Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Serious Games Market by Type (Enterprises, Consumers), By Application (Healthcare, Aerospace & defense, Government, Education, Retail, Media & Entertainment, Others) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Serious Games Market by Type (Enterprises, Consumers), By Application (Healthcare, Aerospace & defense, Government, Education, Retail, Media & Entertainment, Others) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 171841 3300 IT & Telecom 377 232 Pages 4.7 (30)
                                          

The global serious games market is expected to grow from USD 1.5 billion in 2018 to USD 3.2 billion by 2030, at a CAGR of 12.8% during the forecast period. The market is driven by factors such as increasing adoption of serious games for training and education purposes, growing demand for virtual reality (VR) and augmented reality (AR) technologies, and increasing use of gamification techniques in various industries. Enterprises are expected to be the largest segment in the global serious games market during the forecast period owing to their increased adoption of gamification techniques for employee training and development purposes. The retail industry is expected to be one of the fastest-growing segments due to its high adoption rate among retailers across various regions globally.

Some Of The Growth Factors Of This Market:

  1. Serious games are a new and emerging market that is still in its infancy.
  2. Serious games are being used for training purposes in various industries such as healthcare, military, and education among others.
  3. The use of serious games for training purposes has been proven to be more effective than traditional methods.
  4. Serious games have also been used for entertainment purposes such as video gaming.

Industry Growth Insights published a new data on “Serious Games Market”. The research report is titled “Serious Games Market research by Types (Enterprises, Consumers), By Applications (Healthcare, Aerospace & defense, Government, Education, Retail, Media & Entertainment, Others), By Players/Companies BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Intuition, Learning Nexus Ltd, Nintendo Co., Ltd., Promotion Software GmbH, Revelian, Tata Interactive Systems”.

Scope Of The Report

Report Attributes

Report Details

Report Title

Serious Games Market Research Report

By Type

Enterprises, Consumers

By Application

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

By Companies

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

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

232

Number of Tables & Figures

163

Customization Available

Yes, the report can be customized as per your need.


Global Serious Games Industry Outlook


Global Serious Games Market Report Segments:

The global Serious Games market is segmented on the basis of:

Types

Enterprises, Consumers

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

Healthcare, Aerospace & defense, Government, Education, Retail, Media & Entertainment, 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:

  1. BreakAway, Ltd.
  2. Designing Digitally, Inc.
  3. DIGINEXT
  4. IBM Corporation
  5. Intuition
  6. Learning Nexus Ltd
  7. Nintendo Co., Ltd.
  8. Promotion Software GmbH
  9. Revelian
  10. Tata Interactive Systems

Global Serious Games Market Overview


Highlights of The Serious Games Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Enterprises
    2. Consumers
  1. By Application:

    1. Healthcare
    2. Aerospace & defense
    3. Government
    4. Education
    5. Retail
    6. Media & Entertainment
    7. Others
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Serious Games 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

Global Serious Games Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Serious Games is a term used to describe video games that are designed to be educational or entertaining, but also have an underlying purpose. They can be used in a classroom setting to teach different concepts, or as an activity for patients recovering from surgery.

Some of the key players operating in the serious games market are BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Intuition, Learning Nexus Ltd, Nintendo Co., Ltd., Promotion Software GmbH, Revelian, Tata Interactive Systems.

The serious games market is expected to register a CAGR of 12.8%.

                                            
1. Executive Summary

2. Assumptions and Acronyms Used

3. Research Methodology

4. Serious Games Market Overview
   4.1. Introduction
      4.1.1. Market Taxonomy
      4.1.2. Market Definition
   4.2. Macro-Economic Factors
      4.2.1. Industry Outlook
   4.3. Serious Games Market Dynamics
      4.3.1. Market Drivers
      4.3.2. Market Restraints
      4.3.3. Opportunity
      4.3.4. Market Trends
   4.4. Serious Games Market - Supply Chain
   4.5. Global Serious Games Market Forecast
      4.5.1. Serious Games Market Size (US$ Mn) and Y-o-Y Growth
      4.5.2. Serious Games Market Size (000’ Units) and Y-o-Y Growth
      4.5.3. Serious Games Market Absolute $ Opportunity

