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Global Serious Game Market – Industry Trends and Forecast to 2031

Semiconductors and Electronics | Upcoming Report | Feb 2024 | Global | 350 Pages | No of Tables: 60 | No of Figures: 220

Report Description

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) - Industry Trends and Forecast to 2031.

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Serious Game Market Analysis and Size

Rapid technological progress, specifically in Virtual Reality (VR), Augmented Reality (AR), and mobile devices, has substantially boosted the capabilities of serious games. These advancements enable users to interact with virtual environments in a more authentic and exhilarating manner, thanks to the immersive and realistic experiences provided by these technologies

Data Bridge Market Research analyzes that the global serious game market which was USD 13,320.00 million in 2023, is likely to reach USD 47,727.97 million by 2031, and is expected to undergo a CAGR of 17.30% during the forecast period. “Advertising” dominates the application segment of the market due to its usage in efficient signal transmissions during wireless communications, they also support high frequency and are reliable, hence widely used for military applications. Furthermore, the rollout of 5G networks is likely to lead to a high demand for power amplifiers for mobile phones.

In addition to the insights on market scenarios such as market value, growth rate, segmentation, geographical coverage, and major players, the market reports curated by the Data Bridge Market Research also include in-depth expert analysis, geographically represented company-wise production and capacity, network layouts of distributors and partners, detailed and updated price trend analysis and deficit analysis of supply chain and demand.

Serious Game Market Scope and Segmentation

Report Metric

Details

Forecast Period

2024 to 2031

Base Year

2023

Historic Years

2022 (Customizable to 2016-2021)

Quantitative Units

Revenue in USD Million, Volumes in Units, Pricing in USD

Segments Covered

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)

Countries Covered

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 the Middle East and Africa

Market Players Covered

Associates Inc (U.S.), BreakAway Games (U.S.), CCS (India), Cisco, Inc. (U.S.), Designing Digitally Inc. (U.S.), IBM Corporation (U.S.), Microsoft (U.S.), Diginext SRL (France), MPS Limited (India), Intuition (Ireland), Unity Studios ApS (U.S.), PLAYER RESEARCH LTD (U.K.), Savivo( Denmark), Bohemia Interactive Simulations (Czech Republic), Hopelab(U.S.), Conteneo Inc. (U.S.), Real Project Management Ltd (U.K.), Epic Systems Corporation(U.S.), TiER1 Performance Solutions (U.S.) among others

Market Opportunities

  • Expansion in healthcare simulations
  • Incorporation of gamification in corporate training
  • Rise of mobile gaming platforms

Market Definition

Serious game is designed to provide education and training-related services. It 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.

Global Serious Game Market Dynamics

Drivers

  • Growing Demand for Employee Training

With a surge in the need for effective employee training, serious games provide an engaging and immersive learning experience. Organizations are increasingly adopting serious games to enhance skill development, thereby driving market growth.

  • Rising Emphasis on Health and Education

The healthcare and education sectors are witnessing an increased focus on utilizing serious games for training and therapy purposes. This trend is propelling the serious game market forward as more institutions recognize the benefits of interactive and simulated learning.

  • Technological Advancements in Gaming Industry

Continuous advancements in technology, including virtual reality (VR) and augmented reality (AR), are positively influencing the serious game market. These technologies enhance the realism and effectiveness of serious games, attracting a broader audience and contributing to market expansion.

Restraints

  • High Development Costs

The creation of high-quality serious games involves significant investment in research, development, and technology. The substantial upfront costs can act as a barrier for smaller companies, limiting their entry into the market and potentially hindering overall growth.

  • Limited Awareness and Acceptance

Despite the benefits of serious games, there remains a lack of awareness and acceptance in some industries. Convincing traditional sectors about the efficacy of serious games for training and education poses a challenge, impacting the market's widespread adoption.

Opportunities

  • Expansion in Healthcare Simulations

The healthcare sector presents substantial opportunities for serious games, particularly in medical training simulations and patient education. The demand for realistic healthcare scenarios in a risk-free virtual environment opens avenues for market growth.

