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Serious Games Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027

July 2022 | 143 pages | ID: SBE84C21AD01EN
IMARC Group

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The global serious games market reached a value of US$ 7.30 Billion in 2021. Looking forward, IMARC Group expects the market to reach a value of US$ 26.09 Billion by 2027, exhibiting a CAGR of 22.10% during 2022-2027. Keeping in mind the uncertainties of COVID-19, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic on different end use industries. These insights are included in the report as a major market contributor.

Serious games enable players to engage in activities that allow them to practice different skills and attain goals other than enjoying a leisure activity. They are engaging and immersive and promote learning and behavioral change. They assist rehabilitation centers in translating exercises to actions in the game and consultancy agencies for teaching teamwork and social and logistic dynamics within businesses. Apart from this, they offer a safe virtual environment, improved learning experience, rewards, and story progression or other feedback systems. As a result, serious games are used to teach specific subjects through gamified exercises and simulations.

Serious Games Market Trends:
At present, there is a rise in the demand for user engagement among various enterprises across the globe. This, along with the growing utilization of mobile-based educational games, represents one of the key factors driving the market. In addition, there is an increase in the adoption of virtual reality (VR), creating a realistic environment for the training and development activities of employees in organizations. This, coupled with the rising traction of serious games among the masses, is strengthening the growth of the market. Besides this, various benefits offered, including decision making, self-monitoring, negotiation, enhanced problem recognition, and social skills, are positively influencing the market. Moreover, positive refurbishment and favorable RoI (Return on Investment) of serious games is offering lucrative growth opportunities to industry investors. Furthermore, the rising expenditure in healthcare, defense, and education sectors around the world is catalyzing the demand for serious games. Rapid development in the digital world and the rising usage of social media networks are expected to bolster the growth of the market in the coming years.

Key Market Segmentation:
IMARC Group provides an analysis of the key trends in each sub-segment of the global serious games market, along with forecasts at the global, regional and country level from 2022-2027. Our report has categorized the market based on gaming platform, application and industry vertical.

Breakup by Gaming Platform:

Smartphone
Console
PC
Others

Breakup by Application:

Simulation and Training
Research and Planning
Advertising and Marketing
Human Resources
Others

Breakup by Industry Vertical:

Education
Healthcare
Aerospace and Defense
Government
Retail
Media and Entertainment
Others

Breakup by Region:

North America
United States
Canada
Asia-Pacific
China
Japan
India
South Korea
Australia
Indonesia
Others
Europe
Germany
France
United Kingdom
Italy
Spain
Russia
Others
Latin America
Brazil
Mexico
Others
Middle East and Africa

Competitive Landscape:
The competitive landscape of the industry has also been examined along with the profiles of the key players being Applied Research Associate Inc., BreakAway Games, Cisco Systems Inc., Designing Digitally Inc., Diginext SRL (CS Communication & Syst?mes), Grendel Games, LIB Businessgames B.V., MPS Interactive Systems Limited (MPS Ltd.), Serious Games Interactive, Totem Learning and YES!Delft.

Key Questions Answered in This Report:
How has the global serious games market performed so far and how will it perform in the coming years?
What has been the impact of COVID-19 on the global serious games market?
What are the key regional markets?
What is the breakup of the market based on the gaming platform?
What is the breakup of the market based on the application?
What is the breakup of the market based on the industry vertical?
What are the various stages in the value chain of the industry?
What are the key driving factors and challenges in the industry?
What is the structure of the global serious games market and who are the key players?
What is the degree of competition in the industry?
1 PREFACE

2 SCOPE AND METHODOLOGY

2.1 Objectives of the Study
2.2 Stakeholders
2.3 Data Sources
  2.3.1 Primary Sources
  2.3.2 Secondary Sources
2.4 Market Estimation
  2.4.1 Bottom-Up Approach
  2.4.2 Top-Down Approach
2.5 Forecasting Methodology

