Serious Game Market by Platform, Vertical (Healthcare, Education, Corporate, Media and Advertising, Retail), Application (Human Resource, Training, Sales, Marketing), End-User (Enterprise, Consumer), and Region – 2024 to 2029

SKU: GMS-464

Format: PDF

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OVERVIEW

It is projected that the serious game market will grow at a 19.86 per cent CAGR between 2020 and 2025. Growing use of educational games on the smartphone is driving the market. Improved learning results are expected to increase end-user tolerance of serious game play.

Serious game market by platform, vertical (healthcare, education, corporate, media and advertising, retail), application (human resource, training, sales, marketing), end-user (enterprise, consumer), and region - 2024 to 2029 1

Serious game market by platform, vertical (healthcare, education, corporate, media and advertising, retail), application (human resource, training, sales, marketing), end-user (enterprise, consumer), and region - 2024 to 2029 2

Serious game market by platform, vertical (healthcare, education, corporate, media and advertising, retail), application (human resource, training, sales, marketing), end-user (enterprise, consumer), and region - 2024 to 2029 3

Serious game market by platform, vertical (healthcare, education, corporate, media and advertising, retail), application (human resource, training, sales, marketing), end-user (enterprise, consumer), and region - 2024 to 2029 4

Serious game market by platform, vertical (healthcare, education, corporate, media and advertising, retail), application (human resource, training, sales, marketing), end-user (enterprise, consumer), and region - 2024 to 2029 5

Serious game market by platform, vertical (healthcare, education, corporate, media and advertising, retail), application (human resource, training, sales, marketing), end-user (enterprise, consumer), and region - 2024 to 2029 6

Serious game market by platform, vertical (healthcare, education, corporate, media and advertising, retail), application (human resource, training, sales, marketing), end-user (enterprise, consumer), and region - 2024 to 2029 7

Serious game market by platform, vertical (healthcare, education, corporate, media and advertising, retail), application (human resource, training, sales, marketing), end-user (enterprise, consumer), and region - 2024 to 2029 8

TABLE OF CONTENT

1 Global Serious Game Market
1.1 Study Objectives
1.2 Market Definition
1.3 Study Scope
1.3.1 Markets Covered
1.3.2 Geographic Scope

2 RESEARCH METHODOLOGY
2.1 Research Data
2.1.1 Secondary Data
2.1.1.1 Key Data From Secondary Sources
2.1.2 Primary Data
2.1.2.1 Key Data From Primary Sources
2.1.2.2 Key Industry Insights
2.1.2.3 Breakdown of Primaries
2.2 Market Size Estimation
2.2.1 Bottom-Up Approach
2.2.2 Top-Down Approach
2.3 Market Breakdown and Data Triangulation
2.4 Research Assumptions

3 Global Serious Game Market – Executive Summary
3.1 Market Revenue, Market Size and Key Trends by Company
3.2 Key Trends by type of Application
3.3 Key Trends segmented by Geography

4 Global Serious Game Market – Comparative Analysis
4.1 Product Benchmarking – Top 10 companies
4.2 Top 5 Financials Analysis
4.3 Market Value split by Top 10 companies
4.4 Patent Analysis – Top 10 companies
4.5 Pricing Analysis

5 Global Serious Game Market – Industry Market Entry Scenario
5.1 Regulatory Framework Overview
5.2 New Business and Ease of Doing business index
5.3 Case studies of successful ventures
5.4 Customer Analysis – Top 10 companies

6 Global Serious Game Market – Market Forces
6.1 Introduction
6.2 Market Dynamics
6.2.1 Drivers
6.2.2 Opportunities
6.2.3 Challenges
6.3 Porters Analysis of Market
6.3.1 Bargaining power of suppliers
6.3.2 Bargaining powers of customers
6.3.3 Threat of new entrants
6.3.4 Rivalry among existing players
6.3.5 Threat of substitutes

