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Europe Serious Gaming Market - Growth, Trends, and Forecasts (2020-2025)

  • ID: 5026144
  • Report
  • June 2020
  • Region: Europe
  • 120 pages
  • Mordor Intelligence

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FEATURED COMPANIES

  • Bedaux Serious Games
  • BreakAway Games
  • Designing Digitally Inc.
  • Diginext (CS Group)
  • Firsthand Technology
  • KTM Advance
  • MORE
The European serious gaming market is expected to register a CAGR of 15% over the forecast period (2020-2025). With smartphones and tablets, the digital realm is expanding, and smart developers are taking advantage of the technology boom. They are wisely creating simulation training apps that can be accessed on a variety of mobile devices.
  • Growing usage of mobile-based educational games is driving the market. Creating a new mobile device based on serious gaming approach for teaching and learning is influencing the market, as traditional approaches are often insufficient in such teaching and learning. E-training allows developers to design educational computer science games for mobile gaming devices.
  • Improved learning outcomes is anticipated to increase the adoption of serious game among end users. Application of serious games as a promising learning method is a growing trend in the manufacturing education, healthcare training, etc. The traditional learning methods based on listening, reading, and observing are getting ineffective and only 20% to 30% of contents might be recalled by the person. The advancement in technology based on simulation learning is effectively driving the growth of the market, with high percentage of leaning outcomes.
  • The application of the technology in the automotive industry and other industrial space for training purposes is expected to increase significantly over the coming years. For instance, Diginext is offering VR/AR solutions for training technical personnel with VR technology.
  • Additionally, COVID-19, which is impacting all the industries across the world, may have an impact on the serious gaming market in the region.
Key Market Trends

Application of Serious Games in Various End-user Industries May Drive the Market

The application of serious games in the end-user industries for purposes, such as education, training, problem recognition, enhanced problem-solving capabilities, social skills, and improving collaborative abilities, along with decision making, may drive the market during the forecast period.
  • Healthcare applications of the technology in the region are increasing significantly, and healthcare professionals are incorporating the technology as part of their treatment process to keep patients engaged and help them recover faster with better cognitive skills. For instance, Xploro is a health information platform that uses augmented reality and games, along with AI, for reducing stress and anxiety about medical procedures.
  • On March 30, 2020 the International Nursing Association of Clinical Simulation and Learning (INACSL) and the Society for Simulation in Healthcare (SSH) supported the use of virtual simulation as a replacement for clinical hours for students currently enrolled in health sciences professions (i.e. nursing students, medical students) during the current public health crisis caused by COVID-19.
  • High expenditure on advertising is witnessed across industries in the region, as advertisers use serious gaming to optimize brand awareness, target more audiences, and make additional traffic to their websites. This may drive the demand for serious gaming in the region during the forecast period.
Western Europe is the Largest Market and May Continue to Grow Fast in the Forecast Period
  • Western Europe is expected to gain prominence in the use of serious games over the forecast period, owing to the region's share of spending on advertising, retail, automotive, and healthcare industries. Countries, like the United Kingdom, Germany, and France, may drive the demand for serious games, as these countries are using the technology in various industries.
  • For instance, the British Armed Forces are using VR training platform, featuring gaming technology. The UK Ministry of Defence’s (MoD) VR simulator platform is built on Fortnite gaming engine, and it is expected to become a part of the wider training program for the forces over the coming years. Such developments in the region are expected to increase over the coming years.
  • High level of smartphone penetration in the region is one of the key reasons for the faster adoption of serious gaming. According to the GSM Association the Mobile Economy Europe Report 2018, the number of unique mobile subscribers is set to grow from 465 million in 2017 to 481 million in 2025. At this number, the penetration rate will be 88% of the total population.
Competitive Landscape

The European serious gaming market is fragmented and consists of many players with no company having absolute control over the market. Major players include Diginext (CS Group), Serious Games Solutions, and KTM Advance.
  • March 2019 - Diginext presented its latest virtual training and turnkey operator support solutions at Laval Virtual 2019, which may help businesses reduce production costs and increase operational efficiency.
Reasons to Purchase this report:
  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

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Note: Product cover images may vary from those shown

FEATURED COMPANIES

  • Bedaux Serious Games
  • BreakAway Games
  • Designing Digitally Inc.
  • Diginext (CS Group)
  • Firsthand Technology
  • KTM Advance
  • MORE
1 INTRODUCTION
1.1 Study Deliverables
1.2 Study Assumptions
1.3 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS
4.1 Market Overview
4.2 Market Drivers
4.2.1 Growing Usage of Mobile-based Educational Games
4.2.2 Improved Learning Outcomes are Expected to Increase the Adoption of Serious Games among End Users
4.3 Market Restraints
4.3.1 Lack of Assessment Tools to Measure Serious Game Effectiveness
4.4 Industry Attractiveness - Porter's Five Forces Analysis
4.4.1 Bargaining Power of Suppliers
4.4.2 Bargaining Power of Consumers
4.4.3 Threat of New Entrants
4.4.4 Intensity of Competitive Rivalry
4.4.5 Threat of Substitute Products
4.5 Technology Snapshot
4.6 Assessment of Impact of COVID-19 on the Europe Serious Gaming Market

5 MARKET SEGMENTATION
5.1 Application
5.1.1 Advertising and Marketing
5.1.2 Simulation Training
5.1.3 Learning and Education
5.1.4 Other Applications
5.2 End-user Industry
5.2.1 Healthcare
5.2.2 Education
5.2.3 Retail
5.2.4 Media and Entertainment
5.2.5 Automotive
5.2.6 Government
5.2.7 Other End-user Industries

6 COMPETITIVE LANDSCAPE
6.1 Company Profiles
6.1.1 BreakAway Games
6.1.2 Designing Digitally Inc.
6.1.3 Diginext (CS Group)
6.1.4 MPS Interactive Systems
6.1.5 Serious Games Solutions
6.1.6 Tygron BV
6.1.7 Triseum LLC
6.1.8 KTM Advance
6.1.9 Firsthand Technology
6.1.10 Bedaux Serious Games

7 INVESTMENT ANALYSIS

8 MARKET OPPORTUNITIES AND FUTURE TRENDS
Note: Product cover images may vary from those shown

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  • BreakAway Games
  • Designing Digitally Inc.
  • Diginext (CS Group)
  • MPS Interactive Systems
  • Serious Games Solutions
  • Tygron BV
  • Triseum LLC
  • KTM Advance
  • Firsthand Technology
  • Bedaux Serious Games
Note: Product cover images may vary from those shown

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