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Serious Games Market by Gaming Platform, Application, Industry Vertical, and Region: Global Opportunity Analysis and Industry Forecast, 2021-2030

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    Report

  • 197 Pages
  • March 2022
  • Region: Global
  • Allied Market Research
  • ID: 5578328
Serious game is a game-based initiative that has been designed for purposes such as training and education, which are other than pure entertainment. These kinds of video games are referred as serious, as these are used by industries, including defense, healthcare, education, scientific exploration, governments, and others for training and development of employees. The characteristics of a good serious game that reinforce the learning objective include story of the game, game mechanics & interactivity, rules of the game, challenges & competition, immersive graphical environment, rewards, and risks & consequences associated with the game. Serious games have gained significant acceptance among consumers & enterprises to train and develop their employees or students with a cost-effective, realistic, accountable method that is realistic and can be applied in the daily activities. Other advantages of such games include enhanced motivation, flexibility, better engagement, immediate feedback, unique collaborations, enhanced creativity & exploration, and easy interaction. Moreover, it can be used as an attractive & non-intrusive advertising; can be played on mobile, consoles, online, or other platforms; and extend retention of the user & efficient memorization of content.

The growth of the global serious games market is driven by increase in need of better user engagement platforms across enterprises, rise in usage of mobile-based educational games, significant adoption of virtual reality in training & development activities, and improvement in learning outcomes. In addition, inclination of organizations toward interactive advertisements, large-scale digitization, and emergence of social networks are expected to provide the ample growth opportunities for the market. However, lack of awareness about the advantages & usage of serious games and unsuitable game designs hamper the market growth.

The serious games market is segmented on the basis of gaming platform, application, industry vertical and region. Depending on gaming platform, the market is divided into Smartphone, Console, PC, and Others. On the basis of application, the market is classified into simulation and training, research and planning, advertising and marketing, human resources, and others. On the basis of industry vertical, the market is divided into education, healthcare, aerospace and defense, government, retail, media and entertainment, and others. On the basis of region, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The market players operating in the serious games market includes BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Cisco Systems Inc., Virtual Heroes, Inc., Nintendo Co., Ltd., Promotion Software GmbH, Revelian, and Tata Interactive Systems. These major players have adopted various key development strategies such as business expansion, new product launches, and others, which help to drive the growth of the market.

KEY BENEFITS FOR STAKEHOLDERS

  • The study provides an in-depth analysis of the serious games market along with current trends and future estimations to elucidate imminent investment pockets
  • Information about key drivers, restrains, and opportunities and their impact analysis on the market size is provided in the report
  • Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the industry
  • The quantitative analysis of serious games market for the period 2020–2030 is provided to determine the market potential

KEY MARKET SEGMENTS


By Gaming Platform

  • Smartphone
  • Console
  • PC
  • Others

By Application

  • Simulation And Training
  • Research And Planning
  • Advertising And Marketing
  • Human Resources
  • Others

By Industry Vertical

  • Education
  • Healthcare
  • Aerospace and Defense
  • Government
  • Retail
  • Media and Entertainment
  • Others

By Geography

  • North America
  • US
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Russia
  • Netherlands
  • Rest of Europe
  • Asia-Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • Rest of Asia-Pacific
  • LAMEA
  • Latin America
  • Middle East
  • Africa

Key Market Players Profiled In the Report

  • BreakAway, Ltd
  • Designing Digitally, Inc
  • DIGINEXT
  • IBM Corporation
  • CISCO Systems Inc
  • Virtual Heroes, Inc
  • Nintendo Co Ltd
  • Promotion Software GmbH
  • Revelian
  • Tata Interactive Systems

Table of Contents

Chapter 1: Introduction
1.1. Report Description
1.2. Key Market Segments
1.3. Key Benefits
1.4. Research Methodology
1.4.1. Primary Research
1.4.2. Secondary Research
1.4.3. Analyst Tools and Models

