Generic Defense Strategies: Lifecycle Management Strategies to Maximize Revenue in the Face of Growing Generic Competition
- Language: English
- 80 Pages
- Published: May 2012
- Region: World
This report analyses the different serious game markets through a systematic examination of the technologies, the uses made of the games and the
different professions involved, with particular focus on the key stages of design, development and distribution. It also explores the outlook for each market segment.
Key questions
- Who are the main players involved in serious games?
- How are the games being used and what is the target audience?
- What are the central issues surrounding this sector's development (professions, costs, etc.)?
- What is the outlook for each market segment?
- How is the serious games value chain structured?
- What are the latest market trends?
-- A profile of 50 key serious games market projects
The electronic version (PDF) of this study comes with a PowerPoint slideshow
1. Executive Summary
1.1. Serious gaming: an attractive sector
1.2. Medium-term outlook
1.2.1. Enabling the sector’s growth
1.2.2. Inventing gameplay
1.2.3. Devising business models
1.2.4. Automating a portion of the production process, particularly the integration of sector-specific
elements
1.2.5. Structuring serious games by target sector
1.2.6. Persuading still reluctant principals
1.2.7. Investing in all connected platforms
1.2.8. 3D, intelligent interactivity, facial recognition, gyroscope… serious games need to go farther
than video games
2. Methodology
3. Serious game value chain
3.1. Value chain under construction
3.2. An original value chain
3.3. A value chain reaching maturity
4. Serious game market structure
4.1. Statistical elements
4.2. Healthcare
4.3. Teaching and training
4.4. Public information and business communication
4.5. Defence and public safety
5. Serious games for teaching and training
5.1. Statistical data
5.2. Market development status
5.3. Sector-specific aspects
5.3.1. Finding a pedagogy compatible with serious games
5.3.2. Proving serious games’ ability to transmit knowledge
5.4. Case studies
5.4.1. Agent Surefire
5.4.2. EventManager
5.4.3. Hanjamaru
5.4.4. Mind-Up
5.4.5. NoviCraft
5.4.6. Our Worlds of Makrini
5.4.7. Planet Work
5.4.8. Robo-Rush
5.4.9. Rome In Danger
5.4.10. vLeader
5.5. Outlook
6. Serious games for healthcare
6.1. Statistical data
6.2. Market development status
6.3. Sector-specific aspects
6.3.1. Serious games for the public health sector
6.3.2. Serious games aimed at healthcare professionals
6.4. Case studies
6.4.1. L'Affaire Birman
6.4.2. Lit: A Game Intervention for Nicotine Smokers
6.4.3. MindHabits
6.4.4. MoJOS
6.4.5. Playmancer.com
6.4.6. Science Pirates: the curse of Brownbeard
6.4.7. Silverfit
6.4.8. The Great Flu
6.4.9. The Magi & the Sleeping Star
6.4.10. Triage Trainer
6.4.11. Xperiment
6.5. Outlook
6.5.1. General public
6.5.2. Healthcare professionals
7. Serious games for public information and business communication
7.1. Statistical data
7.2. Market development status
7.3. Sector-specific aspects
7.3.1. Using viral marketing
7.3.2. Using cross-media marketing
7.3.3. The edumarket game
7.4. Case studies
7.4.1. Budget Hero
7.4.2. Clim'Way
7.4.3. The lost code
7.4.4. EcoReporter: A la découverte d’Andromède
7.4.5. Enercities
7.4.6. Energuy
7.4.7. Energy City
7.4.8. FloodSim
7.4.9. Global Conflicts: Sweatshops
7.4.10. Hutnet Island
7.4.11. Je tue un ami.com
7.4.12. Moonshield
7.4.13. SIMURENOV
7.4.14. Stop disasters!
7.4.15. Virtual walking the pens
7.4.16. WinGineer
7.5. Outlook
8. Serious games for public safety and defence
8.1. Statistical data
8.2. Market development status
8.2.1. The market’s flagship game: America's Army
8.2.2. Other serious military games
8.3. Sector-specific aspects
8.3.1. Showcasing and image promotion
8.3.2. Providing training configurations that can be customized
8.3.3. Designing more immersive man-machine interaction
8.4. Case studies
8.4.1. 804
8.4.2. RescueSim
8.4.3. Special Officer Academy
8.4.4. Team
8.4.5. Maritime Warfare School: Weapons Engineering Round Immersive Learning Simulation
8.4.6. Virtual BattleSpace 2 (VBS2)
8.5. Outlook
9. New trends
9.1. Market development status
9.2. Technological aspects
9.2.1. MMI
9.2.2. Image processing
9.2.3. Network gaming
9.2.4. Mobility
9.2.5. Robotics
9.3. Case studies
9.3.1. Bee-Oh
9.3.2. Flee the Skip
9.3.3. Moo-O
9.3.4. Saya the robot
9.3.5. Sight-controlled computer game
9.3.6. Skinput
9.3.7. Softkinetic iisu
A 10 billion euro market in 2015
IDATE has just released its “Serious Games” market report which provides in-depth analysis on the different markets, and their growth outlook up to 2015. The top serious game market players are profiled, along with the sector’s latest trends.
