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COVID-19 Impact on Global Serious Games Market Size, Status and Forecast 2020-2026

September 2020 | 95 pages | ID: C1786906F3F8EN
QYResearch

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This report focuses on the global Serious Games status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Serious Games development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
The key players covered in this study
  • BreakAway, Ltd.
  • Designing Digitally, Inc.
  • DIGINEXT
  • IBM Corporation
  • Intuition
  • Learning Nexus Ltd
  • Nintendo Co., Ltd.
  • Promotion Software GmbH
  • Revelian
  • Tata Interactive Systems
Market segment by Type, the product can be split into
  • Enterprises
  • Consumers
Market segment by Application, split into
  • Healthcare
  • Aerospace & defense
  • Government
  • Education
  • Retail
  • Media & Entertainment
  • Others
Market segment by Regions/Countries, this report covers
  • North America
  • Europe
  • China
  • Japan
  • Southeast Asia
  • India
  • Central & South America
The study objectives of this report are:
  • To analyze global Serious Games status, future forecast, growth opportunity, key market and key players.
  • To present the Serious Games development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
  • To strategically profile the key players and comprehensively analyze their development plan and strategies.
  • To define, describe and forecast the market by type, market and key regions.
In this study, the years considered to estimate the market size of Serious Games are as follows:
  • History Year: 2015-2019
  • Base Year: 2019
  • Estimated Year: 2020
  • Forecast Year 2020 to 2026
For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
1 REPORT OVERVIEW

1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by Serious Games Revenue
1.4 Market Analysis by Type
  1.4.1 Global Serious Games Market Size Growth Rate by Type: 2020 VS 2026
  1.4.2 Enterprises
  1.4.3 Consumers
1.5 Market by Application
  1.5.1 Global Serious Games Market Share by Application: 2020 VS 2026
  1.5.2 Healthcare
  1.5.3 Aerospace & defense
  1.5.4 Government
  1.5.5 Education
  1.5.6 Retail
  1.5.7 Media & Entertainment
  1.5.8 Others
1.6 Coronavirus Disease 2019 (Covid-19): Serious Games Industry Impact
  1.6.1 How the Covid-19 is Affecting the Serious Games Industry
    1.6.1.1 Serious Games Business Impact Assessment - Covid-19
    1.6.1.2 Supply Chain Challenges
    1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
  1.6.2 Market Trends and Serious Games Potential Opportunities in the COVID-19 Landscape
  1.6.3 Measures / Proposal against Covid-19
    1.6.3.1 Government Measures to Combat Covid-19 Impact
    1.6.3.2 Proposal for Serious Games Players to Combat Covid-19 Impact
1.7 Study Objectives
1.8 Years Considered

2 GLOBAL GROWTH TRENDS BY REGIONS

2.1 Serious Games Market Perspective (2015-2026)
2.2 Serious Games Growth Trends by Regions
  2.2.1 Serious Games Market Size by Regions: 2015 VS 2020 VS 2026
  2.2.2 Serious Games Historic Market Share by Regions (2015-2020)
  2.2.3 Serious Games Forecasted Market Size by Regions (2021-2026)
2.3 Industry Trends and Growth Strategy
  2.3.1 Market Top Trends
  2.3.2 Market Drivers
  2.3.3 Market Challenges
  2.3.4 Porter’s Five Forces Analysis
  2.3.5 Serious Games Market Growth Strategy
  2.3.6 Primary Interviews with Key Serious Games Players (Opinion Leaders)

3 COMPETITION LANDSCAPE BY KEY PLAYERS

3.1 Global Top Serious Games Players by Market Size
  3.1.1 Global Top Serious Games Players by Revenue (2015-2020)
  3.1.2 Global Serious Games Revenue Market Share by Players (2015-2020)
  3.1.3 Global Serious Games Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.2 Global Serious Games Market Concentration Ratio
  3.2.1 Global Serious Games Market Concentration Ratio (CR5 and HHI)
  3.2.2 Global Top 10 and Top 5 Companies by Serious Games Revenue in 2019
3.3 Serious Games Key Players Head office and Area Served
3.4 Key Players Serious Games Product Solution and Service
3.5 Date of Enter into Serious Games Market
3.6 Mergers & Acquisitions, Expansion Plans

4 BREAKDOWN DATA BY TYPE (2015-2026)

4.1 Global Serious Games Historic Market Size by Type (2015-2020)
4.2 Global Serious Games Forecasted Market Size by Type (2021-2026)

5 SERIOUS GAMES BREAKDOWN DATA BY APPLICATION (2015-2026)

5.1 Global Serious Games Market Size by Application (2015-2020)
5.2 Global Serious Games Forecasted Market Size by Application (2021-2026)

