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Global Serious Games Market Size, Industry Analysis By Segmentations, Top Key Players, Trends, Future Development & Forecast 2024-2035

  • PUBLISHED ON
  • 3/1/2023
  • NO OF PAGES
  • 290
  • CATEGORY
  • Information Technology
Serious Games market report presents a global overview of market shares, size, statistics, trends, demand, revenue and growth opportunities by key players, regions and countries. This report offers a complete market overview during the past, present, and the forecast period till 2032 which helps to identify future opportunities, risk factors, growing areas. Report also highlight on recent developments, technological innovations, market affecting factors, demographics analysis, demand and supply chain which gives brief strategy of market growth during the forecast period. It also gives in-depth insights on SWOT and PESTLE analysis based on industry segmentations and regional developments.

Market Overview:
The report provides a basic overview of the industry including definitions, classifications, and industry chain structure. The Serious Games market analysis is provided for the international markets including development trends, competitive landscape analysis, and key regions development status. Development policies and plans are discussed as well as manufacturing processes and cost structures are also analyzed. This report also states import/export consumption, supply and demand, price, revenue and gross margins.

Report Scope:
The primary and secondary research is done in order to access up-to-date government regulations, market information and industry data. Data were collected from the Serious Games manufacturers, distributors, end users, industry associations, governments’ industry bureaus, industry publications, industry experts, third party database, and our in-house databases. The report combines extensive quantitative analysis and exhaustive qualitative analysis, ranges from a macro overview of the total market size, industry chain, and market dynamics to micro details of segment by type, application and region and as a result provides a holistic view of as well as a deep insight into the Serious Games market covering all its essential aspects.

Global Serious Games Market: Segmentations


Global Serious Games Market: By Types
Enterprises
Consumers

Global Serious Games Market: By Applications
Healthcare
Aerospace & defense
Government
Education
Retail
Media & Entertainment
Others

Global Serious Games Market: Major Players
BreakAway, Ltd.
Designing Digitally, Inc.
DIGINEXT
IBM Corporation
Intuition
Learning Nexus Ltd
Nintendo Co., Ltd.
Promotion Software GmbH
Revelian
Tata Interactive Systems

Global Serious Games Market: By Regions
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia, and Rest of Asia-Pacific)
South America (Brazil, Argentina, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)


Key Benefits:
• The analysis provides an overview of the factors driving and limiting the growth of the market including trends, structure and others.
• Market estimation for type and geographic segments is derived from the current market scenario and expected market trends.
• Porter’s Five Force Model and SWOT analysis are used to study the global Serious Games market and would help stakeholders make strategic decisions.
• The analysis assists in understanding the strategies adopted by the companies for the growth of this market.
• In-depth analysis of the types of Serious Games would help in identifying future applications in this market.

Reasons to Purchase this Report:
• Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
• Provision of market value (USD Billion) data for each segment and sub-segment
• Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
• Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
• Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
• Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
• The current as well as the future market outlook of the industry with respect to recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
• Includes in-depth analysis of the market of various perspectives through Porter’s five forces analysis
• Provides insight into the market through Value Chain
• Market dynamics scenario, along with growth opportunities of the market in the years to come
• 6-month post-sales analyst support

