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Market Overview of Global Serious Game market:
According to our latest research, the global Serious Game market looks promising in the next 5 years. As of 2022, the global Serious Game market was estimated at USD 4722.82 million, and it's anticipated to reach USD 8789.81 million in 2028, with a CAGR of 10.91% during the forecast years.
Unlike the gamification (applying game elements to make a task more fun), serious games are created around the specific purpose of teaching skills or to help create a better understanding of concepts. They are used to promote learning and behavior change. Serious games are used in various fields such as education, media and advertising and other businesses and industries. The strength of serious game lies in their entertainment, attraction and immersion. Serious game combines learning strategies, knowledge and structure and game elements to teach specific skills, knowledge and attitudes. They are designed to solve problems in many fields, and involve challenges and rewards, using entertainment and participation components provided by users when playing games. The report mainly studies the global and United States serious game market.
Serious Game Market Drivers
Serious game is a digital application designed for interesting education. The main function of serious game is to provide knowledge, train, inform, remember and teach end users, not just entertainment. It allows users to receive information during the game, and obtain a brand-new learning experience which is highly personalized, interactive and entertaining, thus stimulating learners' creativity and innovative consciousness. Serious game is also used for inspection, technical training, capability assessment, troubleshooting and correction, and other applications.
With the development of economy, the popularization of Internet mobile devices, the increase of the Internet access rate and the deepening of the Internet penetration rate have provided a profound social foundation for the development of Internet-related industries. The latest data shows that the number of smartphone users is increasing year by year. In 2020, global smartphone users are expected to reach 3.5 billion, an increase of 9.3% over 2019. At present, the global population is 7.7 billion, which means the penetration rate of smart phones is 45.4%. The increase of mobile phone penetration rate means the increase of mobile users and the popularity of Internet connection. At the same time, the Internet of Things has become the main development trend of modern society, and the digitalization process of various industries has begun to accelerate. Large-scale digitalization across growing economies provides considerable growth opportunities for the global serious game market.
Region Overview:
From 2023-2028, North America is estimated to witness robust growth prospects.
Company Overview:
Microsoft is one of the major players operating in the Serious Game market, holding a share of 15.72% in 2021.
Microsoft Corporation develops, manufactures, licenses, sells, and supports software products. The Company offers operating system software, server application software, business and consumer applications software, software development tools, and Internet and intranet software. Microsoft also develops video game consoles and digital music entertainment devices.
International Business Machines Corporation (IBM) provides computer solutions. The Company offers application, technology consulting and support, process design and operations, cloud, digital workplace, and network services, as well as business resiliency, strategy, and design solutions.
Segmentation Overview:
Among different product types, PC-based segment is anticipated to contribute the largest market share in 2028.
Application Overview:
By application, the Education segment occupied the biggest share from 2018 to 2022.
This report covers a research time span from 2018 to 2028, and presents a deep and comprehensive analysis of the global Serious Game market, with a systematical description of the status quo and trends of the whole market, a close look into the competitive landscape of the major players, and a detailed elaboration on segment markets by type, by application and by region.
Key Takeaways from the Global Serious Game Market Report:
Market Size Estimates: Serious Game market size estimation in terms of value and sales volume from 2018-2028
Market Trends and Dynamics: Serious Game market drivers, opportunities, challenges, and risks
Macro-economy and Regional Conflict: Influence of global inflation and Russia & Ukraine War on the Serious Game market
Segment Market Analysis: Serious Game market value and sales volume by type and by application from 2018-2028
Regional Market Analysis: Serious Game market situations and prospects in North America, Asia Pacific, Europe, Latin America, Middle East, Africa
Country-level Studies on the Serious Game Market: Revenue and sales volume of major countries in each region
Serious Game Market Competitive Landscape and Major Players: Analysis of 10-15 leading market players, sales, price, revenue, gross, gross margin, product profile and application, etc.
Trade Flow: Import and export volume of the Serious Game market in major regions.