“This report provides readers with a comprehensive portrait of the serious games market through an analysis of its impact on the video game industry’s value chain, and by examining a series of business models,” explains Laurent Michaud, Head of IDATE’s Digital Home Entertainment Unit. “Up until now, serious games have been designed to be played on a computer, but mobile handsets are already much more widely used in emerging economies which makes them the platform of choice for the development of serious games.”
The serious game sector is expected to grow significantly in the medium term. IDATE estimates that it currently generates 1.5 billion EUR in revenue around the globe, and that by 2015 sales will be almost seven times what they are in 2010 – with an average annual growth rate of 47% between 2010 and 2015. Plus, we can expect to see the business world’s interest in serious games increase around 2013, and especially small and medium enterprises (SME) whose awareness of these tools is still rather limited.
An original value chain
The value chain for serious games has fewer links than the classic video game chain. The most common structure is a single player that handles the development, publication, distribution and sales of its games. A great many players actually publish only a single title whose sales and installation/implementation for customers occupy its entire sales and support staff. Low-end instruments are the most widely used development tools in the sector today, as they are the only ones that most developers can afford – with high-end gaming engines costing in excess of 250,000 USD. At this stage in the serious gaming sector’s development, the value chain is more software and service-centric than device-centric. Here, most serious games are designed to be played on a computer, and few have been developed for other platforms. The mobile phone is still the device that currently offers the most interesting alternative to the PC, and it is also the platform of choice for the development of serious games in emerging economies where people can get hold of a mobile much more easily than a computer. Serious gaming software is still more important than any service that might be associated with it. In other words, the most common configuration is a user playing the game alone and usually locally, as opposed to online. But serious games are not meant to replace existing forms of information, communication or training, but rather to flesh them out and enhance them with interactivity, GUI and a video game’s ability to plunge the user into an environment where she will be more receptive to the message being transmitted. Plus the social aspect of a serious game, which fits naturally with a multi-user or even a massively multiplayer approach, will be the prime areas of focus in the coming years, for both the “player” of the game and the professional using it as a tool.
As a result, serious games cannot do away with:
professional support for the game;
an associated service (aside from management of the application and its functionalities in software-as-a-service mode) which:
- trains future users of the serious game, whether they are professionals, citizens, consumers or students;
- regularly tailors the application to the situation;
- configures the game, possibly remotely, according to the targeted users, patient, citizen or learner/student;
- collects the results from use of the serious game, interprets them, shares them and injects them back into the gameplay to help the player progress.
Teaching & training
Mavi Interactive, Post Suisse, NHN Games, France Telecom, TeamingStream, Global Novation, UFI Learndirect, Bertelsmann, SimuLearn, LerNetz AG, Eduflo, Logzine, LudoCraft, PIXELearning, Caspian Leaning and ViaVivo
- Healthcare
MindHabits, Groupe Genious, New Mexico State University, Silverfit, Erasmus MC University Medical Center, Games Equals Life, British Ministry of Defense, Graphbox, Columbia University Teachers College, Systema Technologies, Silverfit, Ranj serious games, Games Equals Life, Blitz Games Studios
- Information & communication
American Public Media, Cap Sciences, SEM Constellation, Qeam, Agence de l'éfficacité énergétique du Québec, The Jason Project, Aviva, Global Conflicts, 13ème RUE, Thales, Fédération française du bâtiment - FFB, UN, Pfizer, ESIEA, 360 Kids, Objectif Prod., iXmédia, OKTAL, Paladin studios, Filament Games, Playgen, Serious game Interactive, BETC EURO RSCG, KTM Advance France, NetDesign, Playerthree, ForgeFX, Inveniétis
- Defence & security
Royal Netherlands Navy, VSTEP, Swedish Armed Forces, Bohemia Interactive, Incredible Sims, VSTEP, Acne Digital and Bohemia Interactive
Latest trends
ESIEA, Orange Labs, EyePower Games Pte Ltd, Imperial College of London, ESIEA and Morphée Interactive
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