Chapter 2: Executive Summary
2.1. Cxo Perspective

Chapter 3: Market Landscape
3.1. Market Definition and Scope
3.2. Key Findings
3.2.1. Top Investment Pockets
3.2.2. Top Winning Strategies
3.3. Porter's Five Forces Analysis
3.3.1. Bargaining Power of Suppliers
3.3.2. Threat of New Entrants
3.3.3. Threat of Substitutes
3.3.4. Competitive Rivalry
3.3.5. Bargaining Power Among Buyers
3.4. Market Share Analysis/Top Player Positioning
3.4.1. Market Share Analysis/Top Player Positioning 2020
3.5. Market Dynamics
3.5.1. Drivers
3.5.2. Restraints
3.5.3. Opportunities
3.6. Covid-19 Impact Analysis
3.7. Patent Landscape
3.8. Competitive Heatmap
3.9. Regulatory Guidelines

Chapter 4: Serious Games Market, by Gaming Platform
4.1. Market Overview
4.1.1Market Size and Forecast, by Gaming Platform
4.2. Smartphone
4.2.1. Key Market Trends, Growth Factors and Opportunities
4.2.2. Market Size and Forecast, by Region
4.2.3. Market Share Analysis, by Country
4.3. Console
4.3.1. Key Market Trends, Growth Factors and Opportunities
4.3.2. Market Size and Forecast, by Region
4.3.3. Market Share Analysis, by Country
4.4. Pc
4.4.1. Key Market Trends, Growth Factors and Opportunities
4.4.2. Market Size and Forecast, by Region
4.4.3. Market Share Analysis, by Country
4.5. Others
4.5.1. Key Market Trends, Growth Factors and Opportunities
4.5.2. Market Size and Forecast, by Region
4.5.3. Market Share Analysis, by Country

Chapter 5: Serious Games Market, by Application
5.1. Market Overview
5.1.1Market Size and Forecast, by Application
5.2. Research and Planning
5.2.1. Key Market Trends, Growth Factors and Opportunities
5.2.2. Market Size and Forecast, by Region
5.2.3. Market Share Analysis, by Country
5.3. Advertising and Marketing
5.3.1. Key Market Trends, Growth Factors and Opportunities
5.3.2. Market Size and Forecast, by Region
5.3.3. Market Share Analysis, by Country
5.4. Human Resources
5.4.1. Key Market Trends, Growth Factors and Opportunities
5.4.2. Market Size and Forecast, by Region
5.4.3. Market Share Analysis, by Country
5.5. Others
5.5.1. Key Market Trends, Growth Factors and Opportunities
5.5.2. Market Size and Forecast, by Region
5.5.3. Market Share Analysis, by Country
5.6. Simulation and Training
5.6.1. Key Market Trends, Growth Factors and Opportunities
5.6.2. Market Size and Forecast, by Region
5.6.3. Market Share Analysis, by Country

Chapter 6: Serious Games Market, by Industry Vertical
6.1. Market Overview
6.1.1Market Size and Forecast, by Industry Vertical
6.2. Education
6.2.1. Key Market Trends, Growth Factors and Opportunities
6.2.2. Market Size and Forecast, by Region
6.2.3. Market Share Analysis, by Country
6.3. Healthcare
6.3.1. Key Market Trends, Growth Factors and Opportunities
6.3.2. Market Size and Forecast, by Region
6.3.3. Market Share Analysis, by Country
6.4. Aerospace and Defense
6.4.1. Key Market Trends, Growth Factors and Opportunities
6.4.2. Market Size and Forecast, by Region
6.4.3. Market Share Analysis, by Country
6.5. Government
6.5.1. Key Market Trends, Growth Factors and Opportunities
6.5.2. Market Size and Forecast, by Region
6.5.3. Market Share Analysis, by Country
6.6. Retail
6.6.1. Key Market Trends, Growth Factors and Opportunities
6.6.2. Market Size and Forecast, by Region
6.6.3. Market Share Analysis, by Country
6.7. Media and Entertainment
6.7.1. Key Market Trends, Growth Factors and Opportunities
6.7.2. Market Size and Forecast, by Region
6.7.3. Market Share Analysis, by Country
6.8. Others
6.8.1. Key Market Trends, Growth Factors and Opportunities
6.8.2. Market Size and Forecast, by Region
6.8.3. Market Share Analysis, by Country

