China Serious Games Market Report & Forecast 2021-2027

Publisher Name :
Date: 28-Oct-2021
No. of pages: 94
Inquire Before Buying

China Serious Games Market, By Type, 2016-2021, 2022-2027 ($ Millions)

China Serious Games Market Segment Percentages, By Type, 2020 (%)

- Enterprises

- Consumers

China Serious Games Market, By Application, 2016-2021, 2022-2027 ($ Millions)

China Serious Games Market Segment Percentages, By Application, 2020 (%)

- Healthcare

- Aerospace & defense

- Government

- Education

- Retail

- Media & Entertainment

- Others

Competitor Analysis

The report also provides analysis of leading market participants including:

Key companies Serious Games revenues in China market, 2016-2021 (Estimated), ($ millions)

Key companies Serious Games revenues share in China market, 2020 (%)

Further, the report presents profiles of competitors in the market, key players include:

- BreakAway, Ltd.

- Designing Digitally, Inc.

- DIGINEXT

- IBM Corporation

- Intuition

- Learning Nexus Ltd

- Nintendo Co., Ltd.

- Promotion Software GmbH

- Revelian

- Tata Interactive Systems

China Serious Games Market Report & Forecast 2021-2027

Table of Contents
1 Introduction to Research & Analysis Reports
1.1 Serious Games Market Definition
1.2 Market Segments
1.2.1 Segment by Type
1.2.2 Segment by Application
1.3 China Serious Games Market Overview
1.4 Methodology & Sources of Information
1.4.1 Research Methodology
1.4.2 Research Process
1.4.3 Base Year
2 China Serious Games Overall Market Size
2.1 China Serious Games Market Size: 2021 VS 2027
2.2 China Serious Games Revenue, Prospects & Forecasts: 2016-2027
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top Serious Games Players in China Market
3.2 Top China Serious Games Companies Ranked by Revenue
3.3 China Serious Games Revenue by Companies
3.4 Top 3 and Top 5 Serious Games Companies in China Market, by Revenue in 2020
3.5 Companies Serious Games Product Type
3.6 Tier 1, Tier 2 and Tier 3 Serious Games Players in China Market
3.6.1 List of Tier 1 Serious Games Companies in China
3.6.2 List of Tier 2 and Tier 3 Serious Games Companies in China
4 Sights by Type
4.1 Overview
4.1.1 By Type - China Serious Games Market Size Markets, 2021 & 2027
4.1.2 Enterprises
4.1.3 Consumers
4.2 By Type - China Serious Games Revenue & Forecasts
4.2.1 By Type - China Serious Games Revenue, 2016-2021
4.2.2 By Type - China Serious Games Revenue, 2022-2027
4.2.3 By Type - China Serious Games Revenue Market Share, 2016-2027
5 Sights by Application
5.1 Overview
5.1.1 By Application - China Serious Games Market Size, 2021 & 2027
5.1.2 Healthcare
5.1.3 Aerospace & defense
5.1.4 Government
5.1.5 Education
5.1.6 Retail
5.1.7 Media & Entertainment
5.1.8 Others
5.2 By Application - China Serious Games Revenue & Forecasts
5.2.1 By Application - China Serious Games Revenue, 2016-2021
5.2.2 By Application - China Serious Games Revenue, 2022-2027
5.2.3 By Application - China Serious Games Revenue Market Share, 2016-2027
6 Serious Games Companies Profiles
6.1 BreakAway, Ltd.
6.1.1 BreakAway, Ltd. Company Details
6.1.2 BreakAway, Ltd. Business Overview
6.1.3 BreakAway, Ltd. Serious Games Introduction
6.1.4 BreakAway, Ltd. Serious Games Revenue in China Market (2016-2021)
6.1.5 BreakAway, Ltd. Recent Developments
6.2 Designing Digitally, Inc.
6.2.1 Designing Digitally, Inc. Company Details
6.2.2 Designing Digitally, Inc. Business Overview
6.2.3 Designing Digitally, Inc. Serious Games Introduction
6.2.4 Designing Digitally, Inc. Serious Games Revenue in China Market (2016-2021)
6.2.5 Designing Digitally, Inc. Recent Developments
6.3 DIGINEXT
6.3.1 DIGINEXT Company Details
6.3.2 DIGINEXT Business Overview
6.3.3 DIGINEXT Serious Games Introduction
6.3.4 DIGINEXT Serious Games Revenue in China Market (2016-2021)
6.3.5 DIGINEXT Recent Developments
6.4 IBM Corporation
6.4.1 IBM Corporation Company Details
6.4.2 IBM Corporation Business Overview
