Global and United States Serious Games Market Size, Status and Forecast 2020-2026

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Date: 03-Sep-2020
No. of pages: 96
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Global Serious Games Scope and Market Size

Serious Games market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Serious Games market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.

Market segment by Type, the product can be split into

- Enterprises

- Consumers

Market segment by Application, split into

- Healthcare

- Aerospace & defense

- Government

- Education

- Retail

- Media & Entertainment

- Others

Based on regional and country-level analysis, the Serious Games market has been segmented as follows:

- North America

- - United States

- - Canada

- Europe

- - Germany

- - France

- - U.K.

- - Italy

- - Russia

- - Nordic

- - Rest of Europe

- Asia-Pacific

- - China

- - Japan

- - South Korea

- - Southeast Asia

- - India

- - Australia

- - Rest of Asia-Pacific

- Latin America

- - Mexico

- - Brazil

- Middle East & Africa

- - Turkey

- - Saudi Arabia

- - UAE

- - Rest of Middle East & Africa

In the competitive analysis section of the report, leading as well as prominent players of the global Serious Games market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.

The key players covered in this study

- BreakAway, Ltd.

- Designing Digitally, Inc.

- DIGINEXT

- IBM Corporation

- Intuition

- Learning Nexus Ltd

- Nintendo Co., Ltd.

- Promotion Software GmbH

- Revelian

- Tata Interactive Systems

Global and United States Serious Games Market Size, Status and Forecast 2020-2026