  • Incorporation of Gamification in Corporate Training

The integration of gamification elements in corporate training programs is a growing trend. Serious games offer an interactive and engaging way to train employees, and the market has the opportunity to expand further by catering to the corporate sector's evolving training needs.

  • Rise of Mobile Gaming Platforms

The increasing popularity of mobile gaming platforms provides a significant opportunity for the serious game market. Developing mobile-compatible serious games can enhance accessibility, allowing a broader audience to engage with educational and training content on their smartphones.

Challenges

  • Customization for Diverse Learning Needs

Designing serious games that cater to diverse learning styles and requirements can be challenging. The market must address the need for customization to ensure that serious games effectively meet the specific educational and training objectives of different industries.

  • Data Privacy and Security Concerns

As serious games often involve the collection of user data for performance analysis, there is a need to address concerns related to data privacy and security. Implementing robust measures to protect sensitive information is crucial to building trust among users and stakeholders.

This serious game market report provides details of new recent developments, trade regulations, import-export analysis, production analysis, value chain optimization, market share, the 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 the serious game market contact the Data Bridge Market Research for an Analyst Brief, our team will help you make an informed market decision to achieve market growth.

Recent Developments

  • In December 2023, Crunchyroll Games, T3 Studio, and A Plus Japan successfully launched 'One Punch Man: World,' a free-to-play 3D action mobile game set in the One Punch Man universe on January 30, 2024. Available on PC, iOS, and Android, the game offers an immersive experience for mobile gamers. Although not available on Nintendo Switch, PS4, PS5, Xbox One, Xbox Series S, or Xbox Series X, fans eagerly anticipate the thrilling gameplay on their preferred platforms.
  • In November 2023, MIT Game Lab employed serious play to engage students in exploring and learning to think critically about the societal impact of games. The lab, known for its rollicking open houses, public events, research projects, and courses, aimed to instill a thoughtful approach to game design. Students were encouraged to critically analyze the values embedded in the games they frequently played, preparing them for conscientious design practices.

Global Serious Game Market Scope

The serious game market is segmented on the basis of application, platforms covered, industry verticals and end-user. The growth amongst these segments will help you analyze meager growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.

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

Global Serious Game Market Region Analysis/Insights

The serious game market is analyzed and market size insights and trends are provided by country, application, platforms covered, industry verticals and end-user, as referenced above.

The countries covered in the market report are 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, and rest of the Middle East and Africa.

North America is expected to dominate the market due to the occurrence of the major key players..

Asia Pacific is projected to observe significant amount of growth in the market due to the advancing of numerous vendors. Furthermore, the rise in the acceptance of rate of smartphones. Moreover, the rise in the utilization of mobile services is further anticipated to propel the growth serious game market in the region in the coming years.

The country section of the report also provides individual market-impacting factors and changes in regulation in the market domestically that impact the current and future trends of the market. Data points like downstream 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 the challenges faced due to large or scarce competition from local and domestic brands, the impact of domestic tariffs, and trade routes are considered while providing forecast analysis of the region data.   

Semiconductor Infrastructure growth Installed base and New Technology Penetration

The serious game market also provides you with a detailed market analysis for every region’s growth in healthcare expenditure for capital equipment, installed base of different kinds of products for the serious game market, the impact of technology using lifeline curves, and changes in battery regulatory scenarios and their impact on the serious game market. The data is available for the historic period 2010-2020.

Competitive Landscape and Global 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, regional 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 serious game market.

Some of the major players operating in the serious game market are:

  • Associates Inc (U.S.)
  • BreakAway Games (U.S.)
  • CCS (India)
  • Cisco, Inc. (U.S.)
  • Designing Digitally Inc. (U.S.)
  • IBM Corporation (U.S.)
  • Microsoft (U.S.)
  • Diginext SRL (France)
  • MPS Limited (India)
  • Intuition (Ireland)
  • Unity Studios ApS (U.S.)
  • PLAYER RESEARCH LTD (U.K.)
  • Savivo( Denmark)
  • Bohemia Interactive Simulations (Czech Republic)
  • Hopelab(U.S.)
  • Conteneo Inc. (U.S.)
  • Real Project Management Ltd (U.K.)
  • Epic Systems Corporation(U.S.)
  • TiER1 Performance Solutions (U.S.)


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