6.4.3 IBM Corporation Serious Games Introduction
6.4.4 IBM Corporation Serious Games Revenue in China Market (2016-2021)
6.4.5 IBM Corporation Recent Developments
6.5 Intuition
6.5.1 Intuition Company Details
6.5.2 Intuition Business Overview
6.5.3 Intuition Serious Games Introduction
6.5.4 Intuition Serious Games Revenue in China Market (2016-2021)
6.5.5 Intuition Recent Developments
6.6 Learning Nexus Ltd
6.6.1 Learning Nexus Ltd Company Details
6.6.2 Learning Nexus Ltd Business Overview
6.6.3 Learning Nexus Ltd Serious Games Introduction
6.6.4 Learning Nexus Ltd Serious Games Revenue in China Market (2016-2021)
6.6.5 Learning Nexus Ltd Recent Developments
6.7 Nintendo Co., Ltd.
6.7.1 Nintendo Co., Ltd. Company Details
6.7.2 Nintendo Co., Ltd. Business Overview
6.7.3 Nintendo Co., Ltd. Serious Games Introduction
6.7.4 Nintendo Co., Ltd. Serious Games Revenue in China Market (2016-2021)
6.7.5 Nintendo Co., Ltd. Recent Developments
6.8 Promotion Software GmbH
6.8.1 Promotion Software GmbH Company Details
6.8.2 Promotion Software GmbH Business Overview
6.8.3 Promotion Software GmbH Serious Games Introduction
6.8.4 Promotion Software GmbH Serious Games Revenue in China Market (2016-2021)
6.8.5 Promotion Software GmbH Recent Developments
6.9 Revelian
6.9.1 Revelian Company Details
6.9.2 Revelian Business Overview
6.9.3 Revelian Serious Games Introduction
6.9.4 Revelian Serious Games Revenue in China Market (2016-2021)
6.9.5 Revelian Recent Developments
6.10 Tata Interactive Systems
6.10.1 Tata Interactive Systems Company Details
6.10.2 Tata Interactive Systems Business Overview
6.10.3 Tata Interactive Systems Serious Games Introduction
6.10.4 Tata Interactive Systems Serious Games Revenue in China Market (2016-2021)
6.10.5 Tata Interactive Systems Recent Developments
7 Conclusion
8 Appendix
8.1 Note
8.2 Examples of Clients
8.3 Author Details
8.4 Disclaimer
List of Tables
Table 1. Serious Games Market Opportunities & Trends in China Market
Table 2. Serious Games Market Drivers in China Market
Table 3. Serious Games Market Restraints in China Market
Table 4. Key Players of Serious Games in China Market
Table 5. Top Serious Games Players in China Market, Ranking by Revenue (2019)
Table 6. China Serious Games Revenue by Companies, (US$, Mn), 2016-2021
Table 7. China Serious Games Revenue Share by Companies, 2016-2021
Table 8. Companies Serious Games Product Type
Table 9. List of Tier 1 Serious Games Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 10. List of Tier 2 and Tier 3 Serious Games Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 11. By Type - China Serious Games Revenue, (US$, Mn), 2021 & 2027
Table 12. By Type - China Serious Games Revenue (US$, Mn), 2016-2021
Table 13. By Type - China Serious Games Revenue (US$, Mn), 2022-2027
Table 14. By Application - China Serious Games Revenue, (US$, Mn), 2021 VS 2027
Table 15. By Application - China Serious Games Revenue (US$, Mn), 2016-2021
Table 16. By Application - China Serious Games Revenue (US$, Mn), 2022-2027
Table 17. BreakAway, Ltd. Company Details
Table 18. BreakAway, Ltd. Business Overview
Table 19. BreakAway, Ltd. Serious Games Product
Table 20. BreakAway, Ltd. Serious Games Revenue in China Market (2016-2021) & (US$ Million)
Table 21. BreakAway, Ltd. Recent Developments
Table 22. Designing Digitally, Inc. Company Details
Table 23. Designing Digitally, Inc. Business Overview
Table 24. Designing Digitally, Inc. Serious Games Product
Table 25. Designing Digitally, Inc. Serious Games Revenue in China Market (2016-2021) & (US$ Million)
Table 26. Designing Digitally, Inc. Recent Developments
Table 27. DIGINEXT Company Details
Table 28. DIGINEXT Business Overview
Table 29. DIGINEXT Serious Games Product
Table 30. DIGINEXT Serious Games Revenue in China Market (2016-2021) & (US$ Million)
Table 31. DIGINEXT Recent Developments
Table 32. IBM Corporation Company Details
Table 33. IBM Corporation Business Overview
