The global serious games market size reached US$ 9.1 Billion in 2022. Looking forward, the publisher expects the market to reach US$ 31.8 Billion by 2028, exhibiting a growth rate (CAGR) of 21.6% during 2023-2028. The growing integration of virtual reality (VR) in improving the gaming experience, increasing focus of companies on maintaining a healthy work environment, and rising investment by governing agencies and private companies in various sectors represent some of the key factors driving the market.
Serious games refer to a wide variety of activities enabling individuals to engage in meaningful ventures that allow them to practice different skills and attain goals rather than enjoying a leisure activity. They are interesting, engaging, and immersive and assist in bringing behavioral changes in individuals. They also help rehabilitation centers translate exercises into games, consultancy agencies teach aspects of teamwork, and businesses develop social and logistic dynamics. They enable individuals to understand their strengths and weaknesses and boost self-confidence through rigorous practice and continuous testing. They make information memorable and learning efficient, thereby increasing knowledge retention in individuals. They also offer a safe virtual environment, improved learning experience, exciting rewards, and story progression or other feedback systems. They encourage better brain activity in entertaining and engaging contexts and increase the motivation in individuals to experiment with new concepts without fear.
Middle East and AfricaThe report has also provided a comprehensive analysis of all the major regional markets, which North America (the United States and Canada); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (the United Kingdom, Germany, France, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, Asia Pacific was the largest market for serious games. Some of the factors driving the Asia Pacific serious games market included the growing investment in the educational sector, technological advancements, rising demand for better user engagement platforms across organizations, etc.
Serious games refer to a wide variety of activities enabling individuals to engage in meaningful ventures that allow them to practice different skills and attain goals rather than enjoying a leisure activity. They are interesting, engaging, and immersive and assist in bringing behavioral changes in individuals. They also help rehabilitation centers translate exercises into games, consultancy agencies teach aspects of teamwork, and businesses develop social and logistic dynamics. They enable individuals to understand their strengths and weaknesses and boost self-confidence through rigorous practice and continuous testing. They make information memorable and learning efficient, thereby increasing knowledge retention in individuals. They also offer a safe virtual environment, improved learning experience, exciting rewards, and story progression or other feedback systems. They encourage better brain activity in entertaining and engaging contexts and increase the motivation in individuals to experiment with new concepts without fear.
Serious Games Market Trends:
At present, the increasing demand for serious games to facilitate user engagement in various enterprises across the globe represents one of the primary factors influencing the market positively. Besides this, the rising integration of virtual reality (VR) in improving the gaming experience and creating realistic features for the training and development of trainees and employees in organizations is propelling the growth of the market. In addition, the growing focus of companies on maintaining a healthy work environment and providing a holistic training experience to their employees is offering a favorable market outlook. Apart from this, there is an increase in the incorporation of serious games in the teaching curriculum of schools as effective learning tools. This, coupled with the rising utilization of serious games by teachers to eliminate didactic approaches and encourage students to experiment and learn, is supporting the growth of the market. Additionally, increasing investments by governing agencies and private companies in the healthcare, defense, and education sectors is contributing to the growth of the market. Moreover, various benefits offered by effective serious games, such as better decision-making, self-monitoring, negotiation, and enhanced problem recognition, are strengthening the growth of the market. Furthermore, the increasing positive refurbishments and a favorable return on investment (ROI) of serious games are bolstering the market growth.Key Market Segmentation:
The publisher provides an analysis of the key trends in each sub-segment of the global serious games market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on gaming platform, application and industry vertical.Gaming Platform Insights:
- Smartphone
- Console
- PC
- Others
Application Insights:
- Simulation and Training
- Research and Planning
- Advertising and Marketing
- Human Resources
- Others
Industry Vertical Insights:
- Education
- Healthcare
- Aerospace and Defense
- Government
- Retail
- Media and Entertainment
- Others
Regional Insights:
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 AfricaThe report has also provided a comprehensive analysis of all the major regional markets, which North America (the United States and Canada); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (the United Kingdom, Germany, France, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, Asia Pacific was the largest market for serious games. Some of the factors driving the Asia Pacific serious games market included the growing investment in the educational sector, technological advancements, rising demand for better user engagement platforms across organizations, etc.
Competitive Landscape:
The report has also provided a comprehensive analysis of the competitive landscape in the global serious games market. Competitive analysis such as market structure, market share by key players, player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided. Some of the companies covered include Applied Research Associate Inc., BreakAway Games, Cisco Systems Inc., Designing Digitally Inc., Diginext SRL (CS Communication & Systèmes), Grendel Games, LIB Businessgames B.V., MPS Interactive Systems Limited (MPS Ltd.), Serious Games Interactive, Totem Learning, YES!Delft, etc. Kindly note that this only represents a partial list of companies, and the complete list has been provided in the report.Key Questions Answered in This Report:
- How has the global serious games market performed so far, and how will it perform in the coming years?
- What are the drivers, restraints, and opportunities in the global serious games market?
- What is the impact of each driver, restraint, and opportunity on the global serious games market?
- What are the key regional markets?
- Which countries represent the most attractive serious games market?
- What is the breakup of the market based on the gaming platform?
- Which is the most attractive gaming platform in the serious games market?
- What is the breakup of the market based on the application?
- Which is the most attractive application in the serious games market?
- What is the breakup of the market based on the industry vertical?
- Which is the most attractive industry vertical in the serious games market?
- What is the competitive structure of the global serious games market?
- Who are the key players/companies in the global serious games market?
Table of Contents
1 Preface3 Executive Summary11 Value Chain Analysis13 Price Analysis
2 Scope and Methodology
4 Introduction
5 Global Serious Games Market
6 Market Breakup by Gaming Platform
7 Market Breakup by Application
8 Market Breakup by Industry Vertical
9 Market Breakup by Region
10 SWOT Analysis
12 Porters Five Forces Analysis
14 Competitive Landscape
List of Figures
List of Tables
Companies Mentioned
- Applied Research Associate Inc.
- BreakAway Games
- Cisco Systems Inc.
- Designing Digitally Inc.
- Diginext SRL (CS Communication & Systèmes)
- Grendel Games
- LIB Businessgames B.V.
- MPS Interactive Systems Limited (MPS Ltd.)
- Serious Games Interactive
- Totem Learning and YES!Delft.
Methodology
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Table Information
Report Attribute | Details |
---|---|
No. of Pages | 144 |
Published | May 2023 |
Forecast Period | 2022 - 2028 |
Estimated Market Value ( USD | $ 9.1 Billion |
Forecasted Market Value ( USD | $ 31.8 Billion |
Compound Annual Growth Rate | 23.2% |
Regions Covered | Global |
No. of Companies Mentioned | 10 |