Global Serious Games Market Research Report 2022 - Market Size, Current Insights and Development Trends

Publisher Name :
Date: 24-Nov-2022
No. of pages: 102

A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition.

The report focuses on the Serious Games market size, segment size (mainly covering product type, application, and geography), competitor landscape, recent status, and development trends. Furthermore, the report provides strategies for companies to overcome threats posed by COVID-19.

Technological innovation and advancement will further optimize the performance of the product, enabling it to acquire a wider range of applications in the downstream market. Moreover, customer preference analysis, market dynamics (drivers, restraints, opportunities), new product release, impact of COVID-19, regional conflicts and carbon neutrality provide crucial information for us to take a deep dive into the Serious Games market.

Major Players in the Serious Games market are:

Tata Interactive Systems

Revelian

IBM Corporation

Designing Digitally, Inc.

BreakAway, Ltd.

Nintendo Co., Ltd.

Promotion Software GmbH

Learning Nexus Ltd

Intuition

DIGINEXT

On the basis of types, the Serious Games market is primarily split into:

Enterprises

Consumers

On the basis of applications, the market covers:

Healthcare

Aerospace & defense

Government

Education

Retail

Media & Entertainment

Others

Major Regions or countries covered in this report:

United States

Europe

China

Japan

India

Southeast Asia

Latin America

Middle East and Africa

Others

Years considered for this report:

Historical Years: 2017-2021

Base Year: 2021

Estimated Year: 2022

Forecast Period: 2022-2029

Global Serious Games Market Research Report 2022 - Market Size, Current Insights and Development Trends

Table of Content

1 Serious Games Market Overview
1.1 Product Overview and Scope of Serious Games Market
1.2 Serious Games Market Segment by Type
1.2.1 Global Serious Games Market Sales and CAGR (%) Comparison by Type (2017-2029)
1.3 Global Serious Games Market Segment by Application
1.3.1 Serious Games Market Consumption (Sales) Comparison by Application (2017-2029)
1.4 Global Serious Games Market, Region Wise (2017-2029)
1.5 Global Market Size (Revenue) of Serious Games (2017-2029)
1.5.1 Global Serious Games Market Revenue Status and Outlook (2017-2029)
1.5.2 Global Serious Games Market Sales Status and Outlook (2017-2029)
1.6 Influence of Regional Conflicts on the Serious Games Industry
1.7 Impact of Carbon Neutrality on the Serious Games Industry

2 Serious Games Market Upstream and Downstream Analysis
2.1 Serious Games Industrial Chain Analysis
2.2 Key Raw Materials Suppliers and Price Analysis
2.3 Key Raw Materials Supply and Demand Analysis
2.4 Market Concentration Rate of Raw Materials
2.5 Manufacturing Process Analysis
2.6 Manufacturing Cost Structure Analysis
2.6.1 Labor Cost Analysis
2.6.2 Energy Costs Analysis
2.6.3 R&D Costs Analysis
2.7 Major Downstream Buyers of Serious Games Analysis
2.8 Impact of COVID-19 on the Industry Upstream and Downstream

