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Serious Games Market by User Type (Enterprises and Consumers), Application (Advertising & Marketing, Simulation Training, Research & Planning, Human resources, and Others), and Industry Vertical (Healthcare, Aerospace & Defense, Government, Education, Retail, Media & Entertainment, and Others) - Global Opportunity Analysis and Industry Forecast, 2016-2023

IC 174485
Pages: 180
Nov 2017 | 556 Views
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Author's : Kalyani Sonawane
Tables: 86
Charts: 91
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Serious Games Market Overview:

Serious games are digital applications designed for education with fun. The primary function of serious games is to provide knowledge, train, inform, memorize, and teach end users, rather than mere entertainment. It enables advertisers to optimize brand awareness by increasing receptiveness of message, target more audience, and generate additional traffic to their websites. It also helps students to learn with fun as it bridges gap between theory and practical. Serious games are also used in inspection, technical training, competency evaluation, fault finding & rectification, and other applications.

The global serious games market was valued at $2,731 million in 2016, and is expected to reach $9,167 million by 2023, growing at a CAGR of 19.2% from 2017 to 2023. The major factors that drive the market growth are increased need for user engagement across enterprises, growth in usage of mobile-based educational games, and improvement in learning outcomes. Improper game design and lack of awareness about serious games hinder the growth of the market. Large-scale digitization and emergence of social networks pave new opportunities in the market.

The key players operating in the global serious games industry include BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Intuition, Learning Nexus Ltd, Nintendo Co., Ltd., Promotion Software GmbH, Revelian, and Tata Interactive Systems. These players have expanded their market presence by adopting various business strategies such as acquisition, geographical expansion, product development, strategic alliance, and collaboration.

Segment Review

The serious games market is segmented based on user type, application, industry vertical, and geography. Based on user type, it is bifurcated into enterprises and consumers. As per application, the market is classified into advertising & marketing, simulation training, research & planning, human resources, and others. Based on industry vertical, the global serious games market is studied across healthcare, aerospace & defense, government, education, retail, media & entertainment, and others. Based on region, the market is divided into North America, Europe, Asia-Pacific, and LAMEA.

Serious Games Market

The Asia-Pacific serious games market generated the highest revenue in 2016, attributed to large population, high Internet penetration in the region, and high number of youth active on social networks & other online platforms. The LAMEA serious games market is expected to grow at the highest CAGR, owing to the growth in penetration of internet, changes in consumer demographics, and uncaptured opportunities for the suppliers in LAMEA for e-learning content, software, hardware, and other services. Further, Government of the Middle East focuses on promoting mass digitization process especially in soft skills development.

Serious Games Market

 

Serious Games Market

Increase in Need of Better User Engagement Platforms Across Enterprises

Employee and student engagement and productivity are directly proportional to each other. To improve the productivity of enterprises, employee engagement in training and development programs is one of the crucial activity. For such activities, organizations are willing to invest in serious games platform such as Comarch Enterprise Engagement Platform, which is an IT system for organizations that comprehensively implement mechanisms and components of engagement in the work environment by defining game conditions, rules, and achievements.

Significant Adoption of Virtual Reality in Training and Development Activities

Virtual reality is getting significant adoption in the serious games market as it creates a realistic environment for the training and development activities, which increases employee activities and their performance. Factors that contribute to the growth of virtual reality market across the globe include increase in awareness about such technologies, cost-effective solutions easily available in the market, and increased expenditure from end user verticals such as defense, education, healthcare and others on employee engagement solutions.

Large-scale Digitization

Large-scale digitization across growing economies has offered considerable growth opportunities for the global serious games market worldwide. Highly digitized regions found it easier to collaborate with the serious games to enhance their employee engagement programs and productivity as the deployment of such programs becomes much easier and affordable.

Unsuitable Game Designs

The working mechanism of a serious game is highly dependent on its design to create a maximum impact on a user. However, if the game fails to achieve its intended target, which is employee engagement, training, and development then there is no use in investing in such games. Such unsuitable game designs can hamper the market growth.