5. Global Serious Games Market Analysis and Forecast by Type
   5.1. Market Trends
   5.2. Introduction
      5.2.1. Basis Point Share (BPS) Analysis by Type
      5.2.2. Y-o-Y Growth Projections by Type
   5.3. Serious Games Market Size and Volume Forecast by Type
      5.3.1. Enterprises
      5.3.2. Consumers
   5.4. Absolute $ Opportunity Assessment by Type
   5.5. Market Attractiveness/Growth Potential Analysis by Type

6. Global Serious Games Market Analysis and Forecast by Application
   6.1. Market Trends
   6.2. Introduction
      6.2.1. Basis Point Share (BPS) Analysis by Application
      6.2.2. Y-o-Y Growth Projections by Application
   6.3. Serious Games Market Size and Volume Forecast by Application
      6.3.1. Healthcare
      6.3.2. Aerospace & defense
      6.3.3. Government
      6.3.4. Education
      6.3.5. Retail
      6.3.6. Media & Entertainment
      6.3.7. Others
   6.4. Absolute $ Opportunity Assessment by Application
   6.5. Market Attractiveness/Growth Potential Analysis by Application

7. Global Serious Games Market Analysis and Forecast by Sales Channel
   7.1. Market Trends
   7.2. Introduction
      7.2.1. Basis Point Share (BPS) Analysis by Sales Channel 
      7.2.2. Y-o-Y Growth Projections by Sales Channel
   7.3. Serious Games Market Size and Volume Forecast by Sales Channel 
      7.3.1. Manufacturer/Distributor/Service Provider
      7.3.2. Aftermarket
   7.4. Absolute $ Opportunity Assessment by Sales Channel
   7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel

8. Global Serious Games Market Analysis and Forecast by Region
   8.1. Market Trends
   8.2. Introduction
      8.2.1. Basis Point Share (BPS) Analysis by Region
      8.2.2. Y-o-Y Growth Projections by Region
   8.3. Serious Games Market Size and Volume Forecast by Region
      8.3.1. North America
      8.3.2. Latin America
      8.3.3. Europe
      8.3.4. Asia Pacific
      8.3.5. Middle East and Africa (MEA)
   8.4. Absolute $ Opportunity Assessment by Region
   8.5. Market Attractiveness/Growth Potential Analysis by Region
   8.6. Global Serious Games Demand Share Forecast, 2019-2026

9. North America Serious Games Market Analysis and Forecast
   9.1. Introduction
      9.1.1. Basis Point Share (BPS) Analysis by Country
      9.1.2. Y-o-Y Growth Projections by Country
   9.2. North America Serious Games Market Size and Volume Forecast by Country
      9.2.1. U.S.
      9.2.2. Canada
   9.3. Absolute $ Opportunity Assessment by Country
   9.4. North America Serious Games Market Size and Volume Forecast by Application
      9.4.1. Healthcare
      9.4.2. Aerospace & defense
      9.4.3. Government
      9.4.4. Education
      9.4.5. Retail
      9.4.6. Media & Entertainment
      9.4.7. Others
   9.5. Basis Point Share (BPS) Analysis by Application
   9.6. Y-o-Y Growth Projections by Application
   9.7. North America Serious Games Market Size and Volume Forecast by Type
      9.7.1. Enterprises
      9.7.2. Consumers
   9.8. Basis Point Share (BPS) Analysis by Type
   9.9. Y-o-Y Growth Projections by Type
   9.10. Market Attractiveness/Growth Potential Analysis
      9.10.1. By Country
      9.10.2. By Product Type
      9.10.3. By Application
      9.10.4. By Sales Channel
   9.11. North America Serious Games Demand Share Forecast, 2019-2026

10. Latin America Serious Games Market Analysis and Forecast
   10.1. Introduction
      10.1.1. Basis Point Share (BPS) Analysis by Country
      10.1.2. Y-o-Y Growth Projections by Country
      10.1.3. Latin America Average Pricing Analysis
   10.2. Latin America Serious Games Market Size and Volume Forecast by Country
      10.2.1. Brazil
      10.2.2. Mexico
      10.2.3. Rest of Latin America
   10.3. Absolute $ Opportunity Assessment by Country
   10.4. Latin America Serious Games Market Size and Volume Forecast by Application
      10.4.1. Healthcare
      10.4.2. Aerospace & defense
      10.4.3. Government
      10.4.4. Education
      10.4.5. Retail
      10.4.6. Media & Entertainment
      10.4.7. Others
   10.5. Basis Point Share (BPS) Analysis by Application
   10.6. Y-o-Y Growth Projections by Application
   10.7. Latin America Serious Games Market Size and Volume Forecast by Type
      10.7.1. Enterprises
      10.7.2. Consumers
   10.8. Basis Point Share (BPS) Analysis by Type
   10.9. Y-o-Y Growth Projections by Type
   10.10. Market Attractiveness/Growth Potential Analysis
      10.10.1. By Country
      10.10.2. By Product Type
      10.10.3. By Application
      10.10.4. By Sales Channel
   10.11. Latin America Serious Games Demand Share Forecast, 2019-2026