Objectives of the Study:
• To provide with an exhaustive analysis on the Serious Games Market by Product, By Application, By End User and by Region.
• To cater comprehensive information on factors impacting market growth (drivers, restraints, opportunities, and industry-specific restraints)
• To evaluate and forecast micro-markets and the overall market
• To predict the market size, in key regions— North America, Europe, Asia Pacific, Latin America and Middle East and Africa.
• To record and evaluate competitive landscape mapping- product launches, technological advancements, mergers and expansions
Base Year: 2023
Historic Year: 2016-2022
Forecast: 2024-2035
1 Market Overview
1.1 Product Overview and Scope of Serious Games
1.2 Classification of Serious Games by Type
1.2.1 Overview: Global Serious Games Market Size by Type: 2017 Versus 2022 Versus 2032
1.2.2 Global Serious Games Revenue Market Share by Type in 2022
1.2.3 Enterprises
1.2.4 Consumers
1.3 Global Serious Games Market by Application
1.3.1 Overview: Global Serious Games Market Size by Application: 2017 Versus 2022 Versus 2032
1.3.2 Healthcare
1.3.3 Aerospace & defense
1.3.4 Government
1.3.5 Education
1.3.6 Retail
1.3.7 Media & Entertainment
1.3.8 Others
1.4 Global Serious Games Market Size & Forecast
1.5 Global Serious Games Market Size and Forecast by Region
1.5.1 Global Serious Games Market Size by Region: 2017 VS 2022 VS 2032
1.5.2 Global Serious Games Market Size by Region, (2016-2021)
1.5.3 North America Serious Games Market Size and Prospect (2017-2032)
1.5.4 Europe Serious Games Market Size and Prospect (2017-2032)
1.5.5 Asia-Pacific Serious Games Market Size and Prospect (2017-2032)
1.5.6 South America Serious Games Market Size and Prospect (2017-2032)
1.5.7 Middle East and Africa Serious Games Market Size and Prospect (2017-2032)
1.6 Market Drivers, Restraints and Trends
1.6.1 Serious Games Market Drivers
1.6.2 Serious Games Market Restraints
1.6.3 Serious Games Trends Analysis
2 Company Profiles
2.1 BreakAway, Ltd.
2.1.1 BreakAway, Ltd. Details
2.1.2 BreakAway, Ltd. Major Business
2.1.3 BreakAway, Ltd. Serious Games Product and Solutions
2.1.4 BreakAway, Ltd. Serious Games Revenue, Gross Margin and Market Share (2017-2022)
2.1.5 BreakAway, Ltd. Recent Developments and Future Plans
2.2 Designing Digitally, Inc.
2.2.1 Designing Digitally, Inc. Details
2.2.2 Designing Digitally, Inc. Major Business
2.2.3 Designing Digitally, Inc. Serious Games Product and Solutions
2.2.4 Designing Digitally, Inc. Serious Games Revenue, Gross Margin and Market Share (2017-2022)
2.2.5 Designing Digitally, Inc. Recent Developments and Future Plans
2.3 DIGINEXT
2.3.1 DIGINEXT Details
2.3.2 DIGINEXT Major Business
2.3.3 DIGINEXT Serious Games Product and Solutions
2.3.4 DIGINEXT Serious Games Revenue, Gross Margin and Market Share (2017-2022)
2.3.5 DIGINEXT Recent Developments and Future Plans
2.4 IBM Corporation
2.4.1 IBM Corporation Details
2.4.2 IBM Corporation Major Business
2.4.3 IBM Corporation Serious Games Product and Solutions
2.4.4 IBM Corporation Serious Games Revenue, Gross Margin and Market Share (2017-2022)
2.4.5 IBM Corporation Recent Developments and Future Plans
2.5 Intuition
2.5.1 Intuition Details
2.5.2 Intuition Major Business
2.5.3 Intuition Serious Games Product and Solutions
2.5.4 Intuition Serious Games Revenue, Gross Margin and Market Share (2017-2022)
2.5.5 Intuition Recent Developments and Future Plans
2.6 Learning Nexus Ltd
2.6.1 Learning Nexus Ltd Details
2.6.2 Learning Nexus Ltd Major Business
2.6.3 Learning Nexus Ltd Serious Games Product and Solutions
2.6.4 Learning Nexus Ltd Serious Games Revenue, Gross Margin and Market Share (2017-2022)
2.6.5 Learning Nexus Ltd Recent Developments and Future Plans
2.7 Nintendo Co., Ltd.
2.7.1 Nintendo Co., Ltd. Details
2.7.2 Nintendo Co., Ltd. Major Business
2.7.3 Nintendo Co., Ltd. Serious Games Product and Solutions
2.7.4 Nintendo Co., Ltd. Serious Games Revenue, Gross Margin and Market Share (2017-2022)
2.7.5 Nintendo Co., Ltd. Recent Developments and Future Plans
2.8 Promotion Software GmbH
2.8.1 Promotion Software GmbH Details
2.8.2 Promotion Software GmbH Major Business
2.8.3 Promotion Software GmbH Serious Games Product and Solutions
2.8.4 Promotion Software GmbH Serious Games Revenue, Gross Margin and Market Share (2017-2022)