3 EXECUTIVE SUMMARY

4 INTRODUCTION

4.1 Overview
4.2 Key Industry Trends

5 GLOBAL SERIOUS GAMES MARKET

5.1 Market Overview
5.2 Market Performance
5.3 Impact of COVID-19
5.4 Market Forecast

6 MARKET BREAKUP BY GAMING PLATFORM

6.1 Smartphone
  6.1.1 Market Trends
  6.1.2 Market Forecast
6.2 Console
  6.2.1 Market Trends
  6.2.2 Market Forecast
6.3 PC
  6.3.1 Market Trends
  6.3.2 Market Forecast
6.4 Others
  6.4.1 Market Trends
  6.4.2 Market Forecast

7 MARKET BREAKUP BY APPLICATION

7.1 Simulation and Training
  7.1.1 Market Trends
  7.1.2 Market Forecast
7.2 Research and Planning
  7.2.1 Market Trends
  7.2.2 Market Forecast
7.3 Advertising and Marketing
  7.3.1 Market Trends
  7.3.2 Market Forecast
7.4 Human Resources
  7.4.1 Market Trends
  7.4.2 Market Forecast
7.5 Others
  7.5.1 Market Trends
  7.5.2 Market Forecast

8 MARKET BREAKUP BY INDUSTRY VERTICAL

8.1 Education
  8.1.1 Market Trends
  8.1.2 Market Forecast
8.2 Healthcare
  8.2.1 Market Trends
  8.2.2 Market Forecast
8.3 Aerospace and Defense
  8.3.1 Market Trends
  8.3.2 Market Forecast
8.4 Government
  8.4.1 Market Trends
  8.4.2 Market Forecast
8.5 Retail
  8.5.1 Market Trends
  8.5.2 Market Forecast
8.6 Media and Entertainment
  8.6.1 Market Trends
  8.6.2 Market Forecast
8.7 Others
  8.7.1 Market Trends
  8.7.2 Market Forecast

9 MARKET BREAKUP BY REGION

9.1 North America
  9.1.1 United States
    9.1.1.1 Market Trends
    9.1.1.2 Market Forecast
  9.1.2 Canada
    9.1.2.1 Market Trends
    9.1.2.2 Market Forecast
9.2 Asia-Pacific
  9.2.1 China
    9.2.1.1 Market Trends
    9.2.1.2 Market Forecast
  9.2.2 Japan
    9.2.2.1 Market Trends
    9.2.2.2 Market Forecast
  9.2.3 India
    9.2.3.1 Market Trends
    9.2.3.2 Market Forecast
  9.2.4 South Korea
    9.2.4.1 Market Trends
    9.2.4.2 Market Forecast
  9.2.5 Australia
    9.2.5.1 Market Trends
    9.2.5.2 Market Forecast
  9.2.6 Indonesia
    9.2.6.1 Market Trends
    9.2.6.2 Market Forecast
  9.2.7 Others
    9.2.7.1 Market Trends
    9.2.7.2 Market Forecast
9.3 Europe
  9.3.1 Germany
    9.3.1.1 Market Trends
    9.3.1.2 Market Forecast
  9.3.2 France
    9.3.2.1 Market Trends
    9.3.2.2 Market Forecast
  9.3.3 United Kingdom
    9.3.3.1 Market Trends
    9.3.3.2 Market Forecast
  9.3.4 Italy
    9.3.4.1 Market Trends
    9.3.4.2 Market Forecast
  9.3.5 Spain
    9.3.5.1 Market Trends
    9.3.5.2 Market Forecast
  9.3.6 Russia
    9.3.6.1 Market Trends
    9.3.6.2 Market Forecast
  9.3.7 Others
    9.3.7.1 Market Trends
    9.3.7.2 Market Forecast
9.4 Latin America
  9.4.1 Brazil
    9.4.1.1 Market Trends
    9.4.1.2 Market Forecast
  9.4.2 Mexico
    9.4.2.1 Market Trends
    9.4.2.2 Market Forecast
  9.4.3 Others
    9.4.3.1 Market Trends
    9.4.3.2 Market Forecast
9.5 Middle East and Africa
  9.5.1 Market Trends
  9.5.2 Market Breakup by Country
  9.5.3 Market Forecast