6 NORTH AMERICA

6.1 North America Serious Games Market Size (2015-2020)
6.2 Serious Games Key Players in North America (2019-2020)
6.3 North America Serious Games Market Size by Type (2015-2020)
6.4 North America Serious Games Market Size by Application (2015-2020)

7 EUROPE

7.1 Europe Serious Games Market Size (2015-2020)
7.2 Serious Games Key Players in Europe (2019-2020)
7.3 Europe Serious Games Market Size by Type (2015-2020)
7.4 Europe Serious Games Market Size by Application (2015-2020)

8 CHINA

8.1 China Serious Games Market Size (2015-2020)
8.2 Serious Games Key Players in China (2019-2020)
8.3 China Serious Games Market Size by Type (2015-2020)
8.4 China Serious Games Market Size by Application (2015-2020)

9 JAPAN

9.1 Japan Serious Games Market Size (2015-2020)
9.2 Serious Games Key Players in Japan (2019-2020)
9.3 Japan Serious Games Market Size by Type (2015-2020)
9.4 Japan Serious Games Market Size by Application (2015-2020)

10 SOUTHEAST ASIA

10.1 Southeast Asia Serious Games Market Size (2015-2020)
10.2 Serious Games Key Players in Southeast Asia (2019-2020)
10.3 Southeast Asia Serious Games Market Size by Type (2015-2020)
10.4 Southeast Asia Serious Games Market Size by Application (2015-2020)

11 INDIA

11.1 India Serious Games Market Size (2015-2020)
11.2 Serious Games Key Players in India (2019-2020)
11.3 India Serious Games Market Size by Type (2015-2020)
11.4 India Serious Games Market Size by Application (2015-2020)

12 CENTRAL & SOUTH AMERICA

12.1 Central & South America Serious Games Market Size (2015-2020)
12.2 Serious Games Key Players in Central & South America (2019-2020)
12.3 Central & South America Serious Games Market Size by Type (2015-2020)
12.4 Central & South America Serious Games Market Size by Application (2015-2020)

13 KEY PLAYERS PROFILES

13.1 BreakAway, Ltd.
  13.1.1 BreakAway, Ltd. Company Details
  13.1.2 BreakAway, Ltd. Business Overview and Its Total Revenue
  13.1.3 BreakAway, Ltd. Serious Games Introduction
  13.1.4 BreakAway, Ltd. Revenue in Serious Games Business (2015-2020))
  13.1.5 BreakAway, Ltd. Recent Development
13.2 Designing Digitally, Inc.
  13.2.1 Designing Digitally, Inc. Company Details
  13.2.2 Designing Digitally, Inc. Business Overview and Its Total Revenue
  13.2.3 Designing Digitally, Inc. Serious Games Introduction
  13.2.4 Designing Digitally, Inc. Revenue in Serious Games Business (2015-2020)
  13.2.5 Designing Digitally, Inc. Recent Development
13.3 DIGINEXT
  13.3.1 DIGINEXT Company Details
  13.3.2 DIGINEXT Business Overview and Its Total Revenue
  13.3.3 DIGINEXT Serious Games Introduction
  13.3.4 DIGINEXT Revenue in Serious Games Business (2015-2020)
  13.3.5 DIGINEXT Recent Development
13.4 IBM Corporation
  13.4.1 IBM Corporation Company Details
  13.4.2 IBM Corporation Business Overview and Its Total Revenue
  13.4.3 IBM Corporation Serious Games Introduction
  13.4.4 IBM Corporation Revenue in Serious Games Business (2015-2020)
  13.4.5 IBM Corporation Recent Development
13.5 Intuition
  13.5.1 Intuition Company Details
  13.5.2 Intuition Business Overview and Its Total Revenue
  13.5.3 Intuition Serious Games Introduction
  13.5.4 Intuition Revenue in Serious Games Business (2015-2020)
  13.5.5 Intuition Recent Development
13.6 Learning Nexus Ltd
  13.6.1 Learning Nexus Ltd Company Details
  13.6.2 Learning Nexus Ltd Business Overview and Its Total Revenue
  13.6.3 Learning Nexus Ltd Serious Games Introduction
  13.6.4 Learning Nexus Ltd Revenue in Serious Games Business (2015-2020)
  13.6.5 Learning Nexus Ltd Recent Development
13.7 Nintendo Co., Ltd.
  13.7.1 Nintendo Co., Ltd. Company Details
  13.7.2 Nintendo Co., Ltd. Business Overview and Its Total Revenue
  13.7.3 Nintendo Co., Ltd. Serious Games Introduction
  13.7.4 Nintendo Co., Ltd. Revenue in Serious Games Business (2015-2020)
  13.7.5 Nintendo Co., Ltd. Recent Development
13.8 Promotion Software GmbH
  13.8.1 Promotion Software GmbH Company Details
  13.8.2 Promotion Software GmbH Business Overview and Its Total Revenue
  13.8.3 Promotion Software GmbH Serious Games Introduction
  13.8.4 Promotion Software GmbH Revenue in Serious Games Business (2015-2020)
  13.8.5 Promotion Software GmbH Recent Development
13.9 Revelian
  13.9.1 Revelian Company Details
  13.9.2 Revelian Business Overview and Its Total Revenue
  13.9.3 Revelian Serious Games Introduction
  13.9.4 Revelian Revenue in Serious Games Business (2015-2020)
  13.9.5 Revelian Recent Development
13.10 Tata Interactive Systems
  13.10.1 Tata Interactive Systems Company Details
  13.10.2 Tata Interactive Systems Business Overview and Its Total Revenue
  13.10.3 Tata Interactive Systems Serious Games Introduction
  13.10.4 Tata Interactive Systems Revenue in Serious Games Business (2015-2020)
  13.10.5 Tata Interactive Systems Recent Development