2.8.5 Promotion Software GmbH Recent Developments and Future Plans
2.9 Revelian
2.9.1 Revelian Details
2.9.2 Revelian Major Business
2.9.3 Revelian Serious Games Product and Solutions
2.9.4 Revelian Serious Games Revenue, Gross Margin and Market Share (2017-2022)
2.9.5 Revelian Recent Developments and Future Plans
2.10 Tata Interactive Systems
2.10.1 Tata Interactive Systems Details
2.10.2 Tata Interactive Systems Major Business
2.10.3 Tata Interactive Systems Serious Games Product and Solutions
2.10.4 Tata Interactive Systems Serious Games Revenue, Gross Margin and Market Share (2017-2022)
2.10.5 Tata Interactive Systems Recent Developments and Future Plans
3 Market Competition, by Players
3.1 Global Serious Games Revenue and Share by Players (2017-2022)
3.2 Market Concentration Rate
3.2.1 Top 3 Serious Games Players Market Share
3.2.2 Top 10 Serious Games Players Market Share
3.2.3 Market Competition Trend
3.3 Serious Games Players Head Office, Products and Services Provided
3.4 Mergers & Acquisitions
3.5 New Entrants and Expansion Plans
4 Market Size Segment by Type
4.1 Global Serious Games Revenue and Market Share by Type (2016-2021)
4.2 Global Serious Games Market Forecast by Type (2021-2026)
5 Market Size Segment by Application
5.1 Global Serious Games Revenue Market Share by Application (2016-2021)
5.2 Serious Games Market Forecast by Application (2021-2026)
6 North America by Country, by Type, and by Application
6.1 North America Serious Games Revenue by Type (2017-2032)
6.2 North America Serious Games Revenue by Application (2017-2032)
6.3 North America Serious Games Market Size by Country
6.3.1 North America Serious Games Revenue by Country (2017-2032)
6.3.2 United States Serious Games Market Size and Forecast (2017-2032)
6.3.3 Canada Serious Games Market Size and Forecast (2017-2032)
6.3.4 Mexico Serious Games Market Size and Forecast (2017-2032)
7 Europe by Country, by Type, and by Application
7.1 Europe Serious Games Revenue by Type (2017-2032)
7.2 Europe Serious Games Revenue by Application (2017-2032)
7.3 Europe Serious Games Market Size by Country
7.3.1 Europe Serious Games Revenue by Country (2017-2032)
7.3.2 Germany Serious Games Market Size and Forecast (2017-2032)
7.3.3 France Serious Games Market Size and Forecast (2017-2032)
7.3.4 United Kingdom Serious Games Market Size and Forecast (2017-2032)
7.3.5 Russia Serious Games Market Size and Forecast (2017-2032)
7.3.6 Italy Serious Games Market Size and Forecast (2017-2032)
8 Asia-Pacific by Region, by Type, and by Application
8.1 Asia-Pacific Serious Games Revenue by Type (2017-2032)
8.2 Asia-Pacific Serious Games Revenue by Application (2017-2032)
8.3 Asia-Pacific Serious Games Market Size by Region
8.3.1 Asia-Pacific Serious Games Revenue by Region (2017-2032)
8.3.2 China Serious Games Market Size and Forecast (2017-2032)
8.3.3 Japan Serious Games Market Size and Forecast (2017-2032)
8.3.4 South Korea Serious Games Market Size and Forecast (2017-2032)
8.3.5 India Serious Games Market Size and Forecast (2017-2032)
8.3.6 Southeast Asia Serious Games Market Size and Forecast (2017-2032)
8.3.7 Australia Serious Games Market Size and Forecast (2017-2032)
9 South America by Country, by Type, and by Application
9.1 South America Serious Games Revenue by Type (2017-2032)
9.2 South America Serious Games Revenue by Application (2017-2032)
9.3 South America Serious Games Market Size by Country
9.3.1 South America Serious Games Revenue by Country (2017-2032)
9.3.2 Brazil Serious Games Market Size and Forecast (2017-2032)
9.3.3 Argentina Serious Games Market Size and Forecast (2017-2032)
10 Middle East & Africa by Country, by Type, and by Application
10.1 Middle East & Africa Serious Games Revenue by Type (2017-2032)
10.2 Middle East & Africa Serious Games Revenue by Application (2017-2032)
10.3 Middle East & Africa Serious Games Market Size by Country
10.3.1 Middle East & Africa Serious Games Revenue by Country (2017-2032)
10.3.2 Turkey Serious Games Market Size and Forecast (2017-2032)
10.3.3 Saudi Arabia Serious Games Market Size and Forecast (2017-2032)
10.3.4 UAE Serious Games Market Size and Forecast (2017-2032)
11 Research Findings and Conclusion
12 Appendix
12.1 Methodology
12.2 Research Process and Data Source
12.3 Disclaimer