Key Benefits for Stakeholders

  • In-depth analysis of the global serious games market and dynamics is provided to understand the market scenario.
  • Quantitative analysis of the current trends and future estimations from 2017 to 2023 is provided to assist strategists and stakeholders to capitalize on prevailing opportunities.
  • Porters Five Forces analysis examines the competitive structure of the serious games market and provides a clear understanding of the factors that influence the market entry and expansion.
  • A detailed analysis of the geographical segments enables identification of profitable segments for market players in the global serious games industry.
  • Comprehensive analyses of the trends, sub-segments, and key revenue pockets are provided.
  • Detailed analyses of the key players operating in the global serious games industry and their business strategies are anticipated to assist stakeholders to take informed business decisions.

Serious Games Market Key Market Segments

By User Type

  • Enterprises
  • Consumers

By Application

  • Advertising & Marketing
  • Simulation Training
  • Research & Planning
  • Human resources
  • Others

By Industry Vertical

  • Healthcare
  • Aerospace & defense
  • Government
  • Education
  • Retail
  • Media & Entertainment
  • Others

By Region

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Rest of Europe
  • Asia-Pacific
    • China
    • India
    • Japan
    • Australia
    • Rest of Asia-Pacific
  • LAMEA
    • Latin America
    • Middle East
    • Africa

The Key Players Profiled in The Report are as Follows:

  • BreakAway, Ltd.
  • Designing Digitally, Inc.
  • DIGINEXT
  • IBM Corporation
  • Intuition
  • Learning Nexus Ltd
  • Nintendo Co., Ltd.
  • Promotion Software GmbH
  • Revelian
  • Tata Interactive Systems
 

Chapter: 1 INTRODUCTION

1.1. REPORT DESCRIPTION
1.2. KEY BENEFITS
1.3. KEY MARKET SEGMENTS
1.4. RESEARCH METHODOLOGY

1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
1.4.4. Market segmentation

Chapter: 2 EXECUTIVE SUMMARY

2.1. CXO PERSPECTIVE

Chapter: 3 MARKET OVERVIEW

3.1. MARKET DEFINITION AND SCOPE
3.2. KEY FINDINGS

3.2.1. Top winning strategies
3.2.2. Top investment pockets
3.2.3. Top impacting factors

3.3. PORTER’S FIVE FORCES

3.3.1. Bargaining power of buyers
3.3.2. Bargaining power of suppliers
3.3.3. Degree of competition
3.3.4. Threat of new entrants
3.3.5. Threat of substitute

3.4. MARKET PLAYER POSITIONING
3.5. MARKET DYNAMICS

3.5.1. Drivers

3.5.1.1. Increase in need for better user engagement platforms across enterprises
3.5.1.2. Growing usage of mobile-based educational games
3.5.1.3. Significant adoption of virtual reality in training and development activities
3.5.1.4. Improvement in learning outcomes

3.5.2. Restraints

3.5.2.1. Lack of awareness about the advantages and usage of serious games
3.5.2.2. Unsuitable game designs

3.5.3. Opportunities

3.5.3.1. Inclination of organizations towards interactive advertisements
3.5.3.2. Large-scale digitization
3.5.3.3. Emergence of social networks

