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Serious Game Market by Vertical (Education, Corporate, Healthcare, Retail, Media and Advertising), Application (Training, Sales, Human Resource, Marketing), Platform, End-User (Enterprise, Consumer), and Region - Forecast to 2020

May 2015 | 147 pages | ID: S944D80D32DEN
MarketsandMarkets

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The term serious game was coined by Clark Abt in the 1970s in his book “Serious Games”. It refers to various digital applications that are developed to impart learning through games. It includes games whose main purpose is not to entertain, but to educate and teach users and create awareness about a subject.

A key driving factor for the growth of the serious game market is the high return on investment (ROI). Besides, several other factors such as the increased need for user engagement across enterprises and consumer brands, growing usage of mobile-based educational games, and improved learning outcomes are also propelling the growth of the market. However, some of the restraining factors for the growth of the serious game market include improper game design, lack of awareness about serious games, and lack of assessment tools to measure serious game effectiveness. The increasing scale of digitization and emergence of social networks are some of the key challenges for the serious game market.

The serious game market report analyzes the market by vertical, application, platform, end user, and region. The serious game market has been segmented based on vertical into aerospace & defence, automotive, corporate, education, energy, government, healthcare, retail, media & advertising, and others. The application includes emergency services, human resources, marketing, product development, sales, training, and support. The platform covers hand-held, mobile-based, PC-based, and web-based platforms. The end-users include consumers and enterprises.

The report also provides the geographic view for the major regions including North America, Europe, Asia-Pacific (APAC), and the Rest of the World (RoW). In this report, the market drivers, restraints, and opportunities have been covered and are described briefly along with their impact on the serious game market. North America is the largest market for serious games; however, APAC is estimated to grow at the highest CAGR between 2015 and 2020. The key players in the market include IBM Corp. (U.S.), Cisco Systems Inc. (U.S.), Microsoft Corp. (U.S.), Nintendo Co. Ltd. (Japan), BreakAway Games (U.S.), and Serious Game International (U.K.) among others.

Key Takeaways:
  • The total market size in terms of value for the serious game market is expected to grow at an estimated CAGR of 16.38% between 2015 and 2020.
  • This report includes the market statistics pertaining to vertical, application, platform, end user, and region along with their respective revenues.
  • Porter’s Five Forces framework has been utilized along with the value chain analysis to provide an in-depth insight into the serious game market.
  • Major market drivers, restraints, and opportunities for the serious game market have been detailed in this report.
  • Illustrative segmentation, analysis, and forecast for the markets based on major vertical, application, platform, end user, and region has been conducted to give an overall view of the serious game market.
  • The detailed competitive landscape includes key players, in-depth analysis, and revenue of the respective companies.
1 INTRODUCTION

1.1 OBJECTIVES OF THE STUDY
1.2 MARKET DEFINITION
1.3 SCOPE OF THE STUDY
  1.3.1 MARKET COVERED
  1.3.2 YEARS CONSIDERED FOR THE STUDY
1.4 CURRENCY & PRICING
1.5 LIMITATIONS
1.6 STAKEHOLDERS

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 DEMAND-SIDE ANALYSIS
  2.2.1 INTRODUCTION
    2.2.1.1 The implementation of serious games would greatly help in reducing costs
    2.2.1.2 Death due to medical errors
    2.2.1.3 Increasing proliferation of mobile devices and social media
2.3 MARKET SIZE ESTIMATION
  2.3.1 BOTTOM-UP APPROACH
  2.3.2 TOP-DOWN APPROACH
2.4 MARKET BREAKDOWN & DATA TRIANGULATION
2.5 RESEARCH ASSUMPTIONS
  2.5.1 ASSUMPTIONS OF THE RESEARCH STUDY

3 EXECUTIVE SUMMARY

4 PREMIUM INSIGHT – SERIOUS GAME MARKET

4.1 SERIOUS GAME MARKET, 2015-2020 ($MILLION)
4.2 SERIOUS GAME MARKET, BY FUNCTION (2015-2020)
4.3 SERIOUS GAME MARKET, BY REGION AND PLATFORM (2014)
4.4 SERIOUS GAME MARKET, BY COUNTRY (2015)
4.5 TOP FIVE FUNCTIONS IN THE SERIOUS GAME MARKET (2015)
4.6 SERIOUS GAME MARKET, BY ASIA-PACIFIC, 2020