3 Players Profiles
3.1 Tata Interactive Systems
3.1.1 Tata Interactive Systems Basic Information, Manufacturing Base, Sales Area and Competitors
3.1.2 Product Profiles, Application and Specification
3.1.3 Serious Games Market Performance (2017-2022)
3.1.4 Business Overview
3.2 Revelian
3.2.1 Revelian Basic Information, Manufacturing Base, Sales Area and Competitors
3.2.2 Product Profiles, Application and Specification
3.2.3 Serious Games Market Performance (2017-2022)
3.2.4 Business Overview
3.3 IBM Corporation
3.3.1 IBM Corporation Basic Information, Manufacturing Base, Sales Area and Competitors
3.3.2 Product Profiles, Application and Specification
3.3.3 Serious Games Market Performance (2017-2022)
3.3.4 Business Overview
3.4 Designing Digitally, Inc.
3.4.1 Designing Digitally, Inc. Basic Information, Manufacturing Base, Sales Area and Competitors
3.4.2 Product Profiles, Application and Specification
3.4.3 Serious Games Market Performance (2017-2022)
3.4.4 Business Overview
3.5 BreakAway, Ltd.
3.5.1 BreakAway, Ltd. Basic Information, Manufacturing Base, Sales Area and Competitors
3.5.2 Product Profiles, Application and Specification
3.5.3 Serious Games Market Performance (2017-2022)
3.5.4 Business Overview
3.6 Nintendo Co., Ltd.
3.6.1 Nintendo Co., Ltd. Basic Information, Manufacturing Base, Sales Area and Competitors
3.6.2 Product Profiles, Application and Specification
3.6.3 Serious Games Market Performance (2017-2022)
3.6.4 Business Overview
3.7 Promotion Software GmbH
3.7.1 Promotion Software GmbH Basic Information, Manufacturing Base, Sales Area and Competitors
3.7.2 Product Profiles, Application and Specification
3.7.3 Serious Games Market Performance (2017-2022)
3.7.4 Business Overview
3.8 Learning Nexus Ltd
3.8.1 Learning Nexus Ltd Basic Information, Manufacturing Base, Sales Area and Competitors
3.8.2 Product Profiles, Application and Specification
3.8.3 Serious Games Market Performance (2017-2022)
3.8.4 Business Overview
3.9 Intuition
3.9.1 Intuition Basic Information, Manufacturing Base, Sales Area and Competitors
3.9.2 Product Profiles, Application and Specification
3.9.3 Serious Games Market Performance (2017-2022)
3.9.4 Business Overview
3.10 DIGINEXT
3.10.1 DIGINEXT Basic Information, Manufacturing Base, Sales Area and Competitors
3.10.2 Product Profiles, Application and Specification
3.10.3 Serious Games Market Performance (2017-2022)
3.10.4 Business Overview

4 Global Serious Games Market Landscape by Player
4.1 Global Serious Games Sales and Share by Player (2017-2022)
4.2 Global Serious Games Revenue and Market Share by Player (2017-2022)
4.3 Global Serious Games Average Price by Player (2017-2022)
4.4 Global Serious Games Gross Margin by Player (2017-2022)
4.5 Serious Games Market Competitive Situation and Trends
4.5.1 Serious Games Market Concentration Rate
4.5.2 Serious Games Market Share of Top 3 and Top 6 Players
4.5.3 Mergers & Acquisitions, Expansion

5 Global Serious Games Sales, Revenue, Price Trend by Type
5.1 Global Serious Games Sales and Market Share by Type (2017-2022)
5.2 Global Serious Games Revenue and Market Share by Type (2017-2022)
5.3 Global Serious Games Price by Type (2017-2022)
5.4 Global Serious Games Sales, Revenue and Growth Rate by Type (2017-2022)
5.4.1 Global Serious Games Sales, Revenue and Growth Rate of Enterprises (2017-2022)
5.4.2 Global Serious Games Sales, Revenue and Growth Rate of Consumers (2017-2022)

6 Global Serious Games Market Analysis by Application
6.1 Global Serious Games Consumption and Market Share by Application (2017-2022)
6.2 Global Serious Games Consumption Revenue and Market Share by Application (2017-2022)
6.3 Global Serious Games Consumption and Growth Rate by Application (2017-2022)
6.3.1 Global Serious Games Consumption and Growth Rate of Healthcare (2017-2022)
6.3.2 Global Serious Games Consumption and Growth Rate of Aerospace & defense (2017-2022)
6.3.3 Global Serious Games Consumption and Growth Rate of Government (2017-2022)
6.3.4 Global Serious Games Consumption and Growth Rate of Education (2017-2022)
6.3.5 Global Serious Games Consumption and Growth Rate of Retail (2017-2022)
6.3.6 Global Serious Games Consumption and Growth Rate of Media & Entertainment (2017-2022)
6.3.7 Global Serious Games Consumption and Growth Rate of Others (2017-2022)