Chapter 7: Serious Games Market, by Region
7.1. Market Overview
7.1.1Market Size and Forecast, by Region
7.2. North America
7.2.1. Key Market Trends and Opportunities
7.2.2. Market Size and Forecast, by Gaming Platform
7.2.3. Market Size and Forecast, by Application
7.2.4. Market Size and Forecast, by Industry Vertical
7.2.5. Market Size and Forecast, by Country
7.2.6. United States Serious Games Market
7.2.6.1. Market Size and Forecast, by Gaming Platform
7.2.6.2. Market Size and Forecast, by Application
7.2.6.3. Market Size and Forecast, by Industry Vertical
7.2.7. Canada Serious Games Market
7.2.7.1. Market Size and Forecast, by Gaming Platform
7.2.7.2. Market Size and Forecast, by Application
7.2.7.3. Market Size and Forecast, by Industry Vertical
7.3. Europe
7.3.1. Key Market Trends and Opportunities
7.3.2. Market Size and Forecast, by Gaming Platform
7.3.3. Market Size and Forecast, by Application
7.3.4. Market Size and Forecast, by Industry Vertical
7.3.5. Market Size and Forecast, by Country
7.3.6. UK Serious Games Market
7.3.6.1. Market Size and Forecast, by Gaming Platform
7.3.6.2. Market Size and Forecast, by Application
7.3.6.3. Market Size and Forecast, by Industry Vertical
7.3.7. Germany Serious Games Market
7.3.7.1. Market Size and Forecast, by Gaming Platform
7.3.7.2. Market Size and Forecast, by Application
7.3.7.3. Market Size and Forecast, by Industry Vertical
7.3.8. France Serious Games Market
7.3.8.1. Market Size and Forecast, by Gaming Platform
7.3.8.2. Market Size and Forecast, by Application
7.3.8.3. Market Size and Forecast, by Industry Vertical
7.3.9. Spain Serious Games Market
7.3.9.1. Market Size and Forecast, by Gaming Platform
7.3.9.2. Market Size and Forecast, by Application
7.3.9.3. Market Size and Forecast, by Industry Vertical
7.3.10. Italy Serious Games Market
7.3.10.1. Market Size and Forecast, by Gaming Platform
7.3.10.2. Market Size and Forecast, by Application
7.3.10.3. Market Size and Forecast, by Industry Vertical
7.3.11. Russia Serious Games Market
7.3.11.1. Market Size and Forecast, by Gaming Platform
7.3.11.2. Market Size and Forecast, by Application
7.3.11.3. Market Size and Forecast, by Industry Vertical
7.3.12. Netherlands Serious Games Market
7.3.12.1. Market Size and Forecast, by Gaming Platform
7.3.12.2. Market Size and Forecast, by Application
7.3.12.3. Market Size and Forecast, by Industry Vertical
7.3.13. Rest of Europe Serious Games Market
7.3.13.1. Market Size and Forecast, by Gaming Platform
7.3.13.2. Market Size and Forecast, by Application
7.3.13.3. Market Size and Forecast, by Industry Vertical
7.4. Asia-Pacific
7.4.1. Key Market Trends and Opportunities
7.4.2. Market Size and Forecast, by Gaming Platform
7.4.3. Market Size and Forecast, by Application
7.4.4. Market Size and Forecast, by Industry Vertical
7.4.5. Market Size and Forecast, by Country
7.4.6. China Serious Games Market
7.4.6.1. Market Size and Forecast, by Gaming Platform
7.4.6.2. Market Size and Forecast, by Application
7.4.6.3. Market Size and Forecast, by Industry Vertical
7.4.7. India Serious Games Market
7.4.7.1. Market Size and Forecast, by Gaming Platform
7.4.7.2. Market Size and Forecast, by Application
7.4.7.3. Market Size and Forecast, by Industry Vertical
7.4.8. Japan Serious Games Market
7.4.8.1. Market Size and Forecast, by Gaming Platform
7.4.8.2. Market Size and Forecast, by Application
7.4.8.3. Market Size and Forecast, by Industry Vertical
7.4.9. Australia Serious Games Market
7.4.9.1. Market Size and Forecast, by Gaming Platform
7.4.9.2. Market Size and Forecast, by Application
7.4.9.3. Market Size and Forecast, by Industry Vertical
7.4.10. South Korea Serious Games Market
7.4.10.1. Market Size and Forecast, by Gaming Platform
7.4.10.2. Market Size and Forecast, by Application
7.4.10.3. Market Size and Forecast, by Industry Vertical
7.4.11. Rest of Asia-Pacific Serious Games Market
7.4.11.1. Market Size and Forecast, by Gaming Platform
7.4.11.2. Market Size and Forecast, by Application
7.4.11.3. Market Size and Forecast, by Industry Vertical
7.5. Lamea
7.5.1. Key Market Trends and Opportunities
7.5.2. Market Size and Forecast, by Gaming Platform
7.5.3. Market Size and Forecast, by Application
7.5.4. Market Size and Forecast, by Industry Vertical
7.5.5. Market Size and Forecast, by Country
7.5.6. Latin America Serious Games Market
7.5.6.1. Market Size and Forecast, by Gaming Platform
7.5.6.2. Market Size and Forecast, by Application
7.5.6.3. Market Size and Forecast, by Industry Vertical
7.5.7. Middle East Serious Games Market
7.5.7.1. Market Size and Forecast, by Gaming Platform
7.5.7.2. Market Size and Forecast, by Application
7.5.7.3. Market Size and Forecast, by Industry Vertical
7.5.8. Africa Serious Games Market
7.5.8.1. Market Size and Forecast, by Gaming Platform
7.5.8.2. Market Size and Forecast, by Application
7.5.8.3. Market Size and Forecast, by Industry Vertical