5 MARKET OVERVIEW

5.1 INTRODUCTION
5.2 EVOLUTION
5.3 MARKET SEGMENTATION
  5.3.1 BY VERTICAL
  5.3.2 BY FUNCTION
  5.3.3 BY PLATFORM
  5.3.4 BY END-USER
  5.3.5 BY REGION
5.4 MARKET DYNAMICS
  5.4.1 DRIVERS
    5.4.1.1 Serious game drives the profitability
    5.4.1.2 Increased need for user engagement across enterprises and consumer brands
    5.4.1.3 Growing usage of mobile-based educational games
    5.4.1.4 Improvement in learning outcomes is expected to increase the adoption of serious game among end-users
  5.4.2 RESTRAINTS
    5.4.2.1 Improper game design could hinder the market’s growth
    5.4.2.2 Lack of awareness about serious games
    5.4.2.3 Lack of assessment tools to measure the effectiveness of serious game
  5.4.3 OPPORTUNITIES
    5.4.3.1 Large-scale digitization
    5.4.3.2 Emergence of social networks to pave new growth avenues
  5.4.4 CHALLENGES
    5.4.4.1 Unavailability of direct-to-consumer based serious games

6 INDUSTRY TREND

6.1 INTRODUCTION
6.2 VALUE CHAIN ANALYSIS
6.3 PORTER’S FIVE FORCES ANALYSIS
  6.3.1 INTENSITY OF RIVALRY
  6.3.2 THREAT OF SUBSTITUTES
  6.3.3 BARGAINING POWER OF BUYERS
  6.3.4 BARGAINING POWER OF SUPPLIERS
  6.3.5 THREAT OF NEW ENTRANTS
6.4 STRATEGIC BENCHMARKING
  6.4.1 TECHNOLOGY INTEGRATION AND PRODUCT ENHANCEMENT

7 MARKET ANALYSIS, BY VERTICAL

7.1 INTRODUCTION
7.2 AEROSPACE AND DEFENCE
7.3 AUTOMOTIVE
7.4 CORPORATE
7.5 EDUCATION
7.6 ENERGY
7.7 GOVERNMENT
7.8 HEALTHCARE
7.9 RETAIL
7.10 MEDIA AND ADVERTISING
7.11 OTHERS

8 MARKET ANALYSIS, BY FUNCTION

8.1 INTRODUCTION
8.2 EMERGENCY SERVICES
8.3 HUMAN RESOURCES
8.4 MARKETING
8.5 PRODUCT DEVELOPMENT
8.6 SALES
8.7 TRAINING
8.8 SUPPORT

9 MARKET ANALYSIS, BY PLATFORM

9.1 INTRODUCTION
9.2 HAND-HELD
9.3 MOBILE-BASED
9.4 PC-BASED
9.5 WEB-BASED

10 MARKET ANALYSIS, BY END-USER

10.1 INTRODUCTION
10.2 CONSUMER
10.3 ENTERPRISE

11 REGIONAL ANALYSIS

11.1 INTRODUCTION
11.2 NORTH AMERICA
11.3 EUROPE
11.4 ASIA-PACIFIC (APAC)
11.5 REST OF THE WORLD (ROW)

12 COMPETITIVE LANDSCAPE

12.1 OVERVIEW
12.2 COMPETITIVE SITUATION AND TRENDS
  12.2.1 PARTNERSHIPS, AGREEMENTS, AND CONTRACTS
  12.2.2 PRODUCT DEVELOPMENT
  12.2.3 NEW PRODUCT LAUNCH

13 COMPANY PROFILES

13.1 INTRODUCTION
13.2 CISCO SYSTEMS INC.
13.3 IBM CORPORATION
13.4 MICROSOFT CORPORATION
13.5 NINTENDO CO. LTD.
13.6 SERIOUS GAME INTERNATIONAL
13.7 APPLIED RESEARCH ASSOCIATE INC
13.8 ATEN INTELLIGENT EDUCATIONAL SYSTEMS INC.
13.9 BREAKAWAY LTD.
13.10 CCS DIGITAL EDUCATION
13.11 DESIGNING DIGITALLY INC.
13.12 SERIOUS GAME INTERACTIVE

14 APPENDIX

14.1 INSIGHTS OF INDUSTRY EXPERTS
14.2 DISCUSSION GUIDE
14.3 INTRODUCING RT: REAL TIME MARKET INTELLIGENCE
14.4 AVAILABLE CUSTOMIZATIONS
14.5 RELATED REPORTS

