Serious Game - Global Market Outlook (2016-2022)

  • ID: 4428315
  • Report
  • Region: Global
  • 134 pages
  • Stratistics Market Research Consulting Pvt Ltd
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FEATURED COMPANIES

  • Blitz Games
  • Caspian
  • Designing Digitally
  • IBM Corporation
  • Morf Media
  • Playgen
  • MORE
According to MRC, the Global Serious Game market is accounted for $2198.96 million in 2015 and is expected to reach $7833.14 million by 2022 growing at a CAGR of 19.8% from 2015 to 2022. Factors such as increasing usage of mobile devices and social media, growing usage of mobile-based educational games, increasing need for user learning are driving the serious game market. However, improper game design, lack of awareness and assessment tools will hinder market growth. Further, increasing scale of digitization and emergence of social networks would provide ample opportunities for the market to grow.

The education segment accounted for the largest share of the market. The corporate segment is anticipated to be the highest growing industry vertical during the forecast period. Asia Pacific is the fastest growing region as China, India and South Korea are expected to grow owing to growing interest of manufacturers in serious games.

Some of the key players in global Serious Game market are IBM Corporation, Playgen, Caspian, Virtual Heroes, Morf Media, Breakaway Ltd, Blitz Games, Innovataion Games, ESim Games, Designing Digitally, Square Enix, Cisc-Systems Inc, Nintend-Co. Ltd., Serious Game International, Serious Game Interactive, Microsoft Corporation, Applied Research Associate Inc. and CCS Digital Education.

Verticals Covered:
  • Healthcare
  • Retail
  • Education
  • Corporate
  • Media and Advertising
  • Government
  • Automotive
  • Energy
  • Aerospace and Defence
  • Other Verticals
  • Research
  • Tourism
  • Agriculture
End Users Covered:
  • Enterprise
  • Consumer
PlatForms Covered:
  • PC-Based
  • Mobile-Based
  • Web-Based
  • Hand-Held
Applications Covered:
  • Human Resources
  • Training
  • Sales
  • Marketing
  • Emergency Services
  • Product Development
  • Support
Regions Covered:
  • North America
  • US
  • Canada
  • Mexico
  • Europe
  • Germany
  • France
  • Italy
  • UK
  • Spain
  • Rest of Europe
  • Asia Pacific
  • Japan
  • China
  • India
  • Australia
  • New Zealand
  • Rest of Asia Pacific
  • Rest of the World
  • Middle East
  • Brazil
  • Argentina
  • South Africa
  • Egypt
What The Report Offers:
  • Market share assessments for the regional and country level segments
  • Market share analysis of the top industry players
  • Strategic recommendations for the new entrants
  • Market forecasts for a minimum of 7 years of all the mentioned segments, sub segments and the regional markets
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements
READ MORE
Note: Product cover images may vary from those shown
2 of 4

FEATURED COMPANIES

  • Blitz Games
  • Caspian
  • Designing Digitally
  • IBM Corporation
  • Morf Media
  • Playgen
  • MORE
1 Executive Summary

2 Preface
2.1 Abstract
2.2 Stake Holders
2.3 Research Scope
2.4 Research Methodology
2.4.1 Data Mining
2.4.2 Data Analysis
2.4.3 Data Validation
2.4.4 Research Approach
2.5 Research Sources
2.5.1 Primary Research Sources
2.5.2 Secondary Research Sources
2.5.3 Assumptions

3 Market Trend Analysis
3.1 Introduction
3.2 Drivers
3.3 Restraints
3.4 Opportunities
3.5 Threats
3.6 End User Analysis
3.7 Application Analysis
3.8 Emerging markets
3.9 Futuristic market scenario

4 Porters Five Force Analysis
4.1 Bargaining power of suppliers
4.2 Bargaining power of buyers
4.3 Threat of substitutes
4.4 Threat of new entrants
4.5 Competitive rivalry