Chapter 8: Company Profiles
8.1. Breakaway, Ltd.
8.1.1. Company Overview
8.1.2. Key Executives
8.1.3. Company Snapshot
8.1.4. Operating Business Segments
8.1.5. Product Portfolio
8.1.6. Business Performance
8.1.7. Key Strategic Moves and Developments
8.2. Designing Digitally, Inc.
8.2.1. Company Overview
8.2.2. Key Executives
8.2.3. Company Snapshot
8.2.4. Operating Business Segments
8.2.5. Product Portfolio
8.2.6. Business Performance
8.2.7. Key Strategic Moves and Developments
8.3. Diginext
8.3.1. Company Overview
8.3.2. Key Executives
8.3.3. Company Snapshot
8.3.4. Operating Business Segments
8.3.5. Product Portfolio
8.3.6. Business Performance
8.3.7. Key Strategic Moves and Developments
8.4. IBM Corporation
8.4.1. Company Overview
8.4.2. Key Executives
8.4.3. Company Snapshot
8.4.4. Operating Business Segments
8.4.5. Product Portfolio
8.4.6. Business Performance
8.4.7. Key Strategic Moves and Developments
8.5. Cisco Systems Inc.
8.5.1. Company Overview
8.5.2. Key Executives
8.5.3. Company Snapshot
8.5.4. Operating Business Segments
8.5.5. Product Portfolio
8.5.6. Business Performance
8.5.7. Key Strategic Moves and Developments
8.6. Virtual Heroes, Inc.
8.6.1. Company Overview
8.6.2. Key Executives
8.6.3. Company Snapshot
8.6.4. Operating Business Segments
8.6.5. Product Portfolio
8.6.6. Business Performance
8.6.7. Key Strategic Moves and Developments
8.7. Nintendo Co. Ltd.
8.7.1. Company Overview
8.7.2. Key Executives
8.7.3. Company Snapshot
8.7.4. Operating Business Segments
8.7.5. Product Portfolio
8.7.6. Business Performance
8.7.7. Key Strategic Moves and Developments
8.8. Promotion Software GmbH
8.8.1. Company Overview
8.8.2. Key Executives
8.8.3. Company Snapshot
8.8.4. Operating Business Segments
8.8.5. Product Portfolio
8.8.6. Business Performance
8.8.7. Key Strategic Moves and Developments
8.9. Revelian
8.9.1. Company Overview
8.9.2. Key Executives
8.9.3. Company Snapshot
8.9.4. Operating Business Segments
8.9.5. Product Portfolio
8.9.6. Business Performance
8.9.7. Key Strategic Moves and Developments
8.10. Tata Interactive Systems
8.10.1. Company Overview
8.10.2. Key Executives
8.10.3. Company Snapshot
8.10.4. Operating Business Segments
8.10.5. Product Portfolio
8.10.6. Business Performance
8.10.7. Key Strategic Moves and DevelopmentsList of Tables
Table 1. Global Serious Games Market, by Gaming Platform, 2020-2030 ($Billion)
Table 2. Global Serious Games Market for Smartphone, by Region, 2020-2030 ($Billion)
Table 3. Global Serious Games Market for Console, by Region, 2020-2030 ($Billion)
Table 4. Global Serious Games Market for Pc, by Region, 2020-2030 ($Billion)
Table 5. Global Serious Games Market for Others, by Region, 2020-2030 ($Billion)
Table 6. Global Serious Games Market, by Application, 2020-2030 ($Billion)
Table 7. Global Serious Games Market for Research and Planning, by Region, 2020-2030 ($Billion)
Table 8. Global Serious Games Market for Advertising and Marketing, by Region, 2020-2030 ($Billion)
Table 9. Global Serious Games Market for Human Resources, by Region, 2020-2030 ($Billion)
Table 10. Global Serious Games Market for Others, by Region, 2020-2030 ($Billion)
Table 11. Global Serious Games Market for Simulation and Training, by Region, 2020-2030 ($Billion)
Table 12. Global Serious Games Market, by Industry Vertical, 2020-2030 ($Billion)
Table 13. Global Serious Games Market for Education, by Region, 2020-2030 ($Billion)
Table 14. Global Serious Games Market for Healthcare, by Region, 2020-2030 ($Billion)
Table 15. Global Serious Games Market for Aerospace and Defense, by Region, 2020-2030 ($Billion)
Table 16. Global Serious Games Market for Government, by Region, 2020-2030 ($Billion)
Table 17. Global Serious Games Market for Retail, by Region, 2020-2030 ($Billion)