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Market Research Process




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Case Study- Automotive Sector

One of the key manufacturers of automotive had plans to invest in electric utility vehicles. The electric cars and associated markets being a of evolving nature, the automotive client approached Straits Research for a detailed insight on the market forecasts. The client specifically asked for competitive analysis, regulatory framework, regional prospects studied under the influence of drivers, challenges, opportunities, and pricing in terms of revenue and sales (million units).

Solution

The overall study was executed in three stages, intending to help the client meet its objective of precisely understanding the entire market before deciding on an investment. At first, secondary research was conducted considering political, economic, social, and technological parameters to get a gist of the various aspects of the market. This stage of the study concluded with the derivation of drivers, opportunities, and challenges. It also laid substantial emphasis on understanding and collecting data not only on a global scale but also on the regional and country levels. Data Extraction through Primary Research

The second stage involved primary research in which several market players and automotive parts suppliers were contacted to study their viewpoint concerning the development of their market and production capacity, clientele, and product line. This stage concluded in a brief understanding of the competitive ecosystem and also glanced through the strategies and pricing of the companies profiled.

Market Estimates and Forecast

In the final stage of the study, market forecasts for the electric utility were derived using multiple market engineering approaches. This data helped the client to get an overview of the market and accelerate the process of investment.

Case Study- ICT Sector

Business process outsourcing, being one of the lucrative markets from both supply- and demand- side, has appealed to various companies. One of the prominent corporations based out of Japan approached us with their requirements regarding the scope of the procurement outsourcing market for around 50 countries. Additionally, the client also sought key players operating in the market and their revenue breakdown in terms of region and application.


Business Solution

An exhaustive market study was conducted based on primary and secondary research that involved factors such as labor costs in various countries, skilled and technical labors, manufacturing scenario, and their respective contributions in the global GDP. A comparative study of the market was conducted from both supply- and demand side, with the supply-side comprising of notable companies, such as GEP, Accenture, and others, that provide these services. On the other hand, large manufacturing companies from them demand-side were considered that opt for these services.


Conclusion

The report aided the client in understanding the market trends, including country-level business scenarios, consumer behavior, and trends in 50 countries. The report also provided financial insights of crucial players and detailed market estimations and forecasts till 2028.

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