penalties
-
Alejandra Burato7 days agoRecord Attendance, Exciting New Releases, and a Resounding Success: This was Zitro Experience Peru
-
Amusnet7 days agoWeekend Reels | Week 25: Slot Drops & Trends
-
ArenaPlus7 days agoDigiPlus Wins “Digital Operator of the Year” Award at 2026 Global Gaming Awards Asia-Pacific
-
Anthony Dalla-Giacoma7 days agoElysium Studios Releases its Latest Slot Game “Hood and Loot”
-
Greece7 days agoSYNOT Games Announces New Partnership with Superbet
-
Bragg Gaming Group4 days agoMassive Gaming launches Blitzcrown titles on Superbet Brazil via Bragg Hub
-
BurraPay7 days agoByte Federal Announces Successful Launch of Custom-Built Integration Supporting BurraPay’s Historic Entry into America’s Regulated Gaming Market