Table 18. Global Serious Games Market for Media and Entertainment, by Region, 2020-2030 ($Billion)
Table 19. Global Serious Games Market for Others, by Region, 2020-2030 ($Billion)
Table 20. Global Serious Games Market, by Region, 2020-2030 ($Billion)
Table 21. North America Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 22. North America Serious Games, by Application, 2020-2030 ($Billion)
Table 23. North America Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 24. United States Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 25. United States Serious Games, by Application, 2020-2030 ($Billion)
Table 26. United States Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 27. Canada Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 28. Canada Serious Games, by Application, 2020-2030 ($Billion)
Table 29. Canada Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 30. Europe Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 31. Europe Serious Games, by Application, 2020-2030 ($Billion)
Table 32. Europe Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 33. Uk Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 34. Uk Serious Games, by Application, 2020-2030 ($Billion)
Table 35. Uk Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 36. Germany Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 37. Germany Serious Games, by Application, 2020-2030 ($Billion)
Table 38. Germany Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 39. France Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 40. France Serious Games, by Application, 2020-2030 ($Billion)
Table 41. France Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 42. Spain Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 43. Spain Serious Games, by Application, 2020-2030 ($Billion)
Table 44. Spain Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 45. Italy Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 46. Italy Serious Games, by Application, 2020-2030 ($Billion)
Table 47. Italy Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 48. Russia Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 49. Russia Serious Games, by Application, 2020-2030 ($Billion)
Table 50. Russia Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 51. Netherlands Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 52. Netherlands Serious Games, by Application, 2020-2030 ($Billion)
Table 53. Netherlands Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 54. Rest of Europe Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 55. Rest of Europe Serious Games, by Application, 2020-2030 ($Billion)
Table 56. Rest of Europe Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 57. Asia-Pacific Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 58. Asia-Pacific Serious Games, by Application, 2020-2030 ($Billion)
Table 59. Asia-Pacific Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 60. China Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 61. China Serious Games, by Application, 2020-2030 ($Billion)
Table 62. China Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 63. India Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 64. India Serious Games, by Application, 2020-2030 ($Billion)
Table 65. India Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 66. Japan Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 67. Japan Serious Games, by Application, 2020-2030 ($Billion)
Table 68. Japan Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 69. Australia Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 70. Australia Serious Games, by Application, 2020-2030 ($Billion)
Table 71. Australia Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 72. South Korea Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 73. South Korea Serious Games, by Application, 2020-2030 ($Billion)