14 ANALYST'S VIEWPOINTS/CONCLUSIONS

15 APPENDIX

15.1 Research Methodology
  15.1.1 Methodology/Research Approach
  15.1.2 Data Source
15.2 Disclaimer
15.3 Author Details
LIST OF TABLES

Table 1. Serious Games Key Market Segments
Table 2. Key Players Covered: Ranking by Serious Games Revenue
Table 3. Ranking of Global Top Serious Games Manufacturers by Revenue (US$ Million) in 2019
Table 4. Global Serious Games Market Size Growth Rate by Type (US$ Million): 2020 VS 2026
Table 5. Key Players of Enterprises
Table 6. Key Players of Consumers
Table 7. COVID-19 Impact Global Market: (Four Serious Games Market Size Forecast Scenarios)
Table 8. Opportunities and Trends for Serious Games Players in the COVID-19 Landscape
Table 9. Present Opportunities in China & Elsewhere Due to the Coronavirus Crisis
Table 10. Key Regions/Countries Measures against Covid-19 Impact
Table 11. Proposal for Serious Games Players to Combat Covid-19 Impact
Table 12. Global Serious Games Market Size Growth by Application (US$ Million): 2020 VS 2026
Table 13. Global Serious Games Market Size by Regions (US$ Million): 2020 VS 2026
Table 14. Global Serious Games Market Size by Regions (2015-2020) (US$ Million)
Table 15. Global Serious Games Market Share by Regions (2015-2020)
Table 16. Global Serious Games Forecasted Market Size by Regions (2021-2026) (US$ Million)
Table 17. Global Serious Games Market Share by Regions (2021-2026)
Table 18. Market Top Trends
Table 19. Key Drivers: Impact Analysis
Table 20. Key Challenges
Table 21. Serious Games Market Growth Strategy
Table 22. Main Points Interviewed from Key Serious Games Players
Table 23. Global Serious Games Revenue by Players (2015-2020) (Million US$)
Table 24. Global Serious Games Market Share by Players (2015-2020)
Table 25. Global Top Serious Games Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Serious Games as of 2019)
Table 26. Global Serious Games by Players Market Concentration Ratio (CR5 and HHI)
Table 27. Key Players Headquarters and Area Served
Table 28. Key Players Serious Games Product Solution and Service
Table 29. Date of Enter into Serious Games Market
Table 30. Mergers & Acquisitions, Expansion Plans
Table 31. Global Serious Games Market Size by Type (2015-2020) (Million US$)
Table 32. Global Serious Games Market Size Share by Type (2015-2020)
Table 33. Global Serious Games Revenue Market Share by Type (2021-2026)
Table 34. Global Serious Games Market Size Share by Application (2015-2020)
Table 35. Global Serious Games Market Size by Application (2015-2020) (Million US$)
Table 36. Global Serious Games Market Size Share by Application (2021-2026)
Table 37. North America Key Players Serious Games Revenue (2019-2020) (Million US$)
Table 38. North America Key Players Serious Games Market Share (2019-2020)
Table 39. North America Serious Games Market Size by Type (2015-2020) (Million US$)
Table 40. North America Serious Games Market Share by Type (2015-2020)
Table 41. North America Serious Games Market Size by Application (2015-2020) (Million US$)
Table 42. North America Serious Games Market Share by Application (2015-2020)
Table 43. Europe Key Players Serious Games Revenue (2019-2020) (Million US$)
Table 44. Europe Key Players Serious Games Market Share (2019-2020)
Table 45. Europe Serious Games Market Size by Type (2015-2020) (Million US$)
Table 46. Europe Serious Games Market Share by Type (2015-2020)
Table 47. Europe Serious Games Market Size by Application (2015-2020) (Million US$)
Table 48. Europe Serious Games Market Share by Application (2015-2020)
Table 49. China Key Players Serious Games Revenue (2019-2020) (Million US$)
Table 50. China Key Players Serious Games Market Share (2019-2020)
Table 51. China Serious Games Market Size by Type (2015-2020) (Million US$)
Table 52. China Serious Games Market Share by Type (2015-2020)
Table 53. China Serious Games Market Size by Application (2015-2020) (Million US$)
Table 54. China Serious Games Market Share by Application (2015-2020)
Table 55. Japan Key Players Serious Games Revenue (2019-2020) (Million US$)
Table 56. Japan Key Players Serious Games Market Share (2019-2020)
Table 57. Japan Serious Games Market Size by Type (2015-2020) (Million US$)
Table 58. Japan Serious Games Market Share by Type (2015-2020)
Table 59. Japan Serious Games Market Size by Application (2015-2020) (Million US$)