Table of Contents
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Serious Games Market Size Growth Rate by Type: 2020 VS 2026
1.2.2 Enterprises
1.2.3 Consumers
1.3 Market by Application
1.3.1 Global Serious Games Market Share by Application: 2020 VS 2026
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 Study Objectives
1.5 Years Considered
2 Global Growth Trends
2.1 Global Serious Games Market Perspective (2015-2026)
2.2 Global Serious Games Growth Trends by Regions
2.2.1 Serious Games Market Size by Regions: 2015 VS 2020 VS 2026
2.2.2 Serious Games Historic Market Share by Regions (2015-2020)
2.2.3 Serious Games Forecasted Market Size by Regions (2021-2026)
2.3 Industry Trends and Growth Strategy
2.3.1 Market Trends
2.3.2 Market Drivers
2.3.3 Market Challenges
2.3.4 Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Serious Games Players by Market Size
3.1.1 Global Top Serious Games Players by Revenue (2015-2020)
3.1.2 Global Serious Games Revenue Market Share by Players (2015-2020)
3.2 Global Serious Games Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.3 Players Covered: Ranking by Serious Games Revenue
3.4 Global Serious Games Market Concentration Ratio
3.4.1 Global Serious Games Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Serious Games Revenue in 2019
3.5 Key Players Serious Games Area Served
3.6 Key Players Serious Games Product Solution and Service
3.7 Date of Enter into Serious Games Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Serious Games Breakdown Data by Type (2015-2026)
4.1 Global Serious Games Historic Market Size by Type (2015-2020)
4.2 Global Serious Games Forecasted Market Size by Type (2021-2026)
5 Serious Games Breakdown Data by Application (2015-2026)
5.1 Global Serious Games Historic Market Size by Application (2015-2020)
5.2 Global Serious Games Forecasted Market Size by Application (2021-2026)
6 North America
6.1 North America Serious Games Market Size (2015-2026)
6.2 North America Serious Games Market Size by Type (2015-2020)
6.3 North America Serious Games Market Size by Application (2015-2020)
6.4 North America Serious Games Market Size by Country (2015-2020)
6.4.1 United States
6.4.2 Canada
7 Europe
7.1 Europe Serious Games Market Size (2015-2026)
7.2 Europe Serious Games Market Size by Type (2015-2020)
7.3 Europe Serious Games Market Size by Application (2015-2020)
7.4 Europe Serious Games Market Size by Country (2015-2020)
7.4.1 Germany
7.4.2 France
7.4.3 U.K.
7.4.4 Italy
7.4.5 Russia
7.4.6 Nordic
7.4.7 Rest of Europe
8 China
8.1 China Serious Games Market Size (2015-2026)
8.2 China Serious Games Market Size by Type (2015-2020)
8.3 China Serious Games Market Size by Application (2015-2020)
8.4 China Serious Games Market Size by Region (2015-2020)
8.4.1 China
8.4.2 Japan
8.4.3 South Korea
8.4.4 Southeast Asia
8.4.5 India
8.4.6 Australia
8.4.7 Rest of Asia-Pacific
9 Japan
9.1 Japan Serious Games Market Size (2015-2026)
9.2 Japan Serious Games Market Size by Type (2015-2020)
9.3 Japan Serious Games Market Size by Application (2015-2020)
9.4 Japan Serious Games Market Size by Country (2015-2020)
9.4.1 Mexico
9.4.2 Brazil
10 Southeast Asia
10.1 Southeast Asia Serious Games Market Size (2015-2026)
10.2 Southeast Asia Serious Games Market Size by Type (2015-2020)
10.3 Southeast Asia Serious Games Market Size by Application (2015-2020)
10.4 Southeast Asia Serious Games Market Size by Country (2015-2020)
10.4.1 Turkey
10.4.2 Saudi Arabia
10.4.3 UAE
10.4.4 Rest of Middle East & Africa
11 Key Players Profiles
11.1 BreakAway, Ltd.
11.1.1 BreakAway, Ltd. Company Details
11.1.2 BreakAway, Ltd. Business Overview
11.1.3 BreakAway, Ltd. Serious Games Introduction
11.1.4 BreakAway, Ltd. Revenue in Serious Games Business (2015-2020))
11.1.5 BreakAway, Ltd. Recent Development
11.2 Designing Digitally, Inc.
11.2.1 Designing Digitally, Inc. Company Details
11.2.2 Designing Digitally, Inc. Business Overview
11.2.3 Designing Digitally, Inc. Serious Games Introduction
11.2.4 Designing Digitally, Inc. Revenue in Serious Games Business (2015-2020)
11.2.5 Designing Digitally, Inc. Recent Development
11.3 DIGINEXT
11.3.1 DIGINEXT Company Details
11.3.2 DIGINEXT Business Overview
11.3.3 DIGINEXT Serious Games Introduction
11.3.4 DIGINEXT Revenue in Serious Games Business (2015-2020)
11.3.5 DIGINEXT Recent Development
11.4 IBM Corporation
11.4.1 IBM Corporation Company Details
11.4.2 IBM Corporation Business Overview
11.4.3 IBM Corporation Serious Games Introduction
11.4.4 IBM Corporation Revenue in Serious Games Business (2015-2020)
11.4.5 IBM Corporation Recent Development
11.5 Intuition
11.5.1 Intuition Company Details
11.5.2 Intuition Business Overview
11.5.3 Intuition Serious Games Introduction
11.5.4 Intuition Revenue in Serious Games Business (2015-2020)
11.5.5 Intuition Recent Development
11.6 Learning Nexus Ltd
11.6.1 Learning Nexus Ltd Company Details
11.6.2 Learning Nexus Ltd Business Overview
11.6.3 Learning Nexus Ltd Serious Games Introduction
11.6.4 Learning Nexus Ltd Revenue in Serious Games Business (2015-2020)
11.6.5 Learning Nexus Ltd Recent Development
11.7 Nintendo Co., Ltd.
11.7.1 Nintendo Co., Ltd. Company Details
11.7.2 Nintendo Co., Ltd. Business Overview
11.7.3 Nintendo Co., Ltd. Serious Games Introduction
11.7.4 Nintendo Co., Ltd. Revenue in Serious Games Business (2015-2020)
11.7.5 Nintendo Co., Ltd. Recent Development
11.8 Promotion Software GmbH
11.8.1 Promotion Software GmbH Company Details
11.8.2 Promotion Software GmbH Business Overview
11.8.3 Promotion Software GmbH Serious Games Introduction
11.8.4 Promotion Software GmbH Revenue in Serious Games Business (2015-2020)