Chapter: 4 GLOBAL SERIOUS GAMES MARKET, BY USER TYPE

4.1. OVERVIEW
4.2. ENTERPRISES

4.2.1. Key market trends
4.2.2. Key growth factors and opportunities
4.2.3. Market size and forecast

4.3. CONSUMERS

4.3.1. Key market trends
4.3.2. Key growth factors and opportunities
4.3.3. Market size and forecast

Chapter: 5 GLOBAL SERIOUS GAMES MARKET, BY APPLICATION

5.1. OVERVIEW
5.2. ADVERTISING & MARKETING

5.2.1. Key market trends
5.2.2. Key growth factors and opportunities
5.2.3. Market size and forecast

5.3. SIMULATION TRAINING

5.3.1. Key market trends
5.3.2. Key growth factors and opportunities
5.3.3. Market size and forecast

5.4. RESEARCH & PLANNING

5.4.1. Key market trends
5.4.2. Key growth factors and opportunities
5.4.3. Market size and forecast

5.5. HUMAN RESOURCES

5.5.1. Key market trends
5.5.2. Key growth factors and opportunities
5.5.3. Market size and forecast

5.6. OTHERS

5.6.1. Key market trends
5.6.2. Key growth factors and opportunities
5.6.3. Market size and forecast

Chapter: 6 GLOBAL SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL

6.1. OVERVIEW
6.2. HEALTHCARE

6.2.1. Key market trends
6.2.2. Key growth factors and opportunities
6.2.3. Market size and forecast

6.3. AEROSPACE & DEFENSE

6.3.1. Key market trends
6.3.2. Key growth factors and opportunities
6.3.3. Market size and forecast

6.4. GOVERNMENT

6.4.1. Key market trends
6.4.2. Key growth factors and opportunities
6.4.3. Market size and forecast

6.5. EDUCATION

6.5.1. Key market trends
6.5.2. Key growth factors and opportunities
6.5.3. Market size and forecast

6.6. RETAIL

6.6.1. Key market trends
6.6.2. Key growth factors and opportunities
6.6.3. Market size and forecast

6.7. MEDIA & ENETRTAINMENT

6.7.1. Key market trends
6.7.2. Key growth factors and opportunities
6.7.3. Market size and forecast

6.8. OTHERS

6.8.1. Key market trends
6.8.2. Key growth factors and opportunities
6.8.3. Market size and forecast

Chapter: 7 SERIOUS GAMES MARKET, BY GEOGRAPHY

7.1. OVERVIEW
7.2. NORTH AMERICA

7.2.1. Key trends
7.2.2. Key growth factors and opportunities
7.2.3. Market size and forecast, by user type
7.2.4. Market size and forecast, by application
7.2.5. Market size and forecast, by industry vertical
7.2.6. Market size and forecast, by country
7.2.7. U.S.

7.2.7.1. Market size and forecast, by user type
7.2.7.2. Market size and forecast, by application
7.2.7.3. Market size and forecast, by industry vertical

7.2.8. Canada

7.2.8.1. Market size and forecast, by user type
7.2.8.2. Market size and forecast, by application
7.2.8.3. Market size and forecast, by industry vertical

7.2.9. Mexico

7.2.9.1. Market size and forecast, by user type
7.2.9.2. Market size and forecast, by application
7.2.9.3. Market size and forecast, by industry vertical

7.3. EUROPE

7.3.1. Key market trends
7.3.2. Key growth factors and opportunities
7.3.3. Market size and forecast, by user type
7.3.4. Market size and forecast, by application
7.3.5. Market size and forecast, by industry vertical
7.3.6. Market size and forecast, by country
7.3.7. UK

7.3.7.1. Market size and forecast, by user type
7.3.7.2. Market size and forecast, by application
7.3.7.3. Market size and forecast, by industry vertical

7.3.8. Germany

7.3.8.1. Market size and forecast, by user type
7.3.8.2. Market size and forecast, by application
7.3.8.3. Market size and forecast, by industry vertical

7.3.9. France

7.3.9.1. Market size and forecast, by user type
7.3.9.2. Market size and forecast, by application
7.3.9.3. Market size and forecast, by industry vertical

7.3.10. Rest of Europe

7.3.10.1. Market size and forecast, by user type
7.3.10.2. Market size and forecast, by application
7.3.10.3. Market size and forecast, by industry vertical

7.4. ASIA-PACIFIC

7.4.1. Key market trends
7.4.2. Key growth factors and opportunities
7.4.3. Market size and forecast, by user type
7.4.4. Market size and forecast, by application
7.4.5. Market size and forecast, by industry vertical
7.4.6. Market size and forecast, by country
7.4.7. China

7.4.7.1. Market size and forecast, by user type
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

7.4.8.1. Market size and forecast, by user type
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

7.4.9.1. Market size and forecast, by user type
7.4.9.2. Market size and forecast, by application
7.4.9.3. Market size and forecast, by industry vertical