7 Global Serious Game Market – Strategic Analysis
7.1 Value Chain analysis
7.2 Product Life Cycle
7.3 Supplier and distributor analysis (Market share and product dealing strategies)

8 Global Serious Game Market – By Platform (Market Size – & million/billion)
8.1 Hand-Held
8.2 Mobile-Based
8.3 PC-Based
8.4 Web-Based

9 Global Serious Game Market – By Application
9.1 Emergency Services
9.2 Human Resources
9.3 Marketing
9.4 Product Development
9.5 Sales
9.6 Training
9.7 Support

10 Global Serious Game Market – By Vertical
10.1 Aerospace and Defence
10.2 Education
10.3 Energy
10.4 Automotive
10.5 Government
10.6 Healthcare
10.7 Retail
10.8 Others

11 Global Serious Game Market – By Geography (Market Size – & million/billion)
11.1 Introduction
11.2 North America
11.2.1 US
11.2.2 Canada
11.2.3 Mexico
11.3 Europe
11.3.1 U.K
11.3.2 Germany
11.3.3 Italy
11.3.4 France
11.3.5 Spain
11.3.6 Rest of Europe
11.4 Asia-Pacific
11.4.1 China
11.4.2 Japan
11.4.3 India
11.4.4 South Korea
11.4.5 Rest of APAC
11.5 Rest of the World
11.5.1 South America
11.5.2 Middle East
11.5.3 Africa

12 Global Serious Game Market – Entropy
12.1 New product launches
12.2 M&A’s, collaborations, JVs and partnerships

13 Global Serious Game Market Company Profile (Key Players)
13.1 Market Share, Company Revenue, Products, M&A, Developments
13.2 Nintendo Co. Ltd.
13.3 Microsoft Corporation
13.4 IBM Corporation
13.5 Cisco Systems Inc.
13.6 Serious Game Interactive
13.7 Designing Digitally Inc
13.8 CCS Digital Education
13.9 Breakaway Ltd.
13.10 Serious Game International
13.11 Applied Research Associate Inc
13.12 Company 11 & more

14 Global Serious Game Market – Appendix
14.1 Sources
14.2 Abbreviations

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OVERVIEW

It is projected that the serious game market will grow at a 19.86 per cent CAGR between 2020 and 2025. Growing use of educational games on the smartphone is driving the market. Improved learning results are expected to increase end-user tolerance of serious game play.

Serious game market by platform, vertical (healthcare, education, corporate, media and advertising, retail), application (human resource, training, sales, marketing), end-user (enterprise, consumer), and region - 2024 to 2029 9

Serious game market by platform, vertical (healthcare, education, corporate, media and advertising, retail), application (human resource, training, sales, marketing), end-user (enterprise, consumer), and region - 2024 to 2029 10

Serious game market by platform, vertical (healthcare, education, corporate, media and advertising, retail), application (human resource, training, sales, marketing), end-user (enterprise, consumer), and region - 2024 to 2029 11

Serious game market by platform, vertical (healthcare, education, corporate, media and advertising, retail), application (human resource, training, sales, marketing), end-user (enterprise, consumer), and region - 2024 to 2029 12

Serious game market by platform, vertical (healthcare, education, corporate, media and advertising, retail), application (human resource, training, sales, marketing), end-user (enterprise, consumer), and region - 2024 to 2029 13

Serious game market by platform, vertical (healthcare, education, corporate, media and advertising, retail), application (human resource, training, sales, marketing), end-user (enterprise, consumer), and region - 2024 to 2029 14

Serious game market by platform, vertical (healthcare, education, corporate, media and advertising, retail), application (human resource, training, sales, marketing), end-user (enterprise, consumer), and region - 2024 to 2029 15

Serious game market by platform, vertical (healthcare, education, corporate, media and advertising, retail), application (human resource, training, sales, marketing), end-user (enterprise, consumer), and region - 2024 to 2029 16

