Arcade: Redemption Ticket Payout Percent

Excel Formulas › Arcade & Family Entertainment

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A redemption game earns credits and pays out tickets, and every ticket is a promise to hand over prize inventory at the counter. Divide what the tickets cost you by what the game took in and you have the payout percent — the single number operators use to decide whether a game is set too loose, too tight, or about right. Most aim somewhere between 20 and 30 percent.


Quick formula: Tickets paid times prize cost per ticket, over the game's revenue:
=B2*C2/D2

A game that paid 18,500 tickets at 1.2 cents of prize cost each gave away $222, on $940 of revenue: a 23.62% payout.

Functions used (tap for the full reference guide):

The example

Three games from the same weekly read. Prize cost per ticket comes from the counter: total prize cost divided by total tickets redeemed, tracked over a month or two.

ABCDEF
1GameTickets outCost/ticketRevenuePrize costPayout %
2Coin pusher18,500$0.012$940.00$222.0023.62%
3Skee ball bank42,000$0.010$1,650.00$420.0025.45%
4Wheel spinner9,800$0.015$610.00$147.0024.10%

The formula

Dollar cost first, because that is what actually leaves the prize counter, then the percentage:

=B2*C2 then =E2/D2 // prize dollars, then payout as a share of revenue

How it works

The payout percent is a cost ratio, and it takes two inputs most arcades already have:

  1. B2*C2 converts tickets into dollars. The cost-per-ticket figure is what the prize counter spends per ticket redeemed — usually one to two cents — not the face value you print on the ticket.
  2. E2/D2 divides that by the game's revenue for the same period. Format it as a percentage.
  3. Compare against the target. Under 15 percent and players feel cheated and stop playing; over 35 and the game is a prize-vending machine that loses money.
  4. Adjust the game's payout setting, not the prize cost. Then re-run this next week.

Card systems report tickets and revenue by game, so this whole sheet is a paste of the weekly export plus two columns.

Try it: interactive demo

Interactive

Enter tickets paid out, your prize cost per ticket, and the game's revenue.

Variations

Verdict column

Turn the percentage into a word the floor manager can act on.

=IF(E2/D2>0.3,"Loose",IF(E2/D2<0.18,"Tight","OK"))

Room-wide payout

Sum the prize dollars and sum the revenue, then divide. Do not average the percentages — a big game and a small game do not count equally.

=SUM(E2:E20)/SUM(D2:D20)

Pitfalls & errors

Cost per ticket drifts. When the counter restocks with pricier prizes, or a bonus-ticket promotion runs, every game's payout moves without the games changing. Recalculate the figure monthly from actual counter spend.

Track payout per game over time, not just per week. A game that creeps from 22 to 28 percent has a worn sensor or a mechanical fault, and that is a maintenance ticket, not a tuning change.

Do not divide by credits played instead of dollars earned. Bonus credits and bundle pricing mean a credit is worth different amounts on different days, and the percentage stops meaning anything.

Practice workbook

📊
Download the free Arcade: Redemption Ticket Payout Percent practice workbook
Edit the yellow tickets, cost-per-ticket and revenue cells; prize cost and payout recalculate.

Frequently asked questions

What is a normal payout percent?
Most operators target 20 to 30 percent of revenue going back out as prize cost. Skill games sit at the higher end because players expect to win something; pure-chance games can run lower. The right number is the one that keeps the game earning.
How do I get prize cost per ticket?
Take a month of prize purchases at cost and divide by the tickets redeemed at the counter in the same month. Include the cheap stuff — the penny candy and stickers are a real share of the redemptions.

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Related formulas: Arcade: Effective Price Per Credit · Mini Golf: Hole-In-One Prize Liability · Vending: Gross Margin Percent

Function references: PRODUCTROUND