11.8.5 Promotion Software GmbH Recent Development
11.9 Revelian
11.9.1 Revelian Company Details
11.9.2 Revelian Business Overview
11.9.3 Revelian Serious Games Introduction
11.9.4 Revelian Revenue in Serious Games Business (2015-2020)
11.9.5 Revelian Recent Development
11.10 Tata Interactive Systems
11.10.1 Tata Interactive Systems Company Details
11.10.2 Tata Interactive Systems Business Overview
11.10.3 Tata Interactive Systems Serious Games Introduction
11.10.4 Tata Interactive Systems Revenue in Serious Games Business (2015-2020)
11.10.5 Tata Interactive Systems Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
List of Tables
Table 1. Global Serious Games Market Size Growth Rate by Type (US$ Million): 2020 VS 2026
Table 3. Key Players of Enterprises
Table 4. Key Players of Consumers
Table 5. Global Serious Games Market Size Growth by Application (US$ Million): 2020 VS 2026
Table 6. Global Serious Games Market Size by Regions (US$ Million): 2020 VS 2026
Table 7. Global Serious Games Market Size by Regions (2015-2020) (US$ Million)
Table 8. Global Serious Games Market Share by Regions (2015-2020)
Table 9. Global Serious Games Forecasted Market Size by Regions (2021-2026) (US$ Million)
Table 10. Global Serious Games Market Share by Regions (2021-2026)
Table 11. Serious Games Market Market Trends
Table 12. Serious Games Market Drivers
Table 13. Serious Games Market Challenges
Table 14. Serious Games Market Restraints
Table 15. Global Serious Games Revenue by Players (2015-2020) (US$ Million)
Table 16. Global Serious Games Market Share by Players (2015-2020)
Table 17. Global Top Serious Games Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Serious Games as of 2019)
Table 18. Global Serious Games by Players Market Concentration Ratio (CR5 and HHI)
Table 19. Key Players Headquarters and Area Served
Table 20. Key Players Serious Games Product Solution and Service
Table 21. Mergers & Acquisitions, Expansion Plans
Table 22. Global Serious Games Market Size by Type (2015-2020) (US$ Million)
Table 23. Global Serious Games Market Size Share by Type (2015-2020)
Table 24. Global Serious Games Revenue Market Share by Type (2021-2026)
Table 25. Global Serious Games Market Size Share by Application (2015-2020)
Table 26. Global Serious Games Market Size by Application (2015-2020) (US$ Million)
Table 27. Global Serious Games Market Size Share by Application (2021-2026)
Table 28. North America Serious Games Market Size by Type (2015-2020) (US$ Million)
Table 29. North America Serious Games Market Share by Type (2015-2020)
Table 30. North America Serious Games Market Size by Application (2015-2020) (US$ Million)
Table 31. North America Serious Games Market Share by Application (2015-2020)
Table 32. North America Serious Games Market Size by Country (US$ Million) (2015-2020)
Table 33. North America Serious Games Market Share by Country (2015-2020)
Table 34. Europe Serious Games Market Size by Type (2015-2020) (US$ Million)
Table 35. Europe Serious Games Market Share by Type (2015-2020)
Table 36. Europe Serious Games Market Size by Application (2015-2020) (US$ Million)
Table 37. Europe Serious Games Market Share by Application (2015-2020)
Table 38. Europe Serious Games Market Size by Country (US$ Million) (2015-2020)
Table 39. Europe Serious Games Market Share by Country (2015-2020)
Table 40. China Serious Games Market Size by Type (2015-2020) (US$ Million)
Table 41. China Serious Games Market Share by Type (2015-2020)
Table 42. China Serious Games Market Size by Application (2015-2020) (US$ Million)
Table 43. China Serious Games Market Share by Application (2015-2020)
Table 44. China Serious Games Market Size by Region (US$ Million) (2015-2020)
Table 45. China Serious Games Market Share by Region (2015-2020)
Table 46. Japan Serious Games Market Size by Type (2015-2020) (US$ Million)
Table 47. Japan Serious Games Market Share by Type (2015-2020)
Table 48. Japan Serious Games Market Size by Application (2015-2020) (US$ Million)
Table 49. Japan Serious Games Market Share by Application (2015-2020)
Table 50. Japan Serious Games Market Size by Country (US$ Million) (2015-2020)
Table 51. Japan Serious Games Market Share by Country (2015-2020)
Table 52. Southeast Asia Serious Games Market Size by Type (2015-2020) (US$ Million)
Table 53. Southeast Asia Serious Games Market Share by Type (2015-2020)
Table 54. Southeast Asia Serious Games Market Size by Application (2015-2020) (US$ Million)
Table 55. Southeast Asia Serious Games Market Share by Application (2015-2020)
Table 56. Southeast Asia Serious Games Market Size by Country (US$ Million) (2015-2020)
Table 57. Southeast Asia Serious Games Market Share by Country (2015-2020)
Table 58. BreakAway, Ltd. Company Details
Table 59. BreakAway, Ltd. Business Overview
Table 60. BreakAway, Ltd. Product
Table 61. BreakAway, Ltd. Revenue in Serious Games Business (2015-2020) (US$ Million)
Table 62. BreakAway, Ltd. Recent Development
Table 63. Designing Digitally, Inc. Company Details
Table 64. Designing Digitally, Inc. Business Overview
Table 65. Designing Digitally, Inc. Product
Table 66. Designing Digitally, Inc. Revenue in Serious Games Business (2015-2020) (US$ Million)
Table 67. Designing Digitally, Inc. Recent Development
Table 68. DIGINEXT Company Details
Table 69. DIGINEXT Business Overview
Table 70. DIGINEXT Product
Table 71. DIGINEXT Revenue in Serious Games Business (2015-2020) (US$ Million)
Table 72. DIGINEXT Recent Development
Table 73. IBM Corporation Company Details
Table 74. IBM Corporation Business Overview
Table 75. IBM Corporation Product
