As shown here total industry coin operated game volume, while down slightly, has remained essentially flat in the measuring period, 1998 through 2008. However this masks some big shifts within game categories in the eleven year period.
Video Games took a big drop in their share of coin op in the period. Total volume fell to less than half, from $1.8 billion in revenue to $882 million. Even more telling is the fact that average sales per week dropped from $60 to $53 despite a reduction of 270,000 games (45%) in the marketplace.So where did the money go (given that total amusement volume is fairly steady)?
It went to redemption and prize games:
Prize merchandisers are cranes and merchandisers, any game that dispenses prizes directly to the player.
While not a shock to anyone in the industry, the VT graphs really jump out at you, illustrating the importance of understanding and keeping up with the trends. Why is this happening and why the continued strength of redemption and prize games? Well, you can't do redemption at home for one thing; the home video technology just gets better and better. Another big reason is that redemption and prize games rise to a major challenge for successful game operators: introducing change (economically) over time. The merchandise is what changes and keeps players coming back. Well run redemption operations also serve as loyalty programs. As players save tickets they are invested in a given FEC's game room to which they return when its time to play.