Table 74. South Korea Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 75. Rest of Asia-Pacific Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 76. Rest of Asia-Pacific Serious Games, by Application, 2020-2030 ($Billion)
Table 77. Rest of Asia-Pacific Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 78. Lamea Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 79. Lamea Serious Games, by Application, 2020-2030 ($Billion)
Table 80. Lamea Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 81. Latin America Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 82. Latin America Serious Games, by Application, 2020-2030 ($Billion)
Table 83. Latin America Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 84. Middle East Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 85. Middle East Serious Games, by Application, 2020-2030 ($Billion)
Table 86. Middle East Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 87. Africa Serious Games, by Gaming Platform, 2020-2030 ($Billion)
Table 88. Africa Serious Games, by Application, 2020-2030 ($Billion)
Table 89. Africa Serious Games, by Industry Vertical, 2020-2030 ($Billion)
Table 90. Breakaway, Ltd. : Key Executives
Table 91. Breakaway, Ltd. : Company Snapshot
Table 92. Breakaway, Ltd. : Operating Segments
Table 93. Breakaway, Ltd. : Product Portfolio
Table 94. Breakaway, Ltd. : Key Strategic Moves and Developments
Table 95. Designing Digitally, Inc. : Key Executives
Table 96. Designing Digitally, Inc. : Company Snapshot
Table 97. Designing Digitally, Inc. : Operating Segments
Table 98. Designing Digitally, Inc. : Product Portfolio
Table 99. Designing Digitally, Inc. : Key Strategic Moves and Developments
Table 100. Diginext: Key Executives
Table 101. Diginext: Company Snapshot
Table 102. Diginext: Operating Segments
Table 103. Diginext: Product Portfolio
Table 104. Diginext: Key Strategic Moves and Developments
Table 105. Ibm Corporation: Key Executives
Table 106. Ibm Corporation: Company Snapshot
Table 107. Ibm Corporation: Operating Segments
Table 108. Ibm Corporation: Product Portfolio
Table 109. Ibm Corporation: Key Strategic Moves and Developments
Table 110. Cisco Systems Inc. : Key Executives
Table 111. Cisco Systems Inc. : Company Snapshot
Table 112. Cisco Systems Inc. : Operating Segments
Table 113. Cisco Systems Inc. : Product Portfolio
Table 114. Cisco Systems Inc. : Key Strategic Moves and Developments
Table 115. Virtual Heroes, Inc. : Key Executives
Table 116. Virtual Heroes, Inc. : Company Snapshot
Table 117. Virtual Heroes, Inc. : Operating Segments
Table 118. Virtual Heroes, Inc. : Product Portfolio
Table 119. Virtual Heroes, Inc. : Key Strategic Moves and Developments
Table 120. Nintendo Co. Ltd. : Key Executives
Table 121. Nintendo Co. Ltd. : Company Snapshot
Table 122. Nintendo Co. Ltd. : Operating Segments
Table 123. Nintendo Co. Ltd. : Product Portfolio
Table 124. Nintendo Co. Ltd. : Key Strategic Moves and Developments
Table 125. Promotion Software Gmbh: Key Executives
Table 126. Promotion Software Gmbh: Company Snapshot
Table 127. Promotion Software Gmbh: Operating Segments
Table 128. Promotion Software Gmbh: Product Portfolio
Table 129. Promotion Software Gmbh: Key Strategic Moves and Developments
Table 130. Revelian: Key Executives
Table 131. Revelian: Company Snapshot
Table 132. Revelian: Operating Segments
Table 133. Revelian: Product Portfolio
Table 134. Revelian: Key Strategic Moves and Developments
Table 135. Tata Interactive Systems: Key Executives
Table 136. Tata Interactive Systems: Company Snapshot
Table 137. Tata Interactive Systems: Operating Segments
Table 138. Tata Interactive Systems: Product Portfolio
Table 139. Tata Interactive Systems: Key Strategic Moves and Developments

