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Serious Gaming

November 2014 | | ID: S8F970F6B97EN
IDATE

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This is IDATE's fourth report dealing with the Serious Games sector. IDATE chose to focus its analysis on a specific segment of SG: human resources management. This was chosen mainly because this type of SG is currently the most widespread among businesses.

IDATE measured SG's distribution level in the economy by focusing on its deployment in companies. In the 2010 edition of our study, we anticipated SG growth in SMEs around 2014, so it was therefore appropriate to see how accurate our estimates were.

We also wanted to thoroughly test the games and discuss with their creators the trends and economic prospects of this complex sector that is difficult to comprehend as a whole.
1. EXECUTIVE SUMMARY

2. METHODOLOGY & DEFINITIONS

2.1. General methodology of IDATE's reports
2.2. Methodology specific to this report
2.3. The SG market valuation methodology

3. HOW SG IS CURRENTLY BEING USED IN HR MANAGEMENT AMONG CAC 40 COMPANIES

4. TRENDS AND CHALLENGES IN THE SG MARKET

4.1. Trends and challenges in the SG sector
  4.1.1. Serious Games, a sector born of skill convergence
  4.1.2. Technological challenges related to devices and accessories
  4.1.3. A rapidly growing sector driven mainly by supply
  4.1.4. Activity and production: what about critical size?
  4.1.5. Business model: from customised to off-the-shelf games
4.2. Interviews with 5 French champions of SG for HR management
  4.2.1. Manzalab
  4.2.2. KTM Advance
  4.2.3. Daesign
  4.2.4. Groupe Interaction
  4.2.5. 3DS (Dassault Systèmes)

5. SG CASE STUDIES

5.1. 'My Experience of the Annual Interview' – Manzalab
5.2. 'Boost your sales' – KTM Advance
5.3. 'M for Manager' – Daesign
5.4. 'Play'INN' – Interaction Games
5.5. 'Play Merit Review' – 3DS

6. VALUATION OF THE SERIOUS GAMING MARKET

6.1. The global market is expected to accelerate in 2016–2017
6.2. The North American market, three times larger than the European market
6.3. The United Kingdom dominates the European market
6.4. Basic and ongoing vocational training will represent more than two-thirds of the market in 2018

7. CONCLUSION: 10 KEY SUCCESS FACTORS FOR AN SG DEVELOPMENT AND PUBLISHING STRATEGY. 53SERIOUS GAMING: STATE OF PLAY, CHALLENGES AND MARKET PROSPECTS

LIST OF TABLES

Table 1: Estimation of the SG reference market by target sector
Table 2: Distribution of the number of SGs in CAC40 companies
Table 3: Number of companies in France by size
Table 4: List of SGs used as HR tools in large CAC 40 companies
Table 5: Fact file for the SG 'My Experience of the Annual Interview' by Manzalab
Table 6: Fact file for the SG 'M for Manager' by Daesign
Table 7: Fact file for the SG 'Play'INN' by Interaction Games
Table 8: Fact file for the SG 'Play Merit Review' by 3DS
Table 9: Global SG market
Table 10: Global SG market by region, 2014–2018
Table 11: Global SG market in Europe and in the five main European countries, 2014–2018
Table 12: Global SG market in basic and ongoing vocational training

LIST OF FIGURES

Figure 1: Growth of the global SG market
Figure 2: 'My Experience of the Annual Interview' – SG by Manzalab
Figure 3: Detailed feedback given at the end of the game from the SG 'My Experience of the Annual Interview' by Manzalab
Figure 4: Homepage for the SG 'Boost your sales' by KTM advance
Figure 5: Results after completing a training module of the SG 'Boost your sales' by KTM advance
Figure 6: Screenshot of a training module of the SG 'Boost your sales' by KTM advance
Figure 7: Screenshot of a training module of the SG 'Boost your sales' by KTM advance
Figure 8: The module 'Conduct a Difficult Interview' from the SG 'M for Manager' by Daesign
Figure 9: The module 'Manage your Manager Time' from the SG 'M for Manager' by Daesign
Figure 10: The module 'Manage your Manager Time' from the SG 'M for Manager' by Daesign
Figure 11: The module 'Manage your Manager Time' from the SG 'M for Manager' by Daesign
Figure 12: Screenshots of the SG 'Play 'INN' by Groupe Interaction
Figure 13: Description of colleague's profile in the SG 'Play Merit Review' by 3DS
Figure 14: Screenshots of the SG 'Play Merit Review' by 3DS
Figure 15: Growth of the global SG market
Figure 16: Growth of the global SG market by region
Figure 17: Growth of global SG market in Europe and in the five main European countries, 2014–2018
Figure 18: Growth of global basic and vocational training market Worldwide Basic Training / Education / Ongoing Vocational Training Serious Game Market (Million EUR)


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