11. Europe Serious Games Market Analysis and Forecast
   11.1. Introduction
      11.1.1. Basis Point Share (BPS) Analysis by Country
      11.1.2. Y-o-Y Growth Projections by Country
      11.1.3. Europe Average Pricing Analysis
   11.2. Europe Serious Games Market Size and Volume Forecast by Country
      11.2.1. Germany
      11.2.2. France
      11.2.3. Italy
      11.2.4. U.K.
      11.2.5. Spain
      11.2.6. Russia
      11.2.7. Rest of Europe
   11.3. Absolute $ Opportunity Assessment by Country
   11.4. Europe Serious Games Market Size and Volume Forecast by Application
      11.4.1. Healthcare
      11.4.2. Aerospace & defense
      11.4.3. Government
      11.4.4. Education
      11.4.5. Retail
      11.4.6. Media & Entertainment
      11.4.7. Others
   11.5. Basis Point Share (BPS) Analysis by Application
   11.6. Y-o-Y Growth Projections by Application
   11.7. Europe Serious Games Market Size and Volume Forecast by Type
      11.7.1. Enterprises
      11.7.2. Consumers
   11.8. Basis Point Share (BPS) Analysis by Type
   11.9. Y-o-Y Growth Projections byType
   11.10. Market Attractiveness/Growth Potential Analysis
      11.10.1. By Country
      11.10.2. By Product Type
      11.10.3. By Application
      11.10.4. By Sales Channel
   11.11. Europe Serious Games Demand Share, 2019-2026

12. Asia Pacific Serious Games Market Analysis and Forecast
   12.1. Introduction
      12.1.1. Basis Point Share (BPS) Analysis by Country
      12.1.2. Y-o-Y Growth Projections by Country
      12.1.3. Asia Pacific Average Pricing Analysis
   12.2. Asia Pacific Serious Games Market Size and Volume Forecast by Country
      12.2.1. China
      12.2.2. Japan
      12.2.3. South Korea
      12.2.4. India
      12.2.5. Australia
      12.2.6. Rest of Asia Pacific (APAC)
   12.3. Absolute $ Opportunity Assessment by Country
   12.4. Asia Pacific Serious Games Market Size and Volume Forecast by Application
      12.4.1. Healthcare
      12.4.2. Aerospace & defense
      12.4.3. Government
      12.4.4. Education
      12.4.5. Retail
      12.4.6. Media & Entertainment
      12.4.7. Others
   12.5. Basis Point Share (BPS) Analysis by Application
   12.6. Y-o-Y Growth Projections by Application
   12.7. Asia Pacific Serious Games Market Size and Volume Forecast by Type
      12.7.1. Enterprises
      12.7.2. Consumers
   12.8. Basis Point Share (BPS) Analysis by Type
   12.9. Y-o-Y Growth Projections by Type
   12.10. Market Attractiveness/Growth Potential Analysis
      12.10.1. By Country
      12.10.2. By Product Type
      12.10.3. By Application
      12.10.4. By Sales Channel
   12.11. Asia Pacific Serious Games Demand Share, 2019-2026

13. Middle East & Africa Serious Games Market Analysis and Forecast
   13.1. Introduction
      13.1.1. Basis Point Share (BPS) Analysis by Country
      13.1.2. Y-o-Y Growth Projections by Country
      13.1.3. Asia Pacific Average Pricing Analysis
   13.2. Middle East & Africa Serious Games Market Size and Volume 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. Absolute $ Opportunity Assessment by Country
   13.4. Middle East & Africa Serious Games Market Size and Volume Forecast by Application
      13.4.1. Healthcare
      13.4.2. Aerospace & defense
      13.4.3. Government
      13.4.4. Education
      13.4.5. Retail
      13.4.6. Media & Entertainment
      13.4.7. Others
   13.5. Basis Point Share (BPS) Analysis by Application
   13.6. Y-o-Y Growth Projections by Application
   13.7. Middle East & Africa Serious Games Market Size and Volume Forecast by Type
      13.7.1. Enterprises
      13.7.2. Consumers
   13.8. Basis Point Share (BPS) Analysis by Type
   13.9. Y-o-Y Growth Projections by Type
   13.10. Market Attractiveness/Growth Potential Analysis
      13.10.1. By Country
      13.10.2. By Product Type
      13.10.3. By Application
      13.10.4. By Sales Channel
   13.11. Middle East & Africa Serious Games Demand Share, 2019-2026

