Global Serious Game Market, By Application (Advertising and Marketing, Simulation Training, Sales, Emergency Services, Research and Planning, Human Resources, Product Development, Support, Others), Platforms Covered (Web-Based, PC-Based, Mobile-Based, Hand-Held), Industry Verticals (Healthcare, Retail, Aerospace and Defense, Government, Education, Media and Entertainment, Automotive, Corporate, Energy, Others), End-User (Consumers, Enterprise), Country (U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa) Industry Trends and Forecast to 2028
The serious game market is expected to witness market growth at a rate of 17.93% in the forecast period of 2021 to 2028. Data Bridge Market Research report on bipolar discrete semiconductor market provides analysis and insights regarding the various factors expected to be prevalent throughout the forecast period while providing their impacts on the market’s growth. The growing demand of the user engagement across several enterprises in various industry verticals is escalating the growth of serious game market.
Serious game is designed to provide education and training related services. It basically simulates the real world into a virtual world scenario. They offer multiple benefits including decision making, self-monitoring, negotiation, enhanced problem recognition and problem solving and social skills such as collaboration. They are utilized in numerous end user industries such as education, healthcare, military and government.
The increasing need for user engagement across enterprises, improvement in learning outcomes and growing usage of mobile-based educational games are the major factors driving the serious game market. The increase in adoption of virtual reality creating realistic environment for the training and development activities to increase employee activities and their performance and their high deployment due to affordability and availability boosts the serious game market growth. The increase in the adoption of serious game among end user sectors, positive refurbishment and favorable RoI (Return on Investment) influence the serious game market growth. Growth in engagement and enthusiasm from the users, emphasis on the learning process in the game and high demand of advertisement in the market accelerate the serious game market growth. Additionally, growth in awareness regarding such programs, cost effectiveness of the technology and rise in expenditure by the end users including healthcare, defense and education among others positively affect the serious game market. Furthermore, emergence of social networks and explosion of the digital world extend profitable opportunities to the serious game market players in the forecast period of 2021 to 2028.
On the other hand, lack of awareness regarding the serious game among people, lack of assessment tools for measuring effectiveness and improper game design are factors expected to obstruct the serious game market growth. The unavailability of direct-to-consumer based serious game is projected to challenge the serious game market in the forecast period of 2021-2028.
This serious game market report provides details of new recent developments, trade regulations, import export analysis, production analysis, value chain optimization, market share, impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on serious game market contact Data Bridge Market Research for an Analyst Brief, our team will help you take an informed market decision to achieve market growth.
Serious Game Market Scope and Market Size
The serious game market is segmented on the basis of application, platforms covered, industry verticals and end-user. The growth among segments helps you analyze niche pockets of growth and strategies to approach the market and determine your core application areas and the difference in your target markets.
- On the basis of application, the serious game market is segmented into advertising and marketing, simulation training, sales, emergency services, research and planning, human resources, product development, support and others.
- On the basis of platforms covered, the serious game market is segmented into web-based, PC-based, mobile-based and hand-held.
- On the basis of industry verticals, the serious game market is segmented into healthcare, retail, aerospace and defense, government, education, media and entertainment, automotive, corporate, energy and others.
- On the basis of end-user, the serious game market is segmented into consumers and enterprise.
Global Serious Game Market Country Level Analysis
The serious game market is analyzed and market size, volume information is provided by country, application, platforms covered, industry verticals and end-user as referenced above.
The countries covered in the serious game market report are the U.S., Canada and Mexico in North America, Brazil, Argentina and Rest of South America as part of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe in Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA).
Europe dominates the serious game market during the forecast period of 2021 to 2028 due to the high spending on the retail, advertising, automotive and healthcare sectors, initiatives by the government to promote its educational purposes and increase in investment in the region.
The country section of the report also provides individual market impacting factors and changes in regulation in the market domestically that impacts the current and future trends of the market. Data points like down-stream and upstream value chain analysis, technical trends and porter's five forces analysis, case studies are some of the pointers used to forecast the market scenario for individual countries. Also, the presence and availability of global brands and their challenges faced due to large or scarce competition from local and domestic brands, impact of domestic tariffs and trade routes are considered while providing forecast analysis of the country data.
Competitive Landscape and Serious Game Market Share Analysis
The serious game market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, global presence, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies’ focus related to the serious game market.
The major players covered in the serious game market report are Applied Research Associates Inc., BreakAway Games, CCS, Cisco, Inc., Designing Digitally Inc., IBM Corporation, Microsoft, Diginext SRL, MPS Limited, Intuition, Unity Studios ApS, PLAYER RESEARCH LTD, Savivo, Bohemia Interactive Simulations, Hopelab, Conteneo Inc., Real Project Management Ltd, Epic Systems Corporation, TiER1 Performance Solutions, Virtual Campus, Totem Learning Ltd and Promotion Software among other domestic and global players. Market share data is available for global, North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America separately. DBMR analysts understand competitive strengths and provide competitive analysis for each competitor separately.