LIST OF TABLES

Table 1 SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION)
Table 2 HIGH RETURN ON INVESTMENT IS PROPELLING THE GROWTH OF THE SERIOUS GAME MARKET
Table 3 IMPROPER GAME DESIGN IS RESTRAINING THE GROWTH OF THE SERIOUS GAME MARKET
Table 4 LARGE-SCALE OF DIGITIZATION IS EXPECTED TO BOOST THE SERIOUS GAME MARKET
Table 5 UNAVAILABILITY OF DIRECT-TO-CONSUMER BASED SERIOUS GAME IS EXPECTED TO BE A CHALLENGE FOR END-USERS
Table 6 SERIOUS GAME MARKET, BY VERTICAL, 2014–2020 ($MILLION)
Table 7 AEROSPACE AND DEFENCE: SERIOUS GAME MARKET, BY FUNCTION, 2014–2020 ($MILLION)
Table 8 AEROSPACE AND DEFENCE: SERIOUS GAME MARKET, BY REGION, 2014–2020 ($MILLION)
Table 9 AUTOMOTIVE: SERIOUS GAME MARKET, BY FUNCTION, 2014–2020 ($MILLION)
Table 10 AUTOMOTIVE: SERIOUS GAME MARKET, BY REGION, 2014–2020 ($MILLION)
Table 11 CORPORATE: SERIOUS GAME MARKET, BY FUNCTION, 2014–2020 ($MILLION)
Table 12 CORPORATE: SERIOUS GAME MARKET, BY REGION, 2014–2020 ($MILLION)
Table 13 EDUCATION: SERIOUS GAME MARKET, BY FUNCTION, 2014–2020 ($MILLION)
Table 14 EDUCATION: SERIOUS GAME MARKET, BY REGION, 2014–2020 ($MILLION)
Table 15 ENERGY: SERIOUS GAME MARKET, BY FUNCTION, 2014–2020 ($MILLION)
Table 16 ENERGY: SERIOUS GAME MARKET, BY REGION, 2014–2020 ($MILLION)
Table 17 GOVERNMENT: SERIOUS GAME MARKET, BY FUNCTION, 2014–2020 ($MILLION)
Table 18 GOVERNMENT: SERIOUS GAME MARKET, BY REGION, 2014–2020 ($MILLION)
Table 19 HEALTHCARE: SERIOUS GAME MARKET, BY FUNCTION, 2014–2020 ($MILLION)
Table 20 HEALTHCARE: SERIOUS GAME MARKET, BY REGION, 2014–2020 ($MILLION)
Table 21 RETAIL: SERIOUS GAME MARKET, BY FUNCTION, 2014–2020 ($MILLION)
Table 22 RETAIL: SERIOUS GAME MARKET, BY REGION, 2014–2020 ($MILLION)
Table 23 MEDIA & ADVERTISING SERIOUS GAME MARKET, BY FUNCTION, 2014–2020 ($MILLION)
Table 24 MEDIA & ADVERTISING SERIOUS GAME MARKET, BY REGION, 2014–2020 ($MILLION)
Table 25 OTHER SERIOUS GAME MARKET, BY FUNCTION, 2014–2020 ($MILLION)
Table 26 OTHER SERIOUS GAME MARKET, BY REGION, 2014–2020 ($MILLION)
Table 27 SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION)
Table 28 EMERGENCY SERVICES: SERIOUS GAME MARKET, BY VERTICAL, 2014–2020 ($MILLION)
Table 29 EMERGENCY SERVICES: SERIOUS GAME MARKET, BY END–USER, 2014–2020 ($MILLION)
Table 30 HUMAN RESOURCES: SERIOUS GAME MARKET, BY VERTICAL, 2014–2020 ($MILLION)
Table 31 HUMAN RESOURCES: SERIOUS GAME MARKET, BY END–USER, 2014–2020 ($MILLION)
Table 32 MARKETING: SERIOUS GAME MARKET, BY VERTICAL, 2014–2020 ($MILLION)
Table 33 MARKETING: SERIOUS GAME MARKET, BY END–USER, 2014–2020 ($MILLION)