TABLE OF CONTENT

1 Global Serious Game Market
1.1 Study Objectives
1.2 Market Definition
1.3 Study Scope
1.3.1 Markets Covered
1.3.2 Geographic Scope

2 RESEARCH METHODOLOGY
2.1 Research Data
2.1.1 Secondary Data
2.1.1.1 Key Data From Secondary Sources
2.1.2 Primary Data
2.1.2.1 Key Data From Primary Sources
2.1.2.2 Key Industry Insights
2.1.2.3 Breakdown of Primaries
2.2 Market Size Estimation
2.2.1 Bottom-Up Approach
2.2.2 Top-Down Approach
2.3 Market Breakdown and Data Triangulation
2.4 Research Assumptions

3 Global Serious Game Market – Executive Summary
3.1 Market Revenue, Market Size and Key Trends by Company
3.2 Key Trends by type of Application
3.3 Key Trends segmented by Geography

4 Global Serious Game Market – Comparative Analysis
4.1 Product Benchmarking – Top 10 companies
4.2 Top 5 Financials Analysis
4.3 Market Value split by Top 10 companies
4.4 Patent Analysis – Top 10 companies
4.5 Pricing Analysis

5 Global Serious Game Market – Industry Market Entry Scenario
5.1 Regulatory Framework Overview
5.2 New Business and Ease of Doing business index
5.3 Case studies of successful ventures
5.4 Customer Analysis – Top 10 companies

6 Global Serious Game Market – Market Forces
6.1 Introduction
6.2 Market Dynamics
6.2.1 Drivers
6.2.2 Opportunities
6.2.3 Challenges
6.3 Porters Analysis of Market
6.3.1 Bargaining power of suppliers
6.3.2 Bargaining powers of customers
6.3.3 Threat of new entrants
6.3.4 Rivalry among existing players
6.3.5 Threat of substitutes

7 Global Serious Game Market – Strategic Analysis
7.1 Value Chain analysis
7.2 Product Life Cycle
7.3 Supplier and distributor analysis (Market share and product dealing strategies)

8 Global Serious Game Market – By Platform (Market Size – & million/billion)
8.1 Hand-Held
8.2 Mobile-Based
8.3 PC-Based
8.4 Web-Based

9 Global Serious Game Market – By Application
9.1 Emergency Services
9.2 Human Resources
9.3 Marketing
9.4 Product Development
9.5 Sales
9.6 Training
9.7 Support

10 Global Serious Game Market – By Vertical
10.1 Aerospace and Defence
10.2 Education
10.3 Energy
10.4 Automotive
10.5 Government
10.6 Healthcare
10.7 Retail
10.8 Others

11 Global Serious Game Market – By Geography (Market Size – & million/billion)
11.1 Introduction
11.2 North America
11.2.1 US
11.2.2 Canada
11.2.3 Mexico
11.3 Europe
11.3.1 U.K
11.3.2 Germany
11.3.3 Italy
11.3.4 France
11.3.5 Spain
11.3.6 Rest of Europe
11.4 Asia-Pacific
11.4.1 China
11.4.2 Japan
11.4.3 India
11.4.4 South Korea
11.4.5 Rest of APAC
11.5 Rest of the World
11.5.1 South America
11.5.2 Middle East
11.5.3 Africa

12 Global Serious Game Market – Entropy
12.1 New product launches
12.2 M&A’s, collaborations, JVs and partnerships

13 Global Serious Game Market Company Profile (Key Players)
13.1 Market Share, Company Revenue, Products, M&A, Developments
13.2 Nintendo Co. Ltd.
13.3 Microsoft Corporation
13.4 IBM Corporation
13.5 Cisco Systems Inc.
13.6 Serious Game Interactive
13.7 Designing Digitally Inc
13.8 CCS Digital Education
13.9 Breakaway Ltd.
13.10 Serious Game International
13.11 Applied Research Associate Inc
13.12 Company 11 & more

14 Global Serious Game Market – Appendix
14.1 Sources
14.2 Abbreviations

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