7.4.10. Rest of Asia-Pacific

7.4.10.1. Market size and forecast, by user type
7.4.10.2. Market size and forecast, by application
7.4.10.3. Market size and forecast, by industry vertical

7.5. LAMEA

7.5.1. Key market trends
7.5.2. Key growth factors and opportunities
7.5.3. Market size and forecast, by user type
7.5.4. Market size and forecast, by application
7.5.5. Market size and forecast, by industry vertical
7.5.6. Market size and forecast, by country
7.5.7. Latin America

7.5.7.1. Market size and forecast, by user type
7.5.7.2. Market size and forecast, by application
7.5.7.3. Market size and forecast, by industry vertical

7.5.8. Middle East

7.5.8.1. Market size and forecast, by user type
7.5.8.2. Market size and forecast, by application
7.5.8.3. Market size and forecast, by industry vertical

7.5.9. Africa

7.5.9.1. Market size and forecast, by user type
7.5.9.2. Market size and forecast, by application
7.5.9.3. Market size and forecast, by industry vertical

Chapter: 8 COMPANY PROFILES

8.1. BREAKAWAY, LTD.

8.1.1. Company overview
8.1.2. Company snapshot
8.1.3. Business performance
8.1.4. Key strategic moves & developments

8.2. DESIGNING DIGITALLY, INC.

8.2.1. Company overview
8.2.2. Company snapshot
8.2.3. Business performance
8.2.4. Key strategic moves & developments

8.3. DIGINEXT

8.3.1. Company overview
8.3.2. Company snapshot
8.3.3. Business performance
8.3.4. Key strategic moves & developments

8.4. IBM CORPORATION

8.4.1. Company overview
8.4.2. Company snapshot
8.4.3. Business performance
8.4.4. Key strategic moves & developments

8.5. INTUITION

8.5.1. Company overview
8.5.2. Company snapshot
8.5.3. Business performance
8.5.4. Key strategic moves & developments

8.6. LEARNING NEXUS LTD

8.6.1. Company overview
8.6.2. Company snapshot
8.6.3. Business performance
8.6.4. Key strategic moves & developments

8.7. NINTENDO CO., LTD.

8.7.1. Company overview
8.7.2. Company snapshot
8.7.3. Business performance
8.7.4. Key strategic moves & developments

8.8. PROMOTION SOFTWARE GMBH

8.8.1. Company overview
8.8.2. Company snapshot
8.8.3. Business performance
8.8.4. Key strategic moves & developments

8.9. REVELIAN

8.9.1. Company overview
8.9.2. Company snapshot
8.9.3. Business performance
8.9.4. Key strategic moves & developments

8.10. TATA INTERACTIVE SYSTEMS

8.10.1. Company overview
8.10.2. Company snapshot
8.10.3. Business performance
8.10.4. Key strategic moves & developments

