Industry Growth Insights published a new data on “Serious Game Market”. The research report is titled “Serious Game Market research by Types (Mobile-based, PC-based, Web-based), By Applications (Aerospace and Defence, Automotive, Education, Energy, Government, Healthcare, Media and Advertising, Others), By Players/Companies Cisco, IBM, Microsoft, Nintendo, Serious Game International, Applied Research Associates, BreakAway Games, CCS Education, Designing Digitally, Serious Game Interactive”.
Scope Of The Report
Report Attributes
Report Details
Report Title
Serious Game Market Research Report
By Type
Mobile-based, PC-based, Web-based
By Application
Aerospace and Defence, Automotive, Education, Energy, Government, Healthcare, Media and Advertising, Others
By Companies
Cisco, IBM, Microsoft, Nintendo, Serious Game International, Applied Research Associates, BreakAway Games, CCS Education, Designing Digitally, Serious Game Interactive
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
233
Number of Tables & Figures
164
Customization Available
Yes, the report can be customized as per your need.
Global Serious Game Market Report Segments:
The global Serious Game market is segmented on the basis of:
Types
Mobile-based, PC-based, Web-based
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Aerospace and Defence, Automotive, Education, Energy, Government, Healthcare, Media and Advertising, Others
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Cisco
- IBM
- Microsoft
- Nintendo
- Serious Game International
- Applied Research Associates
- BreakAway Games
- CCS Education
- Designing Digitally
- Serious Game Interactive
Highlights of The Serious Game Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Mobile-based
- PC-based
- Web-based
- By Application:
- Aerospace and Defence
- Automotive
- Education
- Energy
- Government
- Healthcare
- Media and Advertising
- Others
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Serious Game Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Serious games are interactive digital experiences that can be used to teach and engage users in learning new information, skills, or concepts. They typically have a high level of engagement and are designed to be fun as well as educational.
Some of the key players operating in the serious game market are Cisco, IBM, Microsoft, Nintendo, Serious Game International, Applied Research Associates, BreakAway Games, CCS Education, Designing Digitally, Serious Game Interactive.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Serious Game Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Serious Game Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Serious Game Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Serious Game Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Serious Game Market Size & Forecast, 2018-2028 4.5.1 Serious Game Market Size and Y-o-Y Growth 4.5.2 Serious Game Market Absolute $ Opportunity
Chapter 5 Global Serious Game Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Serious Game Market Size Forecast by Type
5.2.1 Mobile-based
5.2.2 PC-based
5.2.3 Web-based
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Serious Game Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Serious Game Market Size Forecast by Applications
6.2.1 Aerospace and Defence
6.2.2 Automotive
6.2.3 Education
6.2.4 Energy
6.2.5 Government
6.2.6 Healthcare
6.2.7 Media and Advertising
6.2.8 Others
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Serious Game Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Serious Game Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Serious Game Analysis and Forecast
9.1 Introduction
9.2 North America Serious Game Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Serious Game Market Size Forecast by Type
9.6.1 Mobile-based
9.6.2 PC-based
9.6.3 Web-based
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Serious Game Market Size Forecast by Applications
9.10.1 Aerospace and Defence
9.10.2 Automotive
9.10.3 Education
9.10.4 Energy
9.10.5 Government
9.10.6 Healthcare
9.10.7 Media and Advertising
9.10.8 Others
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Serious Game Analysis and Forecast
10.1 Introduction
10.2 Europe Serious Game Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Serious Game Market Size Forecast by Type
10.6.1 Mobile-based
10.6.2 PC-based
10.6.3 Web-based
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Serious Game Market Size Forecast by Applications
10.10.1 Aerospace and Defence
10.10.2 Automotive
10.10.3 Education
10.10.4 Energy
10.10.5 Government
10.10.6 Healthcare
10.10.7 Media and Advertising
10.10.8 Others
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Serious Game Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Serious Game Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Serious Game Market Size Forecast by Type
11.6.1 Mobile-based
11.6.2 PC-based
11.6.3 Web-based
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Serious Game Market Size Forecast by Applications
11.10.1 Aerospace and Defence
11.10.2 Automotive
11.10.3 Education
11.10.4 Energy
11.10.5 Government
11.10.6 Healthcare
11.10.7 Media and Advertising
11.10.8 Others
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Serious Game Analysis and Forecast
12.1 Introduction
12.2 Latin America Serious Game Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Serious Game Market Size Forecast by Type
12.6.1 Mobile-based
12.6.2 PC-based
12.6.3 Web-based
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Serious Game Market Size Forecast by Applications
12.10.1 Aerospace and Defence
12.10.2 Automotive
12.10.3 Education
12.10.4 Energy
12.10.5 Government
12.10.6 Healthcare
12.10.7 Media and Advertising
12.10.8 Others
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Serious Game Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Serious Game Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Serious Game Market Size Forecast by Type
13.6.1 Mobile-based
13.6.2 PC-based
13.6.3 Web-based
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Serious Game Market Size Forecast by Applications
13.10.1 Aerospace and Defence
13.10.2 Automotive
13.10.3 Education
13.10.4 Energy
13.10.5 Government
13.10.6 Healthcare
13.10.7 Media and Advertising
13.10.8 Others
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Serious Game Market: Competitive Dashboard
14.2 Global Serious Game Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Cisco
14.3.2 IBM
14.3.3 Microsoft
14.3.4 Nintendo
14.3.5 Serious Game International
14.3.6 Applied Research Associates
14.3.7 BreakAway Games
14.3.8 CCS Education
14.3.9 Designing Digitally
14.3.10 Serious Game Interactive