List of Figures
Figure 1. Global Serious Games Market Segmentation
Figure 2. Global Serious Games Market
Figure 3. Segmentation Serious Games Market
Figure 4. Top Investment Pocket in Serious Games Market
Figure 5. Top Winning Strategies, 2019-2021*
Figure 6. Top Winning Strategies, by Development, 2019-2021(%)
Figure 7. Top Winning Strategies, by Company, 2019-2021*
Figure 8. Moderate Bargaining Power of Buyers
Figure 9. Moderate Bargaining Power of Suppliers
Figure 10. Moderate Threat of New Entrants
Figure 11. Low Threat of Substitution
Figure 12. High Competitive Rivalry
Figure 13. Top Player Positioning, 2020
Figure 14. Market Share Analysis, 2020
Figure 15. Restraints and Drivers: Serious Games Market
Figure 16. Serious Games Market Segmentation, by Gaming Platform
Figure 17. Serious Games Market for Smartphone, by Country, 2020-2030 ($ Billion)
Figure 18. Serious Games Market for Console, by Country, 2020-2030 ($ Billion)
Figure 19. Serious Games Market for Pc, by Country, 2020-2030 ($ Billion)
Figure 20. Serious Games Market for Others, by Country, 2020-2030 ($ Billion)
Figure 21. Serious Games Market Segmentation, by Application
Figure 22. Serious Games Market for Research and Planning, by Country, 2020-2030 ($ Billion)
Figure 23. Serious Games Market for Advertising and Marketing, by Country, 2020-2030 ($ Billion)
Figure 24. Serious Games Market for Human Resources, by Country, 2020-2030 ($ Billion)
Figure 25. Serious Games Market for Others, by Country, 2020-2030 ($ Billion)
Figure 26. Serious Games Market for Simulation and Training, by Country, 2020-2030 ($ Billion)
Figure 27. Serious Games Market Segmentation, by Industry Vertical
Figure 28. Serious Games Market for Education, by Country, 2020-2030 ($ Billion)
Figure 29. Serious Games Market for Healthcare, by Country, 2020-2030 ($ Billion)
Figure 30. Serious Games Market for Aerospace and Defense, by Country, 2020-2030 ($ Billion)
Figure 31. Serious Games Market for Government, by Country, 2020-2030 ($ Billion)
Figure 32. Serious Games Market for Retail, by Country, 2020-2030 ($ Billion)
Figure 33. Serious Games Market for Media and Entertainment, by Country, 2020-2030 ($ Billion)
Figure 34. Serious Games Market for Others, by Country, 2020-2030 ($ Billion)
Figure 35. Breakaway, Ltd: Net Sales, 2018-2020 ($ Billion)
Figure 36. Breakaway, Ltd: Revenue Share, by Segment, 2020 (%)
Figure 37. Breakaway, Ltd: Revenue Share, by Region, 2020 (%)
Figure 38. Designing Digitally, Inc: Net Sales, 2018-2020 ($ Billion)
Figure 39. Designing Digitally, Inc: Revenue Share, by Segment, 2020 (%)
Figure 40. Designing Digitally, Inc: Revenue Share, by Region, 2020 (%)
Figure 41. Diginext: Net Sales, 2018-2020 ($ Billion)
Figure 42. Diginext: Revenue Share, by Segment, 2020 (%)
Figure 43. Diginext: Revenue Share, by Region, 2020 (%)
Figure 44. Ibm Corporation: Net Sales, 2018-2020 ($ Billion)
Figure 45. Ibm Corporation: Revenue Share, by Segment, 2020 (%)
Figure 46. Ibm Corporation: Revenue Share, by Region, 2020 (%)
Figure 47. Cisco Systems Inc: Net Sales, 2018-2020 ($ Billion)
Figure 48. Cisco Systems Inc: Revenue Share, by Segment, 2020 (%)
Figure 49. Cisco Systems Inc: Revenue Share, by Region, 2020 (%)
Figure 50. Virtual Heroes, Inc: Net Sales, 2018-2020 ($ Billion)
Figure 51. Virtual Heroes, Inc: Revenue Share, by Segment, 2020 (%)
Figure 52. Virtual Heroes, Inc: Revenue Share, by Region, 2020 (%)
Figure 53. Nintendo Co. Ltd: Net Sales, 2018-2020 ($ Billion)
Figure 54. Nintendo Co. Ltd: Revenue Share, by Segment, 2020 (%)
Figure 55. Nintendo Co. Ltd: Revenue Share, by Region, 2020 (%)
Figure 56. Promotion Software Gmbh: Net Sales, 2018-2020 ($ Billion)
Figure 57. Promotion Software Gmbh: Revenue Share, by Segment, 2020 (%)
Figure 58. Promotion Software Gmbh: Revenue Share, by Region, 2020 (%)
Figure 59. Revelian: Net Sales, 2018-2020 ($ Billion)
Figure 60. Revelian: Revenue Share, by Segment, 2020 (%)
Figure 61. Revelian: Revenue Share, by Region, 2020 (%)
Figure 62. Tata Interactive Systems: Net Sales, 2018-2020 ($ Billion)
Figure 63. Tata Interactive Systems: Revenue Share, by Segment, 2020 (%)
Figure 64. Tata Interactive Systems: Revenue Share, by Region, 2020 (%)