Table 60. Japan Serious Games Market Share by Application (2015-2020)
Table 61. Southeast Asia Key Players Serious Games Revenue (2019-2020) (Million US$)
Table 62. Southeast Asia Key Players Serious Games Market Share (2019-2020)
Table 63. Southeast Asia Serious Games Market Size by Type (2015-2020) (Million US$)
Table 64. Southeast Asia Serious Games Market Share by Type (2015-2020)
Table 65. Southeast Asia Serious Games Market Size by Application (2015-2020) (Million US$)
Table 66. Southeast Asia Serious Games Market Share by Application (2015-2020)
Table 67. India Key Players Serious Games Revenue (2019-2020) (Million US$)
Table 68. India Key Players Serious Games Market Share (2019-2020)
Table 69. India Serious Games Market Size by Type (2015-2020) (Million US$)
Table 70. India Serious Games Market Share by Type (2015-2020)
Table 71. India Serious Games Market Size by Application (2015-2020) (Million US$)
Table 72. India Serious Games Market Share by Application (2015-2020)
Table 73. Central & South America Key Players Serious Games Revenue (2019-2020) (Million US$)
Table 74. Central & South America Key Players Serious Games Market Share (2019-2020)
Table 75. Central & South America Serious Games Market Size by Type (2015-2020) (Million US$)
Table 76. Central & South America Serious Games Market Share by Type (2015-2020)
Table 77. Central & South America Serious Games Market Size by Application (2015-2020) (Million US$)
Table 78. Central & South America Serious Games Market Share by Application (2015-2020)
Table 79. BreakAway, Ltd. Company Details
Table 80. BreakAway, Ltd. Business Overview
Table 81. BreakAway, Ltd. Product
Table 82. BreakAway, Ltd. Revenue in Serious Games Business (2015-2020) (Million US$)
Table 83. BreakAway, Ltd. Recent Development
Table 84. Designing Digitally, Inc. Company Details
Table 85. Designing Digitally, Inc. Business Overview
Table 86. Designing Digitally, Inc. Product
Table 87. Designing Digitally, Inc. Revenue in Serious Games Business (2015-2020) (Million US$)
Table 88. Designing Digitally, Inc. Recent Development
Table 89. DIGINEXT Company Details
Table 90. DIGINEXT Business Overview
Table 91. DIGINEXT Product
Table 92. DIGINEXT Revenue in Serious Games Business (2015-2020) (Million US$)
Table 93. DIGINEXT Recent Development
Table 94. IBM Corporation Company Details
Table 95. IBM Corporation Business Overview
Table 96. IBM Corporation Product
Table 97. IBM Corporation Revenue in Serious Games Business (2015-2020) (Million US$)
Table 98. IBM Corporation Recent Development
Table 99. Intuition Company Details
Table 100. Intuition Business Overview
Table 101. Intuition Product
Table 102. Intuition Revenue in Serious Games Business (2015-2020) (Million US$)
Table 103. Intuition Recent Development
Table 104. Learning Nexus Ltd Company Details
Table 105. Learning Nexus Ltd Business Overview
Table 106. Learning Nexus Ltd Product
Table 107. Learning Nexus Ltd Revenue in Serious Games Business (2015-2020) (Million US$)
Table 108. Learning Nexus Ltd Recent Development
Table 109. Nintendo Co., Ltd. Company Details
Table 110. Nintendo Co., Ltd. Business Overview
Table 111. Nintendo Co., Ltd. Product
Table 112. Nintendo Co., Ltd. Revenue in Serious Games Business (2015-2020) (Million US$)
Table 113. Nintendo Co., Ltd. Recent Development
Table 114. Promotion Software GmbH Business Overview
Table 115. Promotion Software GmbH Product
Table 116. Promotion Software GmbH Company Details
Table 117. Promotion Software GmbH Revenue in Serious Games Business (2015-2020) (Million US$)
Table 118. Promotion Software GmbH Recent Development
Table 119. Revelian Company Details
Table 120. Revelian Business Overview
Table 121. Revelian Product
Table 122. Revelian Revenue in Serious Games Business (2015-2020) (Million US$)
Table 123. Revelian Recent Development
Table 124. Tata Interactive Systems Company Details
Table 125. Tata Interactive Systems Business Overview
Table 126. Tata Interactive Systems Product
Table 127. Tata Interactive Systems Revenue in Serious Games Business (2015-2020) (Million US$)
Table 128. Tata Interactive Systems Recent Development
Table 129. Research Programs/Design for This Report
Table 130. Key Data Information from Secondary Sources
Table 131. Key Data Information from Primary Sources