14. Competition Landscape
   14.1. Global Serious Games Market: Market Share Analysis
   14.2. Serious Games Distributors and Customers
   14.3. Serious Games Market: Competitive Dashboard
   14.4. Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.4.1. BreakAway, Ltd.
         14.4.1.1. Overview
         14.4.1.2. Financials
         14.4.1.3. Developments
         14.4.1.4. Strategic Outlook
      14.4.2. Designing Digitally, Inc.
         14.4.2.1. Overview
         14.4.2.2. Financials
         14.4.2.3. Developments
         14.4.2.4. Strategic Outlook
      14.4.3. DIGINEXT
         14.4.3.1. Overview
         14.4.3.2. Financials
         14.4.3.3. Developments
         14.4.3.4. Strategic Outlook
      14.4.4. IBM Corporation
         14.4.4.1. Overview
         14.4.4.2. Financials
         14.4.4.3. Developments
         14.4.4.4. Strategic Outlook
      14.4.5. Intuition
         14.4.5.1. Overview
         14.4.5.2. Financials
         14.4.5.3. Developments
         14.4.5.4. Strategic Outlook
      14.4.6. Learning Nexus Ltd
         14.4.6.1. Overview
         14.4.6.2. Financials
         14.4.6.3. Developments
         14.4.6.4. Strategic Outlook
      14.4.7. Nintendo Co., Ltd.
         14.4.7.1. Overview
         14.4.7.2. Financials
         14.4.7.3. Developments
         14.4.7.4. Strategic Outlook
      14.4.8. Promotion Software GmbH
         14.4.8.1. Overview
         14.4.8.2. Financials
         14.4.8.3. Developments
         14.4.8.4. Strategic Outlook
      14.4.9. Revelian
         14.4.9.1. Overview
         14.4.9.2. Financials
         14.4.9.3. Developments
         14.4.9.4. Strategic Outlook
      14.4.10. Tata Interactive Systems
         14.4.10.1. Overview
         14.4.10.2. Financials
         14.4.10.3. Developments
         14.4.10.4. Strategic Outlook
      14.4.11. COMPANY 11
         14.4.11.1. Overview
         14.4.11.2. Financials
         14.4.11.3. Developments
         14.4.11.4. Strategic Outlook
      14.4.12. COMPANY 12
         14.4.12.1. Overview
         14.4.12.2. Financials
         14.4.12.3. Developments
         14.4.12.4. Strategic Outlook
      14.4.13. COMPANY 13
         14.4.13.1. Overview
         14.4.13.2. Financials
         14.4.13.3. Developments
         14.4.13.4. Strategic Outlook
      14.4.14. COMPANY 14
         14.4.14.1. Overview
         14.4.14.2. Financials
         14.4.14.3. Developments
         14.4.14.4. Strategic Outlook
      14.4.15. COMPANY 15
         14.4.15.1. Overview
         14.4.15.2. Financials
         14.4.15.3. Developments
         14.4.15.4. Strategic Outlook
      14.4.16. COMPANY 16
         14.4.16.1. Overview
         14.4.16.2. Financials
         14.4.16.3. Developments
         14.4.16.4. Strategic Outlook
      14.4.17. COMPANY 17
         14.4.17.1. Overview
         14.4.17.2. Financials
         14.4.17.3. Developments
         14.4.17.4. Strategic Outlook
      14.4.18. COMPANY 18
         14.4.18.1. Overview
         14.4.18.2. Financials
         14.4.18.3. Developments
         14.4.18.4. Strategic Outlook
      14.4.19. COMPANY 19
         14.4.19.1. Overview
         14.4.19.2. Financials
         14.4.19.3. Developments
         14.4.19.4. Strategic Outlook
      14.4.20. COMPANY 20
         14.4.20.1. Overview
         14.4.20.2. Financials
         14.4.20.3. Developments
         14.4.20.4. Strategic Outlook

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