7 Global Serious Games Sales and Revenue Region Wise (2017-2022)
7.1 Global Serious Games Sales and Market Share, Region Wise (2017-2022)
7.2 Global Serious Games Revenue and Market Share, Region Wise (2017-2022)
7.3 Global Serious Games Sales, Revenue, Price and Gross Margin (2017-2022)
7.4 United States Serious Games Sales, Revenue, Price and Gross Margin (2017-2022)
7.5 Europe Serious Games Sales, Revenue, Price and Gross Margin (2017-2022)
7.6 China Serious Games Sales, Revenue, Price and Gross Margin (2017-2022)
7.7 Japan Serious Games Sales, Revenue, Price and Gross Margin (2017-2022)
7.8 India Serious Games Sales, Revenue, Price and Gross Margin (2017-2022)
7.9 Southeast Asia Serious Games Sales, Revenue, Price and Gross Margin (2017-2022)
7.10 Latin America Serious Games Sales, Revenue, Price and Gross Margin (2017-2022)
7.11 Middle East and Africa Serious Games Sales, Revenue, Price and Gross Margin (2017-2022)

8 Global Serious Games Market Forecast (2022-2029)
8.1 Global Serious Games Sales, Revenue Forecast (2022-2029)
8.1.1 Global Serious Games Sales and Growth Rate Forecast (2022-2029)
8.1.2 Global Serious Games Revenue and Growth Rate Forecast (2022-2029)
8.1.3 Global Serious Games Price and Trend Forecast (2022-2029)
8.2 Global Serious Games Sales and Revenue Forecast, Region Wise (2022-2029)
8.2.1 United States Serious Games Sales and Revenue Forecast (2022-2029)
8.2.2 Europe Serious Games Sales and Revenue Forecast (2022-2029)
8.2.3 China Serious Games Sales and Revenue Forecast (2022-2029)
8.2.4 Japan Serious Games Sales and Revenue Forecast (2022-2029)
8.2.5 India Serious Games Sales and Revenue Forecast (2022-2029)
8.2.6 Southeast Asia Serious Games Sales and Revenue Forecast (2022-2029)
8.2.7 Latin America Serious Games Sales and Revenue Forecast (2022-2029)
8.2.8 Middle East and Africa Serious Games Sales and Revenue Forecast (2022-2029)
8.3 Global Serious Games Sales, Revenue and Price Forecast by Type (2022-2029)
8.3.1 Global Serious Games Revenue and Growth Rate of Enterprises (2022-2029)
8.3.2 Global Serious Games Revenue and Growth Rate of Consumers (2022-2029)
8.4 Global Serious Games Consumption Forecast by Application (2022-2029)
8.4.1 Global Serious Games Consumption Value and Growth Rate of Healthcare (2022-2029)
8.4.2 Global Serious Games Consumption Value and Growth Rate of Aerospace & defense (2022-2029)
8.4.3 Global Serious Games Consumption Value and Growth Rate of Government (2022-2029)
8.4.4 Global Serious Games Consumption Value and Growth Rate of Education (2022-2029)
8.4.5 Global Serious Games Consumption Value and Growth Rate of Retail (2022-2029)
8.4.6 Global Serious Games Consumption Value and Growth Rate of Media & Entertainment (2022-2029)
8.4.7 Global Serious Games Consumption Value and Growth Rate of Others (2022-2029)
8.5 Serious Games Market Forecast Under COVID-19

9 Industry Outlook
9.1 Serious Games Market Drivers Analysis
9.2 Serious Games Market Restraints and Challenges
9.3 Serious Games Market Opportunities Analysis
9.4 Emerging Market Trends
9.5 Serious Games Industry Technology Status and Trends
9.6 News of Product Release
9.7 Consumer Preference Analysis
9.8 Serious Games Industry Development Trends under COVID-19 Outbreak
9.8.1 Global COVID-19 Status Overview
9.8.2 Influence of COVID-19 Outbreak on Serious Games Industry Development

10 Research Findings and Conclusion

11 Appendix
11.1 Methodology
11.2 Research Data Source
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