5 Global Serious Game Market, By Vertical
5.1 Introduction
5.2 Healthcare
5.3 Retail
5.4 Education
5.5 Corporate
5.6 Media and Advertising
5.7 Government
5.8 Automotive
5.9 Energy
5.10 Aerospace and Defence
5.11 Other Verticals
5.11.1 Research
5.11.2 Tourism
5.11.3 Agriculture

6 Global Serious Game Market, By End User
6.1 Introduction
6.2 Enterprise
6.3 Consumer

7 Global Serious Game Market, By Platform
7.1 Introduction
7.2 PC-Based
7.3 Mobile-Based
7.4 Web-Based
7.5 Hand-Held

8 Global Serious Game Market, By Application
8.1 Introduction
8.2 Human Resources
8.3 Training
8.4 Sales
8.5 Marketing
8.6 Emergency Services
8.7 Product Development
8.8 Support

9 Global Serious Game Market, By Geography
9.1 North America
9.1.1 US
9.1.2 Canada
9.1.3 Mexico
9.2 Europe
9.2.1 Germany
9.2.2 France
9.2.3 Italy
9.2.4 UK
9.2.5 Spain
9.2.6 Rest of Europe
9.3 Asia Pacific
9.3.1 Japan
9.3.2 China
9.3.3 India
9.3.4 Australia
9.3.5 New Zealand
9.3.6 Rest of Asia Pacific
9.4 Rest of the World
9.4.1 Middle East
9.4.2 Brazil
9.4.3 Argentina
9.4.4 South Africa
9.4.5 Egypt

10 Key Developments
10.1 Agreements, Partnerships, Collaborations and Joint Ventures
10.2 Acquisitions & Mergers
10.3 New Product Launch
10.4 Expansions
10.5 Other Key Strategies

11 Company Profiling
11.1 IBM Corporation
11.2 Playgen
11.3 Caspian
11.4 Virtual Heroes
11.5 Morf Media
11.6 Breakaway Ltd
11.7 Blitz Games
11.8 Innovataion Games
11.9 ESim Games
11.10 Designing Digitally
11.11 Square Enix
11.12 Cisco Systems Inc
11.13 Nintendo Co. Ltd.
11.14 Serious Game International
11.15 Serious Game Interactive
11.16 Microsoft Corporation.
11.17 Applied Research Associate Inc.
11.18 CCS Digital Education,