Serious Game Industry Value Chain: Serious Game market raw materials & suppliers, manufacturing process, distributors, downstream customers
Serious Game Industry News, Policies & Regulations
Key players in the global Serious Game market are covered in Chapter 12:
BreakAway Games
Microsoft
Grendel Games
IBM Corp
Diginext (CS Group)
Designing Digitally
Revelian (Criteria Corp)
Promotion Software GmbH
L.I.B. Businessgames BV
Serious Game Interactive
MPS Interactive Systems
Applied Research Associates
Chaos Theory Games Pty. Ltd.
In Chapter 2 and Chapter 15.1, based on types, the Serious Game market from 2018 to 2028 is primarily split into:
Mobile-based
PC-based
In Chapter 3 and Chapter 15.2, based on applications, the Serious Game market from 2018 to 2028 covers:
Aerospace and Defence
Automotive
Education
Energy
Government
Healthcare
Media and Advertising
Others
Geographically, the detailed analysis of consumption, revenue, market share and growth rate of the following regions are covered in Chapter 7, 8, 9, 10, 11, 15.3, 15.4:
North America (Covered in Chapter 7)
United States
Canada
Asia-Pacific (Covered in Chapter 8)
China
Japan
India
South Korea
Southeast Asia
Australia
Others
Europe (Covered in Chapter 9)
Germany
France
UK
Italy
Spain
Russia
Poland
Others
Latin America (Covered in Chapter 10)
Mexico
Brazil
Argentina
Others
Middle East and Africa (Covered in Chapter 11)
GCC Countries
Africa
Others
The data of this research report is mainly obtained from industry associations, magazines, press releases, national customs, annual reports of enterprises, expert interviews, paid databases and other channels with authority. It also provides scientific forecasts of the industry's core development indicators through professional analysis and forecasting models.
In short, whatever role you take in this industry value chain, this report will help you or your company to acquire a systematic and in-depth understanding of the industry.
Chapter Outline
This report consists of 16 chapters. Below is a brief guideline to help you quickly grasp the main contents of each chapter:
Chapter 1 starts the report with an overview of the Serious Game market, as well as the definitions of the target market and the subdivisions. Through the presented global market size, regional market sizes, and segment market shares, you will be able to draw an overall and comprehensive picture of the market situation. Meanwhile, the research method and data source will be shared in this chapter.
Chapter 2 and Chapter 3 breaks down the market by different types and applications, with historic data presented in metrics of sales volume, revenue, market share and growth rate.
Chapter 4 elaborates on market dynamics and future trends in the industry, which contains an in-depth analysis of market drivers, opportunities, challenges, and risks. Other essential factors that will have a major impact on the market, i.e., industry news and policies in recent years, global inflation, and regional conflict, are also taken into consideration.
Chapter 5 compares the sales volume and revenue of the major regions across the globe, which enables the readers to understand the regional competitive pattern.
Chapter 6 is the analysis of the trade flow. Import volume and export volume are revealed on a regional level.
Chapters 7-11 focus on country-level studies. Data from the major countries in each region are provided, showing the current development of the industry in different countries. Besides, you will also find qualitative trends analysis under global inflation under each of the 6 regions.
Chapter 12 first up presents the competitive landscape by displaying and comparing the revenues, sales volumes, and market shares of the top players in the market, followed by a company-by-company analysis of all the major market participants with introductions of their products, product applications, company profiles, and business overview. In addition, their competitiveness is manifested through numbers of sales volume, revenue, price, gross and gross margin.
Chapter 13 looks into the whole market industrial chain, ranging from the upstream key raw materials and their suppliers to midstream distributors and downstream customers, with influences of global inflation taken into consideration.
Chapter 14 is perfect for those who wish to develop new projects in the industry. This chapter sheds a light on industry entry barriers and gives suggestions on new project investments.
Chapter 15 forecasts the future trend of the market from the perspective of different types, applications, and major regions.
Chapter 16 is the conclusion of the report which helps the readers sum up the main findings and insights.
Years considered for this report:
Historical Years: 2018-2022
Base Year: 2022
Estimated Year: 2023
Forecast Period: 2023-2028