LIST OF FIGURES

Figure 1. Global Serious Games Market Share by Type: 2020 VS 2026
Figure 2. Enterprises Features
Figure 3. Consumers Features
Figure 4. Global Serious Games Market Share by Application: 2020 VS 2026
Figure 5. Healthcare Case Studies
Figure 6. Aerospace & defense Case Studies
Figure 7. Government Case Studies
Figure 8. Education Case Studies
Figure 9. Retail Case Studies
Figure 10. Media & Entertainment Case Studies
Figure 11. Others Case Studies
Figure 12. Serious Games Report Years Considered
Figure 13. Global Serious Games Market Size YoY Growth 2015-2026 (US$ Million)
Figure 14. Global Serious Games Market Share by Regions: 2020 VS 2026
Figure 15. Global Serious Games Market Share by Regions (2021-2026)
Figure 16. Porter's Five Forces Analysis
Figure 17. Global Serious Games Market Share by Players in 2019
Figure 18. Global Top Serious Games Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Serious Games as of 2019
Figure 19. The Top 10 and 5 Players Market Share by Serious Games Revenue in 2019
Figure 20. North America Serious Games Market Size YoY Growth (2015-2020) (Million US$)
Figure 21. Europe Serious Games Market Size YoY Growth (2015-2020) (Million US$)
Figure 22. China Serious Games Market Size YoY Growth (2015-2020) (Million US$)
Figure 23. Japan Serious Games Market Size YoY Growth (2015-2020) (Million US$)
Figure 24. Southeast Asia Serious Games Market Size YoY Growth (2015-2020) (Million US$)
Figure 25. India Serious Games Market Size YoY Growth (2015-2020) (Million US$)
Figure 26. Central & South America Serious Games Market Size YoY Growth (2015-2020) (Million US$)
Figure 27. BreakAway, Ltd. Total Revenue (US$ Million): 2019 Compared with 2018
Figure 28. BreakAway, Ltd. Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 29. Designing Digitally, Inc. Total Revenue (US$ Million): 2019 Compared with 2018
Figure 30. Designing Digitally, Inc. Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 31. DIGINEXT Total Revenue (US$ Million): 2019 Compared with 2018
Figure 32. DIGINEXT Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 33. IBM Corporation Total Revenue (US$ Million): 2019 Compared with 2018
Figure 34. IBM Corporation Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 35. Intuition Total Revenue (US$ Million): 2019 Compared with 2018
Figure 36. Intuition Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 37. Learning Nexus Ltd Total Revenue (US$ Million): 2019 Compared with 2018
Figure 38. Learning Nexus Ltd Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 39. Nintendo Co., Ltd. Total Revenue (US$ Million): 2019 Compared with 2018
Figure 40. Nintendo Co., Ltd. Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 41. Promotion Software GmbH Total Revenue (US$ Million): 2019 Compared with 2018
Figure 42. Promotion Software GmbH Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 43. Revelian Total Revenue (US$ Million): 2019 Compared with 2018
Figure 44. Revelian Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 45. Tata Interactive Systems Total Revenue (US$ Million): 2019 Compared with 2018
Figure 46. Tata Interactive Systems Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 47. Bottom-up and Top-down Approaches for This Report
Figure 48. Data Triangulation
Figure 49. Key Executives Interviewed


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