Table 34. IBM Corporation Serious Games Product
Table 35. IBM Corporation Serious Games Revenue in China Market (2016-2021) & (US$ Million)
Table 36. IBM Corporation Recent Developments
Table 37. Intuition Company Details
Table 38. Intuition Business Overview
Table 39. Intuition Serious Games Product
Table 40. Intuition Serious Games Revenue in China Market (2016-2021) & (US$ Million)
Table 41. Intuition Recent Developments
Table 42. Learning Nexus Ltd Company Details
Table 43. Learning Nexus Ltd Business Overview
Table 44. Learning Nexus Ltd Serious Games Product
Table 45. Learning Nexus Ltd Serious Games Revenue in China Market (2016-2021) & (US$ Million)
Table 46. Learning Nexus Ltd Recent Developments
Table 47. Nintendo Co., Ltd. Company Details
Table 48. Nintendo Co., Ltd. Business Overview
Table 49. Nintendo Co., Ltd. Serious Games Product
Table 50. Nintendo Co., Ltd. Serious Games Revenue in China Market (2016-2021) & (US$ Million)
Table 51. Nintendo Co., Ltd. Recent Developments
Table 52. Promotion Software GmbH Company Details
Table 53. Promotion Software GmbH Business Overview
Table 54. Promotion Software GmbH Serious Games Product
Table 55. Promotion Software GmbH Serious Games Revenue in China Market (2016-2021) & (US$ Million)
Table 56. Promotion Software GmbH Recent Developments
Table 57. Revelian Company Details
Table 58. Revelian Business Overview
Table 59. Revelian Serious Games Product
Table 60. Revelian Serious Games Revenue in China Market (2016-2021) & (US$ Million)
Table 61. Revelian Recent Developments
Table 62. Tata Interactive Systems Company Details
Table 63. Tata Interactive Systems Business Overview
Table 64. Tata Interactive Systems Serious Games Product
Table 65. Tata Interactive Systems Serious Games Revenue in China Market (2016-2021) & (US$ Million)
Table 66. Tata Interactive Systems Recent Developments
List of Figures
Figure 1. Serious Games Segment by Type
Figure 2. Serious Games Segment by Application
Figure 3. China Serious Games Market Overview: 2020
Figure 4. China Serious Games Market Size: 2021 VS 2027 (US$, Mn)
Figure 5. China Serious Games Revenue, 2016-2027 (US$, Mn)
Figure 6. The Top 3 and 5 Players Market Share by Serious Games Revenue in 2020
Figure 7. By Type - China Serious Games Revenue Market Share, 2016-2027
Figure 8. By Application - China Serious Games Revenue Market Share, 2016-2027
Figure 9. BreakAway, Ltd. Serious Games Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 10. Designing Digitally, Inc. Serious Games Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 11. DIGINEXT Serious Games Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 12. IBM Corporation Serious Games Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 13. Intuition Serious Games Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 14. Learning Nexus Ltd Serious Games Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 15. Nintendo Co., Ltd. Serious Games Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 16. Promotion Software GmbH Serious Games Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 17. Revelian Serious Games Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 18. Tata Interactive Systems Serious Games Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
  • Global Electronic Gaming Machines (EGM) Industry Research Report, In-depth Analysis of Current Status and Outlook of Key Countries 2023-2028
    Published: 04-Jan-2024        Price: US 3380 Onwards        Pages: 124
    Market Overview of Global Electronic Gaming Machines (EGM) market: According to our latest research, the global Electronic Gaming Machines (EGM) market looks promising in the next 5 years. As of 2022, the global Electronic Gaming Machines (EGM) market was estimated at USD XX million, and it's anticipated to reach USD XX million in 2028, with a CAGR of XX% during the forecast years. This report covers a research time span from 2018 to 2028, and presents a deep and comprehensiv......