List of Tables

Table 1 Global Serious Game Market Analysis, by Region (2013-2022) ($MN)
Table 2 Global Serious Game Market Analysis, by Vertical (2013-2022) ($MN)
Table 3 Global Serious Game Market Analysis, by Healthcare (2013-2022) ($MN)
Table 4 Global Serious Game Market Analysis, by Retail (2013-2022) ($MN)
Table 5 Global Serious Game Market Analysis, by Education (2013-2022) ($MN)
Table 6 Global Serious Game Market Analysis, by Corporate (2013-2022) ($MN)
Table 7 Global Serious Game Market Analysis, by Media and Advertising (2013-2022) ($MN)
Table 8 Global Serious Game Market Analysis, by Government (2013-2022) ($MN)
Table 9 Global Serious Game Market Analysis, by Automotive (2013-2022) ($MN)
Table 10 Global Serious Game Market Analysis, by Energy (2013-2022) ($MN)
Table 11 Global Serious Game Market Analysis, by Aerospace and Defence (2013-2022) ($MN)
Table 12 Global Serious Game Market Analysis, by Other Verticals (2013-2022) ($MN)
Table 13 Global Serious Game Market Analysis, by Research (2013-2022) ($MN)
Table 14 Global Serious Game Market Analysis, by Tourism (2013-2022) ($MN)
Table 15 Global Serious Game Market Analysis, by Agriculture (2013-2022) ($MN)
Table 16 Global Serious Game Market Analysis, by End User (2013-2022) ($MN)
Table 17 Global Serious Game Market Analysis, by Enterprise (2013-2022) ($MN)
Table 18 Global Serious Game Market Analysis, by Consumer (2013-2022) ($MN)
Table 19 Global Serious Game Market Analysis, by Platform (2013-2022) ($MN)
Table 20 Global Serious Game Market Analysis, by PC-Based (2013-2022) ($MN)
Table 21 Global Serious Game Market Analysis, by Mobile-Based (2013-2022) ($MN)
Table 22 Global Serious Game Market Analysis, by Web-Based (2013-2022) ($MN)
Table 23 Global Serious Game Market Analysis, by Hand-Held (2013-2022) ($MN)
Table 24 Global Serious Game Market Analysis, by Application (2013-2022) ($MN)
Table 25 Global Serious Game Market Analysis, by Human Resources (2013-2022) ($MN)
Table 26 Global Serious Game Market Analysis, by Training (2013-2022) ($MN)
Table 27 Global Serious Game Market Analysis, by Sales (2013-2022) ($MN)
Table 28 Global Serious Game Market Analysis, by Marketing (2013-2022) ($MN)
Table 29 Global Serious Game Market Analysis, by Emergency Services (2013-2022) ($MN)
Table 30 Global Serious Game Market Analysis, by Product Development (2013-2022) ($MN)
Table 31 Global Serious Game Market Analysis, by Support (2013-2022) ($MN)
Table 32 North America Serious Game Market Analysis, by Country (2013-2022) ($MN)
Table 33 North America Serious Game Market Analysis, by Vertical (2013-2022) ($MN)
Table 34 North America Serious Game Market Analysis, by Healthcare (2013-2022) ($MN)
Table 35 North America Serious Game Market Analysis, by Retail (2013-2022) ($MN)
Table 36 North America Serious Game Market Analysis, by Education (2013-2022) ($MN)
Table 37 North America Serious Game Market Analysis, by Corporate (2013-2022) ($MN)
Table 38 North America Serious Game Market Analysis, by Media and Advertising (2013-2022) ($MN)
Table 39 North America Serious Game Market Analysis, by Government (2013-2022) ($MN)
Table 40 North America Serious Game Market Analysis, by Automotive (2013-2022) ($MN)
Table 41 North America Serious Game Market Analysis, by Energy (2013-2022) ($MN)
Table 42 North America Serious Game Market Analysis, by Aerospace and Defence (2013-2022) ($MN)
Table 43 North America Serious Game Market Analysis, by Other Verticals (2013-2022) ($MN)
Table 44 North America Serious Game Market Analysis, by Research (2013-2022) ($MN)
Table 45 North America Serious Game Market Analysis, by Tourism (2013-2022) ($MN)
Table 46 North America Serious Game Market Analysis, by Agriculture (2013-2022) ($MN)
Table 47 North America Serious Game Market Analysis, by End User (2013-2022) ($MN)
Table 48 North America Serious Game Market Analysis, by Enterprise (2013-2022) ($MN)
Table 49 North America Serious Game Market Analysis, by Consumer (2013-2022) ($MN)
Table 50 North America Serious Game Market Analysis, by Platform (2013-2022) ($MN)
Table 51 North America Serious Game Market Analysis, by PC-Based (2013-2022) ($MN)
Table 52 North America Serious Game Market Analysis, by Mobile-Based (2013-2022) ($MN)
Table 53 North America Serious Game Market Analysis, by Web-Based (2013-2022) ($MN)