Table 34 PRODUCT DEVELOPMENT: SERIOUS GAME MARKET, BY VERTICAL, 2014–2020 ($MILLION)
Table 35 PRODUCT DEVELOPMENT: SERIOUS GAME MARKET, BY END–USER, 2014–2020 ($MILLION)
Table 36 SALES: SERIOUS GAME MARKET, BY VERTICAL, 2014–2020 ($MILLION)
Table 37 SALES: SERIOUS GAME MARKET, BY END–USER, 2014–2020 ($MILLION)
Table 38 TRAINING: SERIOUS GAME MARKET, BY VERTICAL, 2014–2020 ($MILLION)
Table 39 TRAINING: SERIOUS GAME MARKET, BY END–USER, 2014–2020 ($MILLION)
Table 40 SUPPORT: SERIOUS GAME MARKET, BY VERTICAL, 2014–2020 ($MILLION)
Table 41 SUPPORT: SERIOUS GAME MARKET, BY END–USER, 2014–2020 ($MILLION)
Table 42 SERIOUS GAME MARKET, BY PLATFORM, 2014–2020 ($MILLION)
Table 43 SERIOUS GAME MARKET, BY END-USER, 2014–2020 ($MILLION)
Table 44 CONSUMER: SERIOUS GAME MARKET, BY VERTICAL, 2014–2020 ($MILLION)
Table 45 CONSUMER: SERIOUS GAME MARKET, BY FUNCTION, 2014–2020 ($MILLION)
Table 46 CONSUMER: SERIOUS GAME MARKET, BY REGION, 2014–2020 ($MILLION)
Table 47 ENTERPRISE: SERIOUS GAME MARKET, BY VERTICAL, 2014–2020 ($MILLION)
Table 48 ENTERPRISE: SERIOUS GAME MARKET, BY FUNCTION, 2014–2020 ($MILLION)
Table 49 ENTERPRISE: SERIOUS GAME MARKET, BY REGION, 2014–2020 ($MILLION)
Table 50 SERIOUS GAME MARKET, BY REGION, 2014–2020 ($MILLION)
Table 51 NORTH AMERICA: SERIOUS GAME MARKET, BY COUNTRY, 2014–2020 ($MILLION)
Table 52 NORTH AMERICA: SERIOUS GAME MARKET, BY VERTICAL, 2014–2020 ($MILLION)
Table 53 NORTH AMERICA: SERIOUS GAME MARKET, BY PLATFORM, 2014–2020 ($MILLION)
Table 54 NORTH AMERICA: SERIOUS GAME MARKET, BY END-USER, 2014–2020 (MILLION USD)
Table 55 EUROPE: SERIOUS GAME MARKET, BY COUNTRY, 2014–2020 ($MILLION)
Table 56 EUROPE: SERIOUS GAME MARKET, BY VERTICAL, 2014–2020 ($MILLION)
Table 57 EUROPE: SERIOUS GAME MARKET, BY PLATFORM, 2014–2020 ($MILLION)
Table 58 EUROPE: SERIOUS GAME MARKET, BY END-USER, 2014–2020 ($MILLION)
Table 59 APAC: SERIOUS GAME MARKET, BY COUNTRY, 2014–2020 ($MILLION)
Table 60 APAC: SERIOUS GAME MARKET, BY VERTICAL, 2014–2020 ($MILLION)
Table 61 APAC: SERIOUS GAME MARKET, BY PLATFORM, 2014–2020 ($MILLION)
Table 62 APAC: SERIOUS GAME MARKET, BY END-USER, 2014–2020 ($MILLION)
Table 63 ROW: SERIOUS GAME MARKET, BY COUNTRY, 2014–2020 ($MILLION)
Table 64 ROW: SERIOUS GAME MARKET, BY VERTICAL, 2014–2020 ($MILLION)
Table 65 ROW: SERIOUS GAME MARKET, BY PLATFORM, 2014–2020 ($MILLION)
Table 66 ROW: SERIOUS GAME MARKET, BY END-USER, 2014–2020 ($MILLION)
Table 67 PARTNERSHIPS, AGREEMENTS, COLLABORATIONS, AND CONTRACTS, 2011-2014
Table 68 NEW PRODUCT DEVELOPMENT, 2012 - 2015
Table 69 NEW PRODUCT LAUNCH, 2012 - 2014