  • Global Gaming Simulators Market Growth (Status and Outlook) 2024-2030
    Published: 04-Jan-2024        Price: US 3660 Onwards        Pages: 93
    According to our LPI (LP Information) latest study, the global Gaming Simulators market size was valued at US$ million in 2023. With growing demand in downstream market, the Gaming Simulators is forecast to a readjusted size of US$ million by 2030 with a CAGR of % during review period. The research report highlights the growth potential of the global Gaming Simulators market. Gaming Simulators are expected to show stable growth in the future market. However, product differentiation, reduc......
  • Global Serious Games Market Research Report 2024
    Published: 04-Jan-2024        Price: US 2900 Onwards        Pages: 81
    The Serious Games market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Serious Games market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided. For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key co......
  • Global Gaming Headset Market Growth 2024-2030
    Published: 04-Jan-2024        Price: US 3660 Onwards        Pages: 157
    According to our LPI (LP Information) latest study, the global Gaming Headset market size was valued at US$ 2120 million in 2023. With growing demand in downstream market, the Gaming Headset is forecast to a readjusted size of US$ 3581.8 million by 2030 with a CAGR of 7.8% during review period. The research report highlights the growth potential of the global Gaming Headset market. Gaming Headset are expected to show stable growth in the future market. However, product differentiation, r......
  • Global Cloud Gaming Market Growth (Status and Outlook) 2024-2030
    Published: 04-Jan-2024        Price: US 3660 Onwards        Pages: 124
    According to our LPI (LP Information) latest study, the global Cloud Gaming market size was valued at US$ 184.9 million in 2023. With growing demand in downstream market, the Cloud Gaming is forecast to a readjusted size of US$ 1651.2 million by 2030 with a CAGR of 36.7% during review period. The research report highlights the growth potential of the global Cloud Gaming market. Cloud Gaming are expected to show stable growth in the future market. However, product differentiation, reducin......
  • Global Console Game Industry Research Report, In-depth Analysis of Current Status and Outlook of Key Countries 2023-2028
    Published: 02-Jan-2024        Price: US 3380 Onwards        Pages: 112
    Market Overview of Global Console Game market: According to our latest research, the global Console Game market looks promising in the next 5 years. As of 2022, the global Console Game market was estimated at USD XX million, and it's anticipated to reach USD XX million in 2028, with a CAGR of XX% during the forecast years. This report covers a research time span from 2018 to 2028, and presents a deep and comprehensive analysis of the global Console Game market, with a systema......
  • Global Cloud Gaming Market 2024 by Company, Regions, Type and Application, Forecast to 2030
    Published: 01-Jan-2024        Price: US 3480 Onwards        Pages: 127
    According to our (Global Info Research) latest study, the global Cloud Gaming market size was valued at USD 194.5 million in 2023 and is forecast to a readjusted size of USD 1499 million by 2030 with a CAGR of 33.9% during review period. Since the rapid growth of the cloud computing, data collection and information sharing are led to a higher level and are replacing the traditional computation. Several technologies using cloud in all areas are developing to adapt the revolution of inform......
  • Global TV Gaming Market Status and Outlook 2023-2028
    Published: 26-Dec-2023        Price: US 3160 Onwards        Pages: 121