Table 54 North America Serious Game Market Analysis, by Hand-Held (2013-2022) ($MN)
Table 55 North America Serious Game Market Analysis, by Application (2013-2022) ($MN)
Table 56 North America Serious Game Market Analysis, by Human Resources (2013-2022) ($MN)
Table 57 North America Serious Game Market Analysis, by Training (2013-2022) ($MN)
Table 58 North America Serious Game Market Analysis, by Sales (2013-2022) ($MN)
Table 59 North America Serious Game Market Analysis, by Marketing (2013-2022) ($MN)
Table 60 North America Serious Game Market Analysis, by Emergency Services (2013-2022) ($MN)
Table 61 North America Serious Game Market Analysis, by Product Development (2013-2022) ($MN)
Table 62 North America Serious Game Market Analysis, by Support (2013-2022) ($MN)
Table 63 Europe Serious Game Market Analysis, by Country (2013-2022) ($MN)
Table 64 Europe Serious Game Market Analysis, by Vertical (2013-2022) ($MN)
Table 65 Europe Serious Game Market Analysis, by Healthcare (2013-2022) ($MN)
Table 66 Europe Serious Game Market Analysis, by Retail (2013-2022) ($MN)
Table 67 Europe Serious Game Market Analysis, by Education (2013-2022) ($MN)
Table 68 Europe Serious Game Market Analysis, by Corporate (2013-2022) ($MN)
Table 69 Europe Serious Game Market Analysis, by Media and Advertising (2013-2022) ($MN)
Table 70 Europe Serious Game Market Analysis, by Government (2013-2022) ($MN)
Table 71 Europe Serious Game Market Analysis, by Automotive (2013-2022) ($MN)
Table 72 Europe Serious Game Market Analysis, by Energy (2013-2022) ($MN)
Table 73 Europe Serious Game Market Analysis, by Aerospace and Defence (2013-2022) ($MN)
Table 74 Europe Serious Game Market Analysis, by Other Verticals (2013-2022) ($MN)
Table 75 Europe Serious Game Market Analysis, by Research (2013-2022) ($MN)
Table 76 Europe Serious Game Market Analysis, by Tourism (2013-2022) ($MN)
Table 77 Europe Serious Game Market Analysis, by Agriculture (2013-2022) ($MN)
Table 78 Europe Serious Game Market Analysis, by End User (2013-2022) ($MN)
Table 79 Europe Serious Game Market Analysis, by Enterprise (2013-2022) ($MN)
Table 80 Europe Serious Game Market Analysis, by Consumer (2013-2022) ($MN)
Table 81 Europe Serious Game Market Analysis, by Platform (2013-2022) ($MN)
Table 82 Europe Serious Game Market Analysis, by PC-Based (2013-2022) ($MN)
Table 83 Europe Serious Game Market Analysis, by Mobile-Based (2013-2022) ($MN)
Table 84 Europe Serious Game Market Analysis, by Web-Based (2013-2022) ($MN)
Table 85 Europe Serious Game Market Analysis, by Hand-Held (2013-2022) ($MN)
Table 86 Europe Serious Game Market Analysis, by Application (2013-2022) ($MN)
Table 87 Europe Serious Game Market Analysis, by Human Resources (2013-2022) ($MN)
Table 88 Europe Serious Game Market Analysis, by Training (2013-2022) ($MN)
Table 89 Europe Serious Game Market Analysis, by Sales (2013-2022) ($MN)
Table 90 Europe Serious Game Market Analysis, by Marketing (2013-2022) ($MN)
Table 91 Europe Serious Game Market Analysis, by Emergency Services (2013-2022) ($MN)
Table 92 Europe Serious Game Market Analysis, by Product Development (2013-2022) ($MN)
Table 93 Europe Serious Game Market Analysis, by Support (2013-2022) ($MN)
Table 94 Asia Pacific Serious Game Market Analysis, by Country (2013-2022) ($MN)
Table 95 Asia Pacific Serious Game Market Analysis, by Vertical (2013-2022) ($MN)
Table 96 Asia Pacific Serious Game Market Analysis, by Healthcare (2013-2022) ($MN)
Table 97 Asia Pacific Serious Game Market Analysis, by Retail (2013-2022) ($MN)
Table 98 Asia Pacific Serious Game Market Analysis, by Education (2013-2022) ($MN)
Table 99 Asia Pacific Serious Game Market Analysis, by Corporate (2013-2022) ($MN)
Table 100 Asia Pacific Serious Game Market Analysis, by Media and Advertising (2013-2022) ($MN)
Note: Product cover images may vary from those shown
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  • IBM Corporation
  • Playgen
  • Caspian
  • Virtual Heroes
  • Morf Media
  • Breakaway Ltd
  • Blitz Games
  • Innovataion Games
  • ESim Games
  • Designing Digitally
  • Square Enix
  • Cisco Systems Inc
  • Nintendo Co. Ltd
Note: Product cover images may vary from those shown
5 of 4
Note: Product cover images may vary from those shown
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