LIST OF TABLES

TABLE 1. GLOBAL SERIOUS GAMES MARKET, BY USER TYPE, 2016-2023 ($MILLION)
TABLE 2. GLOBAL SERIOUS GAMES MARKET FOR ENTERPRISES, BY REGION, 2016-2023 ($MILLION)
TABLE 3. GLOBAL SERIOUS GAMES MARKET FOR CONSUMERS, BY REGION, 2016-2023 ($MILLION)
TABLE 4. GLOBAL SERIOUS GAMES MARKET, BY APPLICATION, 2016-2023 ($MILLION)
TABLE 5. GLOBAL SERIOUS GAMES MARKET FOR ADVERTISING & MARKETING, BY REGION, 2016-2023 ($MILLION)
TABLE 6. GLOBAL SERIOUS GAMES MARKET FOR SIMULATION TRAINING, BY REGION, 2016-2023 ($MILLION)
TABLE 7. GLOBAL SERIOUS GAMES MARKET FOR RESEARCH & PLANNING, BY REGION, 2016-2023 ($MILLION)
TABLE 8. GLOBAL SERIOUS GAMES MARKET FOR HUMAN RESOURCES, BY REGION, 2016-2023 ($MILLION)
TABLE 9. GLOBAL SERIOUS GAMES MARKET FOR OTHERS, BY REGION, 2016-2023 ($MILLION)
TABLE 10. GLOBAL SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 11. GLOBAL SERIOUS GAMES MARKET FOR HEALTHCARE, BY REGION, 2016-2023 ($MILLION)
TABLE 12. GLOBAL SERIOUS GAMES MARKET FOR AEROSPACE & DEFENSE, BY REGION, 2016-2023 ($MILLION)
TABLE 13. GLOBAL SERIOUS GAMES MARKET FOR GOVERNMENT, BY REGION, 2016-2023 ($MILLION)
TABLE 14. GLOBAL SERIOUS GAMES MARKET FOR EDUCATION, BY REGION, 2016-2023 ($MILLION)
TABLE 15. GLOBAL SERIOUS GAMES MARKET FOR RETAIL, BY REGION, 2016-2023 ($MILLION)
TABLE 16. GLOBAL SERIOUS GAMES MARKET FOR MEDIA & ENTERTAINMENT, BY REGION, 2016-2023 ($MILLION)
TABLE 17. GLOBAL SERIOUS GAMES MARKET FOR OTHERS, BY REGION, 2016-2023 ($MILLION)
TABLE 18. SERIOUS GAMES MARKET, BY REGION, 2016-2023 ($MILLION)
TABLE 19. NORTH AMERICA SERIOUS GAMES MARKET, BY USER TYPE, 2016-2023 ($MILLION)
TABLE 20. NORTH AMERICA SERIOUS GAMES MARKET, BY APPLICATION, 2016-2023 ($MILLION)
TABLE 21. NORTH AMERICA SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 22. NORTH AMERICA SERIOUS GAMES MARKET, BY COUNTRY, 2016-2023 ($MILLION)
TABLE 23. U.S. SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 24. U.S. SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 25. U.S. SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 26. CANADA SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 27. CANADA SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 28. CANADA SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 29. MEXICO SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 30. MEXICO SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 31. MEXICO SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 32. EUROPE SERIOUS GAMES MARKET, BY USER TYPE, 2016-2023 ($MILLION)
TABLE 33. EUROPE SERIOUS GAMES MARKET, BY APPLICATION, 2016-2023 ($MILLION)
TABLE 34. EUROPE SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 35. EUROPE SERIOUS GAMES MARKET, BY COUNTRY, 2016-2023 ($MILLION)
TABLE 36. UK SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 37. UK SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 38. UK SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 39. GERMANY SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 40. GERMANY SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 41. GERMANY SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 42. FRANCE SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 43. FRANCE SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 44. FRANCE SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 45. REST OF EUROPE SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 46. REST OF EUROPE SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 47. REST OF EUROPE SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 48. ASIA-PACIFIC SERIOUS GAMES MARKET, BY USER TYPE, 2016-2023 ($MILLION)
TABLE 49. ASIA-PACIFIC SERIOUS GAMES MARKET, BY APPLICATION, 2016-2023 ($MILLION)
TABLE 50. ASIA-PACIFIC SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 51. ASIA-PACIFIC SERIOUS GAMES MARKET, BY COUNTRY, 2016-2023 ($MILLION)
TABLE 52. CHINA SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 53. CHINA SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 54. CHINA SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 55. JAPAN SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 56. JAPAN SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 57. JAPAN SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 58. AUSTRALIA SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 59. AUSTRALIA SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 60. AUSTRALIA SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 61. REST OF ASIA-PACIFIC SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 62. REST OF ASIA-PACIFIC SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 63. REST OF ASIA-PACIFIC SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 64. LAMEA SERIOUS GAMES MARKET, BY USER TYPE, 2016-2023 ($MILLION)
TABLE 65. LAMEA SERIOUS GAMES MARKET, BY APPLICATION, 2016-2023 ($MILLION)
TABLE 66. LAMEA SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 67. LAMEA SERIOUS GAMES MARKET, BY COUNTRY, 2016-2023 ($MILLION)
TABLE 68. LATIN AMERICA SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 69. LATIN AMERICA SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 70. LATIN AMERICA SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 71. MIDDLE EAST SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 72. MIDDLE EAST SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 73. MIDDLE EAST SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 74. AFRICA SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 75. AFRICA SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 76. AFRICA SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 77. COMPANY SNAPSHOT: BREAKAWAY, LTD.
TABLE 78. COMPANY SNAPSHOT: DESIGNING DIGITALLY, INC.
TABLE 79. COMPANY SNAPSHOT: DIGINEXT
TABLE 80. COMPANY SNAPSHOT: IBM CORPORATION
TABLE 81. COMPANY SNAPSHOT: INTUITION
TABLE 82. COMPANY SNAPSHOT: LEARNING NEXUS LTD
TABLE 83. COMPANY SNAPSHOT: NINTENDO CO., LTD.
TABLE 84. COMPANY SNAPSHOT: PROMOTION SOFTWARE GMBH
TABLE 85. COMPANY SNAPSHOT: REVELIAN
TABLE 86. COMPANY SNAPSHOT: TATA INTERACTIVE SYSTEMS

