Serious Games
This study examines the various market segments of Serious Gaming based on detailed case studies and a systematic presentation of the corresponding technologies, practices and know-how, while emphasising on the key stages of the design, development and dissemination phases. It also provides technology and business prospects for each market segment.
Key questions
Key questions
- What are the stakes associated with the development of this industry: know-how, development costs, economic models, industrial and publishing strategies?
- What are the recent changes in the value chain of the Serious Gaming industry?
- Who are the main players involved in Serious Gaming?
- What practices and audiences are being targeted by Serious Games?
- What are the latest trends in terms of content and gameplay?
- What are the prospects by market segment?
Contents
1 EXECUTIVE SUMMARY2 METHODOLOGY
3 CROSS-SECTIONAL ANALYSIS
3.1 Ten trends and industrial issues
3.1.1 SG as a fusion of several disciplines
3.1.2 Segmentation of the value chain
3.1.3 An approach based on partnerships
3.1.4 Waiting for ubiquitous SGs and SGs for connected TV
3.1.5 Publishing: downward trend in the number of SGs published
3.1.6 A refocusing of SG themes in terms of numbers of published titles
3.1.7 Dematerialisation in line with usage trends
3.1.8 Growing development costs
3.1.9 Evolving business models
3.1.10 What to expect in 2012
3.2 Economic outlook
3.2.1 The global SG market
3.2.2 The French market
3.2.3 The German market
3.2.4 The Belgian market
3.2.5 The Chinese market
3.2.6 The Spanish market
3.2.7 The UK market
3.2.8 The US market
3.3 Technology outlook
3.3.1 Human-computer interaction (HCI)
3.3.2 Image processing
3.3.3 Network games
3.3.4 Mobility
3.3.5 Robotics
3.3.6 Other technologies
3.4 Business outlook
4 EDUCATIONAL SGS
4.1 Characterisation of the market segment
4.2 Statistics
4.3 Technology issues
4.4 Market segment issues
4.5 Market segment outlook
4.6 Case studies
5 TRAINING SGS
5.1 Characterisation of the market segment
5.2 Statistics
5.3 Technology issues
5.4 Market segment issues
5.5 Market segment outlook
5.6 Case studies
6 HEALTH CARE SGS
6.1 Characterisation of the market segment
6.2 Statistics
6.3 Technology issues
6.4 Market segment issues
6.5 Market segment outlook
6.6 Case studies
7 INFORMATION AND COMMUNICATION SGS
7.1 Characterisation of the market segment
7.2 Statistics
7.3 Technology issues
7.4 Market segment outlook
7.5 Case studies
8 DEFENCE SGS
8.1 Statistics
8.2 SGs in 2D
8.3 Cultivating disruption
8.4 Case studies
LIST OF TABLES
Table 1: Global SG market, 2010-2015
Table 2: The global SG value market
Table 3: Summary of public and private spending as part of the 2009 call for SG projects (a.k.a. AAP NKM)
Table 4: Valuation of the SG industry in France: an approach in terms of value creation
LIST OF FIGURES
Figure 1: SG, an interdisciplinary synthesis
Figure 2: The players of the SG value chain
Figure 3: Collaborative R&D projects as part of a consortium
Figure 4: Commissioned gaming projects
Figure 5: Medium term industry outlook
Figure 6: Number of SG titles published worldwide between 2005 and 2010
Figure 7: Evolution of the number of SG titles published worldwide by target industry between 2005 AND 2010
Figure 8: Distribution of SG reference titles worldwide by target market in 2005 and 2010
Figure 9: Dematerialisation of SG distribution media
Figure 10: Development budgets of SGs in 2009-2010
Figure 11: Possible flows within SG business models
Figure 12: Evolution of the global SG market, 2010-2015
Figure 13: Evolution of the SG market in France, Germany and the UK, 2010-2015
Figure 14: Location of SG publishers and commissioners in France, December 2010
Figure 15: Location of SG designers and developers in France, December 2010
Figure 16: Percentage of SG per market segment from 2002 to 2009
Figure 17: Percentage of the various SG contents from 2002 to 2009 Skip to top