10 SWOT ANALYSIS

10.1 Overview
10.2 Strengths
10.3 Weaknesses
10.4 Opportunities
10.5 Threats

11 VALUE CHAIN ANALYSIS

12 PORTERS FIVE FORCES ANALYSIS

12.1 Overview
12.2 Bargaining Power of Buyers
12.3 Bargaining Power of Suppliers
12.4 Degree of Competition
12.5 Threat of New Entrants
12.6 Threat of Substitutes

13 PRICE ANALYSIS

14 COMPETITIVE LANDSCAPE

14.1 Market Structure
14.2 Key Players
14.3 Profiles of Key Players
  14.3.1 Applied Research Associate Inc.
    14.3.1.1 Company Overview
    14.3.1.2 Product Portfolio
  14.3.2 BreakAway Games
    14.3.2.1 Company Overview
    14.3.2.2 Product Portfolio
  14.3.3 Cisco Systems Inc.
    14.3.3.1 Company Overview
    14.3.3.2 Product Portfolio
    14.3.3.3 Financials
    14.3.3.4 SWOT Analysis
  14.3.4 Designing Digitally Inc.
    14.3.4.1 Company Overview
    14.3.4.2 Product Portfolio
  14.3.5 Diginext SRL (CS Communication & Syst?mes)
    14.3.5.1 Company Overview
    14.3.5.2 Product Portfolio
  14.3.6 Grendel Games
    14.3.6.1 Company Overview
    14.3.6.2 Product Portfolio
  14.3.7 LIB Businessgames B.V.
    14.3.7.1 Company Overview
    14.3.7.2 Product Portfolio
  14.3.8 MPS Interactive Systems Limited (MPS Ltd.)
    14.3.8.1 Company Overview
    14.3.8.2 Product Portfolio
  14.3.9 Serious Games Interactive
    14.3.9.1 Company Overview
    14.3.9.2 Product Portfolio
  14.3.10 Totem Learning
    14.3.10.1 Company Overview
    14.3.10.2 Product Portfolio
  14.3.11 YES!Delft
    14.3.11.1 Company Overview
    14.3.11.2 Product Portfolio

LIST OF TABLES

Table 1: Global: Serious Games Market: Key Industry Highlights, 2021 and 2027
Table 2: Global: Serious Games Market Forecast: Breakup by Gaming Platform (in Million US$), 2022-2027
Table 3: Global: Serious Games Market Forecast: Breakup by Application (in Million US$), 2022-2027
Table 4: Global: Serious Games Market Forecast: Breakup by Industry Vertical (in Million US$), 2022-2027
Table 5: Global: Serious Games Market Forecast: Breakup by Region (in Million US$), 2022-2027
Table 6: Global: Serious Games Market: Competitive Structure
Table 7: Global: Serious Games Market: Key Players

