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2022
Serious Games Market

Serious Games Market

by Gaming Platform (Smartphone, Console, PC, and Others), Application (Simulation and Training, Research and Planning, Advertising and Marketing, Human Resources, and Others), Industry Vertical (Education, Healthcare, Aerospace and Defense, Government, Retail, Media and Entertainment, and Others), and Region: Global Opportunity Analysis and Industry Forecast, 2021-2030

✷  Report Code: A04135
Feb 2022 | Pages: 197
Tables: 139
Charts: 64
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COVID-19

Pandemic disrupted the entire world and affected many industries.

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Serious Games Market Statistics: 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%. Serious games are games designed for a purpose other than entertainment. Companies 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 being used in various industries such as education, defense, healthcare, emergency management, city planning, scientific exploration, and others.

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. This factor has boosted growth in demand for game based learning, fueing growth of the serious games market. For instance, according to BYJU'S, an Indian e-learning platform, creative integration of serious games exhibited higher engagement and enhanced enthusiasm toward learning, especially among younger students, over time.

Major growth drivers of the serious games market size include 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.

	Serious-Games-Market,-2021-2030

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 industry 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 forecast period.

Asia-Pacific is the dominant region in global serious games industry owing to the fact that large number of population is active on social media and presence of developing countries such as India, China, South Korea, and others.

Moreover, surge in demand for effective educational tools that would enhance the knowledge & interest of students, inclination of businesses toward cost-effective training modules, strong growth in research & planning, and emerging technological infrastructure are expected to offer significant growth opportunities for serious games market size in Asia-Pacific. However, LAMEA is the highest growing region in the market. This is attributed 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, governments in Middle East are focusing on promoting mass digitization process especially in soft skills development.

The report focuses on the growth prospects, restraints, and Serious Games market share. The study provides Porter’s five forces analysis of the Serious Games market forecast to understand the impact of various factors such as bargaining power of suppliers, competitive intensity of competitors, the threat of new entrants, threat of substitutes, and bargaining power of buyers on the Serious Games market trends.

Segment Review

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.

COVID-19 impact analysis

Post COVID-19, 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 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 become more aware of the market under investigation.

Serious Games Market
By Gaming Platform

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Smartphone segment is projected as one of the most significant segments.

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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).

Top impacting factors    

The key impacting factors of the serious games market include 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. These factors have significantly contributed to the of serious games market growth, and are anticipated to impact the market growth during forecast period.

Serious Games Market
By Application

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Simulation and Training segment is projected as one of the most significant segments.

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Increase in need for better user engagement platforms across enterprises

Employee & 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 activities. For such activities, organizations considerably 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. Therefore, the growth in need for better user engagement platform among enterprises has led a significant growth in adoption of serious games solutions since last few years.     

Significant adoption of virtual reality in training & development activities

Virtual reality has witnessed significant adoption in serious games market, as it creates a realistic environment for training and development activities, thus increasing employee activities and their performance. Increase in awareness about such technologies; cost-effective solutions easily available in the market; and rise in spending from end-user verticals such as defense, education, healthcare, & others on employee engagement solutions further fuel the adoption of virtual reality technology, which in turn boost the growth of the market.

Serious Games Market
By Region

2030
Asia-pacific 
North America
Europe
LAMEA

LAMEA is projected as one of the most lucrative region.

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Technological capabilities:

Serious games use robust technically developed engines that provide the necessary tools and frameworks for designing, building, and deploying games. Engines such as Unity and Unreal Engine are commonly used in the serious games industry due to their versatility and powerful features. In addition, VR and AR technologies have gained significant traction in the serious games market. VR allows users to experience games in a fully immersive environment, while AR overlays digital elements onto the real world. These technologies enhance learning and training experiences, making them more interactive and realistic. Moreover, AI technologies are expected to enhance serious games by providing intelligent virtual characters, adaptive gameplay, and personalized learning experiences. AI algorithms are anticipated to analyze player behavior, adapt game challenges, and provide personalized feedback or recommendations. For instance, in April 2022, Google Arts & Culture Lab launched four new games. It creates unique, innovative, and engaging methods for the customers to enlighten users about the culture, art, and history of the world.

Government Regulation:

Government regulations are designed to protect consumers, maintain ethical standards and ensure the effectiveness of serious games resulting in the growth and evolution of the market. Governments regulations are expected to set educational standards and guidelines for serious games designed for educational purposes. This would ensure that educational games meet certain quality criteria and align with educational objectives, enhancing their effectiveness as learning tools. For instance, in May 2021, the National Cyber Security Centre (NCSC) introduced a new educational game, CyberSprinters, for teaching cyber security at primary schools, youth organizations, and clubs. The CyberSprinters is an interactive game mainly aimed at 7 to 11-year-old learners.

Key Benefits For Stakeholders

  • This study includes the serious games market analysis, trends, and future estimations to determine the imminent investment pockets.
  • The report presents information related to key drivers, restraints, and serious games market opportunity.
  • The serious games size is quantitatively analyzed from 2020 to 2030 to highlight the financial competency of the industry.
  • The Porter’s five forces analysis illustrates the potency of buyers & suppliers in serious games industry.

Serious Games Market Report Highlights

Aspects Details
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
    • U.S.
    • 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
By 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
 

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 Developments

LIST 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 (%)


 
 

Serious games are games designed for a purpose other than entertainment. Companies 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 being 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 have significantly changed the dynamics of serious games since past few decades in a positive way. Five major elements in a serious game affect the impact of the game on the user, including story, game dynamics, immediate & individualized feedback, simulation, and intended goal of the game. Rise in need of better employees& customer engagement platforms, increase in usage of mobile phones in education industry, surge in adoption of virtual reality & simulation-based gaming, and improvement in learning outcomes is projected to drive growth of the serious games market. Furthermore, introduction of novel games, including on the cloud platform has fueled the adoption of serious games among enterprises. In addition, surge in scope for social network & other web-based advertising and large-scale digitization are expected to create significant growth opportunities for the market growth. 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. 

The emerging era of technology has led to considerable increase in usage of social networking sites, which plays an important role in society. The advent of internet has enabled people to connect to the entire world at anytime and anywhere. This has allowed social media to be a powerful tool of marketing and promotional activities for various companies, and has become an important part of companies’ strategized growth and development. To make this platform an interactive and interesting method to attract people, companies launch serious games on social media. People can play a quiz to earn a monetary benefit or other prizes, which increase their interest in that particular company or may lead to brand loyalty. Thus, emergence of social networking sites and their enormous growth in the near future are expected to be opportunistic for the market. The key market players 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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