Table 76. IBM Corporation Revenue in Serious Games Business (2015-2020) (US$ Million)
Table 77. IBM Corporation Recent Development
Table 78. Intuition Company Details
Table 79. Intuition Business Overview
Table 80. Intuition Product
Table 81. Intuition Revenue in Serious Games Business (2015-2020) (US$ Million)
Table 82. Intuition Recent Development
Table 83. Learning Nexus Ltd Company Details
Table 84. Learning Nexus Ltd Business Overview
Table 85. Learning Nexus Ltd Product
Table 86. Learning Nexus Ltd Revenue in Serious Games Business (2015-2020) (US$ Million)
Table 87. Learning Nexus Ltd Recent Development
Table 88. Nintendo Co., Ltd. Company Details
Table 89. Nintendo Co., Ltd. Business Overview
Table 90. Nintendo Co., Ltd. Product
Table 91. Nintendo Co., Ltd. Revenue in Serious Games Business (2015-2020) (US$ Million)
Table 92. Nintendo Co., Ltd. Recent Development
Table 93. Promotion Software GmbH Business Overview
Table 94. Promotion Software GmbH Product
Table 95. Promotion Software GmbH Company Details
Table 96. Promotion Software GmbH Revenue in Serious Games Business (2015-2020) (US$ Million)
Table 97. Promotion Software GmbH Recent Development
Table 98. Revelian Company Details
Table 99. Revelian Business Overview
Table 100. Revelian Product
Table 101. Revelian Revenue in Serious Games Business (2015-2020) (US$ Million)
Table 102. Revelian Recent Development
Table 103. Tata Interactive Systems Company Details
Table 104. Tata Interactive Systems Business Overview
Table 105. Tata Interactive Systems Product
Table 106. Tata Interactive Systems Revenue in Serious Games Business (2015-2020) (US$ Million)
Table 107. Tata Interactive Systems Recent Development
Table 108. Research Programs/Design for This Report
Table 109. Key Data Information from Secondary Sources
Table 110. Key Data Information from Primary Sources
List of Figures
Figure 1. Global Serious Games Market Share by Type: 2020 VS 2026
Figure 2. Enterprises Features
Figure 3. Consumers Features
Figure 4. Global Serious Games Market Share by Application: 2020 VS 2026
Figure 5. Healthcare Case Studies
Figure 6. Aerospace & defense Case Studies
Figure 7. Government Case Studies
Figure 8. Education Case Studies
Figure 9. Retail Case Studies
Figure 10. Media & Entertainment Case Studies
Figure 11. Others Case Studies
Figure 12. Serious Games Report Years Considered
Figure 13. Global Serious Games Market Size (US$ Million), YoY Growth 2015-2026
Figure 14. Global Serious Games Market Share by Regions: 2020 VS 2026
Figure 15. Global Serious Games Market Share by Regions (2021-2026)
Figure 16. Global Serious Games Market Share by Players in 2019
Figure 17. Global Top Serious Games Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Serious Games as of 2019
Figure 18. The Top 10 and 5 Players Market Share by Serious Games Revenue in 2019
Figure 19. North America Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 20. United States Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 21. Canada Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 22. Europe Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 23. Germany Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 24. France Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 25. U.K. Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 26. Italy Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 27. Russia Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 28. Nordic Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 29. Rest of Europe Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 30. Asia-Pacific Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 31. China Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 32. Japan Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 33. South Korea Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 34. Southeast Asia Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 35. India Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 36. Australia Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 37. Rest of Asia-Pacific Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 38. Latin America Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 39. Mexico Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 40. Brazil Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 41. Middle East & Africa Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 42. Turkey Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 43. Saudi Arabia Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 44. UAE Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 45. Rest of Middle East & Africa Serious Games Market Size YoY Growth (2015-2026) & (US$ Million)
Figure 46. BreakAway, Ltd. Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 47. Designing Digitally, Inc. Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 48. DIGINEXT Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 49. IBM Corporation Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 50. Intuition Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 51. Learning Nexus Ltd Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 52. Nintendo Co., Ltd. Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 53. Promotion Software GmbH Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 54. Revelian Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 55. Tata Interactive Systems Revenue Growth Rate in Serious Games Business (2015-2020)
Figure 56. Bottom-up and Top-down Approaches for This Report
Figure 57. Data Triangulation
Figure 58. Key Executives Interviewed
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