LIST OF FIGURES

Figure 1 RESEARCH DESIGN
Figure 2 BOTTOM-UP APPROACH
Figure 3 TOP-DOWN APPROACH
Figure 4 DATA TRIANGULATION
Figure 5 SERIOUS GAME MARKET SEGMENTATION
Figure 6 SERIOUS GAME FUNCTION MARKET SNAPSHOT (2015 VS. 2020): MARKET FOR TRAINING IS EXPECTED TO ACCOUNT FOR THE MAJOR SHARE DURING THE FORECAST PERIOD
Figure 7 SERIOUS GAME MARKET, BY VERTICAL, 2015
Figure 8 SERIOUS GAME MARKET, BY REGION, 2015
Figure 9 ATTRACTIVE OPPORTUNITY IN THE SERIOUS GAME MARKET
Figure 10 TRAINING FUNCTION ACCOUNTED FOR THE HIGHEST MARKET SHARE IN THE SERIOUS GAME MARKET
Figure 11 MOBILE-BASED SERIOUS GAME ACCOUNTED FOR THE HIGHEST MARKET SHARE
Figure 12 THE U.S. ACCOUNTED FOR THE HIGHEST SHARE IN THE SERIOUS GAME MARKET IN 2015
Figure 13 CORPORATE AND EDUCATION SECTORS ARE EXPECTED TO ACCOUNT FOR THE HIGHEST MARKET SHARE IN NORTH AMERICA
Figure 14 INDIA IS EXPECTED TO GROW AT A HIGHER CAGR BETWEEN 2015 AND 2020
Figure 15 EVOLUTION OF SERIOUS GAME
Figure 16 SERIOUS GAME MARKET SEGMENTATION: BY VERTICAL
Figure 17 SERIOUS GAME MARKET SEGMENTATION: BY FUNCTION
Figure 18 SERIOUS GAME MARKET SEGMENTATION: BY PLATFORM
Figure 19 SERIOUS GAME MARKET SEGMENTATION: BY END-USER
Figure 20 SERIOUS GAME MARKET SEGMENTATION: BY REGION
Figure 21 THE HIGH RETURN ON INVESTMENT IS EXPECTED TO SPUR THE DEMAND FOR SERIOUS GAMES
Figure 22 VALUE CHAIN ANALYSIS: MAJOR VALUE IS ADDED DURING THE DEVELOPMENT STAGE OF SERIOUS GAMES
Figure 23 PORTER’S FIVE FORCES ANALYSIS
Figure 24 INTENSITY OF RIVALRY
Figure 25 THREAT OF SUBSTITUTES
Figure 26 BARGAINING POWER OF BUYERS
Figure 27 BARGAINING POWER OF SUPPLIERS
Figure 28 THREAT OF NEW ENTRANTS
Figure 29 STRATEGIC BENCHMARKING: MICROSOFT AND NINTENDO LARGELY ADOPTED ORGANIC GROWTH STRATEGIES FOR TECHNOLOGY INTEGRATION AND PRODUCT ENHANCEMENT
Figure 30 SERIOUS GAME MARKET SEGMENTATION, BY VERTICAL
Figure 31 NORTH AMERICA DOMINATED THE AEROSPACE AND DEFENCE MARKET FOR SERIOUS GAMES
Figure 32 THE SALES FUNCTION IS EXPECTED TO GROW AT THE HIGHEST CAGR BETWEEN 2015 AND 2020 IN THE CORPORATE SECTOR
Figure 33 APAC IS EXPECTED TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD IN THE EDUCATION SEGMENT
Figure 34 THE TRAINING FUNCTION IS EXPECTED TO DOMINATE THE SERIOUS GAME MARKET IN THE GOVERNMENT SECTOR BETWEEN 2015 AND 2020
Figure 35 THE SALES FUNCTION OF SERIOUS GAMES IS EXPECTED TO GROW AT A HIGHER CAGR DURING 2015 AND 2020 IN THE RETAIL SECTOR
Figure 36 NORTH AMERICA ACCOUNTED FOR A MAJOR SHARE OF THE MEDIA AND ADVERTISING SERIOUS GAME MARKET
Figure 37 THE TRAINING FUNCTION IS EXPECTED TO DOMINATE THE SERIOUS GAME MARKET BETWEEN 2015 AND 2020
Figure 38 CORPORATE SECTOR IS EXPECTED TO GROW AT THE HIGHEST CAGR DURING FORECAST PERIOD