LIST OF FIGURES

FIGURE 1. MARKET SEGMENTATION: SERIOUS GAMES MARKET
FIGURE 2. TOP WINNING STRATEGIES, 2013-2017 (%)
FIGURE 3. TOP WINNING STRATEGIES, 2013-2017
FIGURE 4. TOP INVESTMENT POCKETS
FIGURE 5. TOP IMPACTING FACTORS
FIGURE 6. PORTER’S FIVE FORCES ANALYSIS
FIGURE 7. BARGAINING POWER OF BUYERS
FIGURE 8. BARGAINING POWER OF SUPPLIERS
FIGURE 9. DEGREE OF COMPETITION
FIGURE 10. THREAT OF NEW ENTRANTS
FIGURE 11. THREAT OF SUBSTITUTES
FIGURE 12. MARKET PLAYER POSITIONING, 2015
FIGURE 13. DRIVERS
FIGURE 14. RESTRAINTS
FIGURE 15. OPPORTUNITIES
FIGURE 16. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES MARKET, BY USER TYPE, 2016 & 2023 (%)
FIGURE 17. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES MARKET FOR ENTERPRISES, BY REGION, 2016 & 2023 (%)
FIGURE 18. GLOBAL SERIOUS GAMES MARKET FOR ENTERPRISES, 2016-2023 ($MILLION)
FIGURE 19. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES MARKET FOR CONSUMERS, BY REGION, 2016 & 2023 (%)
FIGURE 20. GLOBAL SERIOUS GAMES MARKET FOR CONSUMERS, 2016-2023 ($MILLION)
FIGURE 21. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES MARKET, BY APPLICATION, 2016 & 2023 (%)
FIGURE 22. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR ADVERTISING & MARKETING, BY REGION, 2016 & 2023 (%)
FIGURE 23. GLOBAL SERIOUS GAMES MARKET FOR ADVERTISING & MARKETING, 2016-2023 ($MILLION)
FIGURE 24. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR SIMULATION TRAINING, BY REGION, 2016 & 2023 (%)
FIGURE 25. GLOBAL SERIOUS GAMES MARKET FOR SIMULATION TRAINING, 2016-2023 ($MILLION)
FIGURE 26. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR RESEARCH & PLANNING, BY REGION, 2016 & 2023 (%)
FIGURE 27. GLOBAL SERIOUS GAMES MARKET FOR RESEARCH & PLANNING, 2016-2023 ($MILLION)
FIGURE 28. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR HUMAN RESOURCES, BY REGION, 2016 & 2023 (%)
FIGURE 29. GLOBAL SERIOUS GAMES MARKET FOR HUMAN RESOURCES, 2016-2023 ($MILLION)
FIGURE 30. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR OTHERS, BY REGION, 2016 & 2023 (%)
FIGURE 31. GLOBAL SERIOUS GAMES MARKET FOR OTHERS, 2016-2023 ($MILLION)
FIGURE 32. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016 & 2023 (%)
FIGURE 33. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR HEALTHCARE, BY REGION, 2016 & 2023 (%)
FIGURE 34. GLOBAL SERIOUS GAMES MARKET FOR HEALTHCARE, 2016-2023 ($MILLION)
FIGURE 35. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR AEROSPACE & DEFENSE, BY REGION, 2016 & 2023 (%)
FIGURE 36. GLOBAL SERIOUS GAMES MARKET FOR AEROSPACE & DEFENSE, 2016-2023 ($MILLION)
FIGURE 37. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR GOVERNMENT, BY REGION, 2016 & 2023 (%)
FIGURE 38. GLOBAL SERIOUS GAMES MARKET FOR GOVERNMENT, 2016-2023 ($MILLION)
FIGURE 39. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR EDUCATION, BY REGION, 2016 & 2023 (%)
FIGURE 40. GLOBAL SERIOUS GAMES MARKET FOR EDUCATION, 2016-2023 ($MILLION)
FIGURE 41. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR RETAIL, BY REGION, 2016 & 2023 (%)
FIGURE 42. GLOBAL SERIOUS GAMES MARKET FOR RETAIL, 2016-2023 ($MILLION)
FIGURE 43. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR MEDIA & ENTERTAINMENT, BY REGION, 2016 & 2023 (%)
FIGURE 44. GLOBAL SERIOUS GAMES MARKET FOR MEDIA & ENTERTAINMENT, 2016-2023 ($MILLION)
FIGURE 45. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR OTHERS, BY REGION, 2016 & 2023 (%)
FIGURE 46. GLOBAL SERIOUS GAMES MARKET FOR OTHERS, 2016-2023 ($MILLION)