LIST OF FIGURES

Figure 1: Global: Serious Games Market: Major Drivers and Challenges
Figure 2: Global: Serious Games Market: Sales Value (in Billion US$), 2016-2021
Figure 3: Global: Serious Games Market Forecast: Sales Value (in Billion US$), 2022-2027
Figure 4: Global: Serious Games Market: Breakup by Gaming Platform (in %), 2021
Figure 5: Global: Serious Games Market: Breakup by Application (in %), 2021
Figure 6: Global: Serious Games Market: Breakup by Industry Vertical (in %), 2021
Figure 7: Global: Serious Games Market: Breakup by Region (in %), 2021
Figure 8: Global: Serious Games (Smartphone) Market: Sales Value (in Million US$), 2016 & 2021
Figure 9: Global: Serious Games (Smartphone) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 10: Global: Serious Games (Console) Market: Sales Value (in Million US$), 2016 & 2021
Figure 11: Global: Serious Games (Console) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 12: Global: Serious Games (PC) Market: Sales Value (in Million US$), 2016 & 2021
Figure 13: Global: Serious Games (PC) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 14: Global: Serious Games (Other Gaming Platforms) Market: Sales Value (in Million US$), 2016 & 2021
Figure 15: Global: Serious Games (Other Gaming Platforms) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 16: Global: Serious Games (Simulation and Training) Market: Sales Value (in Million US$), 2016 & 2021
Figure 17: Global: Serious Games (Simulation and Training) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 18: Global: Serious Games (Research and Planning) Market: Sales Value (in Million US$), 2016 & 2021
Figure 19: Global: Serious Games (Research and Planning) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 20: Global: Serious Games (Advertising and Marketing) Market: Sales Value (in Million US$), 2016 & 2021
Figure 21: Global: Serious Games (Advertising and Marketing) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 22: Global: Serious Games (Human Resources) Market: Sales Value (in Million US$), 2016 & 2021
Figure 23: Global: Serious Games (Human Resources) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 24: Global: Serious Games (Other Applications) Market: Sales Value (in Million US$), 2016 & 2021
Figure 25: Global: Serious Games (Other Applications) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 26: Global: Serious Games (Education) Market: Sales Value (in Million US$), 2016 & 2021
Figure 27: Global: Serious Games (Education) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 28: Global: Serious Games (Healthcare) Market: Sales Value (in Million US$), 2016 & 2021
Figure 29: Global: Serious Games (Healthcare) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 30: Global: Serious Games (Aerospace and Defense) Market: Sales Value (in Million US$), 2016 & 2021
Figure 31: Global: Serious Games (Aerospace and Defense) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 32: Global: Serious Games (Government) Market: Sales Value (in Million US$), 2016 & 2021
Figure 33: Global: Serious Games (Government) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 34: Global: Serious Games (Retail) Market: Sales Value (in Million US$), 2016 & 2021
Figure 35: Global: Serious Games (Retail) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 36: Global: Serious Games (Media and Entertainment) Market: Sales Value (in Million US$), 2016 & 2021
Figure 37: Global: Serious Games (Media and Entertainment) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 38: Global: Serious Games (Other Industry Verticals) Market: Sales Value (in Million US$), 2016 & 2021
Figure 39: Global: Serious Games (Other Industry Verticals) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 40: North America: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 41: North America: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 42: United States: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 43: United States: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 44: Canada: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 45: Canada: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 46: Asia-Pacific: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 47: Asia-Pacific: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 48: China: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 49: China: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 50: Japan: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 51: Japan: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 52: India: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 53: India: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 54: South Korea: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 55: South Korea: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 56: Australia: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 57: Australia: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 58: Indonesia: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 59: Indonesia: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 60: Others: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 61: Others: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 62: Europe: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 63: Europe: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 64: Germany: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 65: Germany: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 66: France: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 67: France: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 68: United Kingdom: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 69: United Kingdom: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 70: Italy: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 71: Italy: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 72: Spain: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 73: Spain: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 74: Russia: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 75: Russia: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 76: Others: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 77: Others: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 78: Latin America: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 79: Latin America: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 80: Brazil: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 81: Brazil: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 82: Mexico: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 83: Mexico: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 84: Others: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 85: Others: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 86: Middle East and Africa: Serious Games Market: Sales Value (in Million US$), 2016 & 2021
Figure 87: Middle East and Africa: Serious Games Market: Breakup by Country (in %), 2021
Figure 88: Middle East and Africa: Serious Games Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 89: Global: Serious Games Industry: SWOT Analysis
Figure 90: Global: Serious Games Industry: Value Chain Analysis
Figure 91: Global: Serious Games Industry: Porter's Five Forces Analysis


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