    Our market research experts provide qualitative and quantitative analysis of the market based on involving economic and non-economic factors in the same report with market value (million USD) data for each segment and sub-segment. This way, clients can achieve all their goals while taking advantage of emerging opportunities. Technological advancements, new product launches, and market capital flows are compared across scenarios to demonstrate their impact over the forecast period. D......
  • Global Mmo Games Industry Research Report, In-depth Analysis of Current Status and Outlook of Key Countries 2023-2028
    Published: 21-Dec-2023        Price: US 3380 Onwards        Pages: 123
    Market Overview of Global Mmo Games market: According to our latest research, the global Mmo Games market looks promising in the next 5 years. As of 2022, the global Mmo Games market was estimated at USD XX million, and it's anticipated to reach USD XX million in 2028, with a CAGR of XX% during the forecast years. This report covers a research time span from 2018 to 2028, and presents a deep and comprehensive analysis of the global Mmo Games market, with a systematical descri......
  • SERVICES
    Value for Money
    We believe in "optimum utilization of available budget and resources". While servicing our clients' (your) market research requirements, we keep the same approach in focus to help you get the best value for your $$s.
    Ever Growing Inventory
    Ranging from the smallest feasible / required data (datasheets, data facts, SWOT analysis, company profiles, etc) to full research reports that help you make decisions, our inventory is updated almost on a daily basis with the latest industry reports from domain experts that track more than 5000 niche sectors.
    One Stop Solution
    Need a custom research report on medical devices market? Require all available business intelligence on 3D printing industry? Exploring F&B sector of a particular country/region? RnRMarketResearch.com is your one-stop-solution to all market intelligence needs. We not only offer custom research and consulting services, we also "bundle" reports to meet your needs and help you fetch the data analysis you require for your business.
    Dedicated Client Engagement
    Not limited to only "finding" relevant reports for you, our client engagement team dedicates its efforts to understand your "business need" and accordingly maps available research data to help you move forward. Call "your" client engagement executive any time of your day and get your questions answered in order to make the correct business decision.
    Saving Time and Efforts
    Simply share your research requirement details with us and let us do all the hard work to find required intelligence for you. When you add up our "one stop solution" and "dedicated client engagement" services mentioned above, you obviously know the time and effort saving you do by working with us.
    Payment Flexibility
    Working with Fortune 500 organizations, we understand the importance of being flexible for payments. Share your payment terms with us and we will surely match up to them to ensure you get access to required business intelligence data without having to wait for the payment to be done.
    Post-Purchase Research Support
    Have questions after reading a report / datasheet bought through us? Not sure about the methodology used for data available in the research? Talk to us / Share your questions with us and if required, we will connect you with the analyst(s)/author(s) of the report(s) and ensure you get satisfactory answers for the same. Need more data / analysis / report(s) on the topic of your research/project? The RnRMarketResearch.com team is here for you 24X7 to support you with your post-purchase requirements. Subscription Offers & Packages (Get in touch with us for more details - [email protected] / +1 888 391 5441 )
    • Ad Hoc
    • Pay - as - you - go / Bucket Subscriptions
    • Fixed Cost for #of reports
    • Customize / Personalize as per your needs