FIGURE 47. GLOBAL SERIOUS GAMES MARKET BY GEOGRAPHY, MARKET SHARE (2016) AND CAGR (2017-2023, %)
FIGURE 48. COMPARATIVE SHARE ANALYSIS OF NORTH AMERICA SERIOUS GAMES MARKET, BY USER TYPE, 2016 & 2023 (%)
FIGURE 49. COMPARATIVE SHARE ANALYSIS OF NORTH AMERICA SERIOUS GAMES MARKET, BY APPLICATION, 2016 & 2023 (%)
FIGURE 50. COMPARATIVE SHARE ANALYSIS OF NORTH AMERICA SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016 & 2023 (%)
FIGURE 51. COMPARATIVE SHARE ANALYSIS OF NORTH AMERICA SERIOUS GAMES MARKET, BY COUNTRY, 2016 & 2023 (%)
FIGURE 52. NORTH AMERICA SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 53. U.S. SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 54. CANADA SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 55. MEXICO SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 56. COMPARATIVE SHARE ANALYSIS OF EUROPE SERIOUS GAMES MARKET, BY TYPE, 2016 & 2023 (%)
FIGURE 57. COMPARATIVE SHARE ANALYSIS OF EUROPE SERIOUS GAMES MARKET, BY APPLICATION, 2016 & 2023 (%)
FIGURE 58. COMPARATIVE SHARE ANALYSIS OF EUROPE SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016 & 2023 (%)
FIGURE 59. COMPARATIVE SHARE ANALYSIS OF EUROPE SERIOUS GAMES MARKET, BY COUNTRY, 2016 & 2023 (%)
FIGURE 60. EUROPE SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 61. UK SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 62. GERMANY SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 63. FRANCE SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 64. REST OF EUROPE SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 65. COMPARATIVE SHARE ANALYSIS OF ASIA-PACIFIC SERIOUS GAMES MARKET, BY USER TYPE, 2016 & 2023 (%)
FIGURE 66. COMPARATIVE SHARE ANALYSIS OF ASIA-PACIFIC SERIOUS GAMES MARKET, BY APPLICATION, 2016 & 2023 (%)
FIGURE 67. COMPARATIVE SHARE ANALYSIS OF ASIA-PACIFIC SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016 & 2023 (%)
FIGURE 68. COMPARATIVE SHARE ANALYSIS OF ASIA-PACIFIC SERIOUS GAMES MARKET, BY COUNTRY, 2016 & 2023 (%)
FIGURE 69. ASIA-PACIFIC SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 70. CHINA SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 71. JAPAN SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 72. AUSTRALIA SERIOUS GAMES MARKET, 2016-2023 (MILLION)
FIGURE 73. REST OF ASIA-PACIFIC SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 74. COMPARATIVE SHARE ANALYSIS OF LAMEA SERIOUS GAMES MARKET, BY USER TYPE, 2016 & 2023 (%)
FIGURE 75. COMPARATIVE SHARE ANALYSIS OF LAMEA SERIOUS GAMES MARKET, BY APPLICATION, 2016 & 2023 (%)
FIGURE 76. COMPARATIVE SHARE ANALYSIS OF LAMEA SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016-2023 (%)
FIGURE 77. COMPARATIVE SHARE ANALYSIS OF LAMEA SERIOUS GAMES MARKET, BY COUNTRY, 2016 & 2023 (%)
FIGURE 78. LAMEA SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 79. LATIN AMERICA SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 80. MIDDLE EAST SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 81. AFRICA SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 82. BREAKAWAY, LTD.: FINANCIAL PERFORMANCE
FIGURE 83. DESIGNING DIGITALLY, INC.: FINANCIAL PERFORMANCE
FIGURE 84. DIGINEXT: FINANCIAL PERFORMANCE
FIGURE 85. IBM CORPORATION: FINANCIAL PERFORMANCE
FIGURE 86. INTUITION: FINANCIAL PERFORMANCE
FIGURE 87. LEARNING NEXUS LTD: FINANCIAL PERFORMANCE
FIGURE 88. NINTENDO CO., LTD.: FINANCIAL PERFORMANCE
FIGURE 89. PROMOTION SOFTWARE GMBH: FINANCIAL PERFORMANCE
FIGURE 90. REVELIAN: FINANCIAL PERFORMANCE
FIGURE 91. TATA INTERACTIVE SYSTEMS: FINANCIAL PERFORMANCE

