Jisun

Interactive Redemption Machine Manufacturer

5
products in this line
3
categories covered

Redemption arcades run on ticket volume, and ticket volume depends on offering more than one way to win — which is why whack-a-mole, air hockey, and shooting games are usually bought as a set rather than one format at a time. Jisun manufactures interactive redemption machines across all three formats as a source factory, supplying redemption arcades and family entertainment centers.

Whack-a-Mole & Hammer Games

Fast-paced reaction games where players hit targets as they appear, popular with a broad age range and well suited to high-traffic redemption floors.

Air Hockey Machines

A head-to-head competitive format that drives social, repeat play — a staple in arcades and family entertainment centers, often placed near other multiplayer formats.

Shooting Game Machines

Target-based shooting games that reward accuracy and speed, commonly integrated into ticket redemption programs alongside claw and prize machines.

Sourcing & Customization

Cabinet branding, ticket dispensing integration, and difficulty/scoring configuration can typically be adjusted for OEM orders. See OEM/ODM Process and MOQ & Lead Time for sourcing details.

Related Categories

Related Products

Other Manufacturing Lines

Frequently Asked Questions

What counts as an interactive redemption machine?
Interactive redemption machines are arcade games where players compete for a score or completion time, typically awarding tickets redeemable for prizes. This category includes whack-a-mole/hammer games, air hockey machines, and shooting game machines.
Are these machines suitable for family entertainment centers (FECs)?
Yes, whack-a-mole, air hockey, and shooting games are staple formats in FECs due to their broad age appeal and social, multiplayer nature (particularly air hockey).
Why do redemption arcades mix multiple game formats instead of running one type at scale?
Ticket redemption programs work best when the floor offers a spread of difficulty and pacing — a fast reaction game like whack-a-mole next to a head-to-head format like air hockey next to an accuracy game like shooting keeps repeat visitors from exhausting one game type, which is why operators typically buy across this category rather than filling a floor with a single format.

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