Figure 39 THE ENTERPRISE SECTOR IS EXPECTED TO LEAD THE MARKETING FUNCTION OF SERIOUS GAMES DURING THE FORECAST PERIOD
Figure 40 THE ENTERPRISE SEGMENT IS EXPECTED TO LEAD THE MARKET FOR SERIOUS GAMES USED IN THE SALES FUNCTION BETWEEN 2015 AND 2020
Figure 41 THE HEALTHCARE SEGMENT IS EXPECTED TO DOMINATE THE SUPPORT FUNCTION OF THE SERIOUS GAME MARKET BETWEEN 2015 AND 2020
Figure 42 SERIOUS GAME MARKET, BY PLATFORM
Figure 43 MOBILE-BASED GAMES ARE EXPECTED TO DOMINATE THE SERIOUS GAME MARKET DURING THE FORECAST PERIOD
Figure 44 SERIOUS GAME MARKET SEGMENTATION: BY END-USER
Figure 45 THE EDUCATION SEGMENT IS EXPECTED TO DOMINATE THE CONSUMER MARKET BETWEEN 2015 AND 2020
Figure 46 SALES FUNCTION ACCOUNTED FOR A MAJOR SHARE OF THE ENTERPRISE MARKET FOR SERIOUS GAMES
Figure 47 GEOGRAPHIC SNAPSHOT - DEVELOPING COUNTRIES ARE EMERGING AS NEW HOT SPOTS
Figure 48 NORTH AMERICA IS EXPECTED TO DOMINATE THE SERIOUS GAME MARKET DURING 2015 AND 2020
Figure 49 NORTH AMERICA SNAPSHOT (2014-2020): DEMAND IS LIKELY TO BE DRIVEN BY HUGE INVESTMENTS BY BIG PLAYERS IN THE SERIOUS GAME MARKET
Figure 50 THE ENTERPRISE SEGMENT IS EXPECTED TO DOMINATE THE NORTH AMERICAN SERIOUS GAME MARKET
Figure 51 WEB-BASED SERIOUS GAMES ARE EXPECTED TO GROW AT A HIGHER CAGR IN THE EUROPEAN MARKET
Figure 52 ASIA PACIFIC SERIOUS GAME MARKET SNAPSHOT - CHINA IS THE MOST LUCRATIVE MARKET
Figure 53 THE HEALTHCARE SEGMENT IS EXPECTED TO DOMINATE THE APAC SERIOUS GAME MARKET BETWEEN 2015 AND 2020
Figure 54 SOUTH AMERICA IS EXPECTED TO DOMINATE AS WELL AS GROW AT A HIGHER RATE DURING 2015 AND 2020
Figure 55 MOBILE-BASED SERIOUS GAMES ACCOUNTED FOR A MAJOR MARKET SHARE OF THE ROW MARKET
Figure 56 COMPANIES ADOPTED PARTNERSHIPS, AGREEMENTS, AND CONTRACTS AS KEY GROWTH STRATEGIES DURING 2012 AND 2015
Figure 57 MICROSOFT CORP. GREW AT THE FASTEST RATE BETWEEN 2011 AND 2014
Figure 58 MARKET EVOLUTION FRAMEWORK-SIGNIFICANT PARTNERSHIPS, AGREEMENTS, AND CONTRACTS HAVE FUELLED THE GROWTH AND INNOVATION IN THE SERIOUS GAME MARKET IN 2014
Figure 59 BATTLE FOR MARKET SHARE: PARTNERSHIPS, AGREEMENTS, AND CONTRACTS COMPRISED THE KEY STRATEGY
Figure 60 GEOGRAPHIC REVENUE MIX OF THE TOP FIVE MARKET PLAYERS
Figure 61 CISCO SYSTEMS INC.: COMPANY SNAPSHOT
Figure 62 CISCO SYSTEMS INC.: SWOT ANALYSIS
Figure 63 IBM CORPORATION: COMPANY SNAPSHOT
Figure 64 IBM CORPORATION: SWOT ANALYSIS
Figure 65 MICROSOFT CORPORATION: COMPANY SNAPSHOT
Figure 66 MICROSOFT CORPORATION: SWOT ANALYSIS
Figure 67 NINTENDO CO. LTD.: COMPANY SNAPSHOT
Figure 68 NINTENDO CO. LTD.: SWOT ANALYSIS
Figure 69 SERIOUS GAME INTERNATIONAL: SWOT ANALYSIS


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