 

Serious games are games designed for a purpose other than pure entertainment. They use game environment and techniques to educate or train users & employees, or promote a product or service in an engaging and entertaining manner. These games are used in various industries such as education, defense, healthcare, emergency management, city planning, scientific exploration, and others. Advances in technology, 3D gaming, motion tracking, and sophisticated graphics design has significantly changed the dynamics of serious games since past few decades in a positive way. There are five major elements in a serious game, which affect the impact of the game on the user including story, game dynamics, immediate & individualized feedback, simulation, and intended goal of the game.  

The global serious games market size is expected to reach $9,167 million by 2023, owing to rising need of better employee and customer engagement platform, growth in usage of mobile phones in education industry, increase in adoption of virtual reality and simulation based gaming, and improvement in learning outcomes. Further, key players in the serious games market introduce novel games, including on the cloud platform has created positive vibes among enterprises to adopt serious games. In addition, increase in scope for social network & other web-based advertising and large-scale digitization is expected to create significant growth opportunities for the global serious games market. However, lack of cognizance about the benefits of serious games and inappropriate designs of games, which fail to achieve its goal hamper the market growth.

In 2016, Asia-Pacific generated the highest revenue, owing to high population of the region having internet presence, large number of mobile phone consumers in the region, and high consumption of self-paced learning & mobile learning tools in China. The LAMEA serious games market is expected to grow at the highest CAGR during the forecast period as majority of the region possess uncaptured market potential for the growth of serious games industry.

Among user types, consumers segment is the dominant one throughout the analysis period. Enterprises have started to utilize serious games in corporate activities such as employee engagement, motivation, training, and development and product & services promotional activities. Others segment including corporates, transportation, manufacturing & energy & utilities is the largest consumer of serious games products, followed by education sector. Furthermore, the education segment is expected to witness the highest growth rate, as the industry is expected to well-receive technologically advanced learning tools to improve learning capabilities among students and other users.

The key market players in the global serious games market have adopted various strategies, such as product launches, partnerships, business expansions, promotional activities, and strategic alliances, to increase awareness about newer technologies and increase their adoption across various verticals.

 

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