Executive Summary

According to a recent report titled, “Serious Games Market by Gaming Platform, Application, Industry Vertical and Region: Global Opportunity Analysis and Industry Forecast, 2021-2030,” The serious games market was valued at $5.94 billion in 2020, and is projected to reach $32.72 billion by 2030, registering a CAGR of 18.47%.

The market is impacted by factors such as increase in need for better user engagement platforms across enterprises, surge in usage of mobile-based educational games, and significant adoption of virtual reality in training & development activities. However, lack of awareness about the advantages & usage of serious game, and unsuitable game design are anticipated to hamper the serious games market size.

On the basis of gaming platform, the smartphone segment dominated the serious games market in 2020, and is expected to continue this trend during the forecast period. With the rapid rise in mobile gaming in the past five years, smartphones are anticipated to gain market traction in the coming years. One of the perks of this gaming platform is its cost-effectiveness.

According to the application, the simulation and training segment dominated the serious games market in 2020, and is expected to maintain its dominance in the upcoming years. This is attributed to ongoing trend of game-based learning among organizations to achieve impressive performance results from employees. Serious games are being used in a variety of simulation and training use cases, such as corporate education, emergency services training, and health care among other purposes. However, the research and planning segment is expected to witness highest growth rate during the serious games market forecast period.

In 2020, on the basis of industry vertical, the education segment dominated the global serious games market growth, and is expected to maintain its dominance in the upcoming years. Serious games help in gaining extended retention, efficient memorization, can be customized, create huge volume of information, offer interactive & attractive interaction with individuals, and save time & costs. In addition, they help in understanding cultural heritage with an interactive session that is expected to attract students’ attention. Other factors positively affecting the adoption of serious games in the education industry include rise in usage of inexpensive & ubiquitous hardware, availability of robust networks that enable easy connectivity, adoption of brain science software, and pressure on educational institutes to enhance the skills of students

Post COVID-19, the market was valued at $5.94 billion in 2020, and is projected to reach $32.72 billion by 2030, registering a CAGR of 18.47%. The current estimation of 2030 is projected to be higher than pre-COVID-19 estimates. The COVID-19 pandemic forced the closure of schools all around the world. Over 1.2 billion youngsters are out of school worldwide. As a result, education has undergone significant transformations, with the rise of e-learning, in which instruction is done remotely and via digital platforms.

Unfortunately, this has decreased kids' enthusiasm for learning. To overcome this issue, e-learning systems have incorporated serious games into their platforms to make learning more engaging. According to BYJU'S, an Indian e-learning platform, creative integration of games exhibited higher engagement and enhanced enthusiasm toward learning, especially among younger students, over time. As a result, people have become more aware of the market under investigation. Furthermore, on March 30, 2020, during the current public health crisis caused by COVID-19, 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).

Key Findings Of The Study


  • On the basis of gaming platform, in 2020 the smartphone segment dominated the serious games market size
  • Depending on application, the simulation and training segment generated the highest revenue in 2020 of serious games market share However, the research and planning segment is expected to exhibit significant growth during the forecast period
  • On the basis of the industry vertical segment, the education segment generated the highest revenue in 2020 However, the government segment is expected to exhibit significant growth during the forecast period
  • On the basis of region, the serious games industry was dominated by Asia-Pacific region in 2020 However, LAMEA is expected to witness significant growth in the upcoming years
  • Some of the key serious games industry players profiled in the report include BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Cisco Systems Inc., Virtual Heroes, Inc., Nintendo Co., Ltd., Promotion Software GmbH, Revelian, and Tata Interactive Systems This study includes market share, trends, serious games market analysis, and future estimations to determine the imminent investment pockets

Companies Mentioned

  • BreakAway, Ltd.
  • Designing Digitally, Inc.
  • DIGINEXT
  • IBM Corporation
  • CISCO Systems Inc.
  • Virtual Heroes, Inc.
  • Nintendo Co. Ltd.
  • Promotion Software GmbH
  • Revelian
  • Tata Interactive Systems

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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