Global Serious Games Market Size, Status and Forecast 2021-2027

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Date: 11-Jan-2021
No. of pages: 97
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Serious Games market is segmented by company, region (country), 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 2016-2027.

Segment by Type

- Enterprises

- Consumers

Segment by Application

- Healthcare

- Aerospace & defense

- Government

- Education

- Retail

- Media & Entertainment

- Others

By Region

- North America

- - U.S.

- - 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

- Latin America

- - Mexico

- - Brazil

- - Rest of Latin America

- Middle East & Africa

- - Turkey

- - Saudi Arabia

- - UAE

- - Rest of MEA

By Company

- BreakAway, Ltd.

- Designing Digitally, Inc.

- DIGINEXT

- IBM Corporation

- Intuition

- Learning Nexus Ltd

- Nintendo Co., Ltd.

- Promotion Software GmbH

- Revelian

- IBM Corporation

Global Serious Games Market Size, Status and Forecast 2021-2027

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: 2016 VS 2021 VS 2027
1.2.2 Enterprises
1.2.3 Consumers
1.3 Market by Application
1.3.1 Global Serious Games Market Share by Application: 2016 VS 2021 VS 2027
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 (2016-2027)
2.2 Serious Games Growth Trends by Regions
2.2.1 Serious Games Market Size by Regions: 2016 VS 2021 VS 2027
2.2.2 Serious Games Historic Market Share by Regions (2016-2021)
2.2.3 Serious Games Forecasted Market Size by Regions (2022-2027)
2.3 Serious Games Industry Dynamic
2.3.1 Serious Games Market Trends
2.3.2 Serious Games Market Drivers
2.3.3 Serious Games Market Challenges
2.3.4 Serious Games Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Serious Games Players by Revenue
3.1.1 Global Top Serious Games Players by Revenue (2016-2021)
3.1.2 Global Serious Games Revenue Market Share by Players (2016-2021)
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 2020
3.5 Serious Games Key Players Head office and 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
4.1 Global Serious Games Historic Market Size by Type (2016-2021)
4.2 Global Serious Games Forecasted Market Size by Type (2022-2027)
5 Serious Games Breakdown Data by Application
5.1 Global Serious Games Historic Market Size by Application (2016-2021)
5.2 Global Serious Games Forecasted Market Size by Application (2022-2027)
6 North America
6.1 North America Serious Games Market Size (2016-2027)
6.2 North America Serious Games Market Size by Type
6.2.1 North America Serious Games Market Size by Type (2016-2021)
6.2.2 North America Serious Games Market Size by Type (2022-2027)
6.2.3 North America Serious Games Market Size by Type (2016-2027)
6.3 North America Serious Games Market Size by Application
6.3.1 North America Serious Games Market Size by Application (2016-2021)
6.3.2 North America Serious Games Market Size by Application (2022-2027)
6.3.3 North America Serious Games Market Size by Application (2016-2027)
6.4 North America Serious Games Market Size by Country
6.4.1 North America Serious Games Market Size by Country (2016-2021)
6.4.2 North America Serious Games Market Size by Country (2022-2027)
6.4.3 United States
6.4.3 Canada
7 Europe
7.1 Europe Serious Games Market Size (2016-2027)
7.2 Europe Serious Games Market Size by Type
7.2.1 Europe Serious Games Market Size by Type (2016-2021)
7.2.2 Europe Serious Games Market Size by Type (2022-2027)
7.2.3 Europe Serious Games Market Size by Type (2016-2027)
7.3 Europe Serious Games Market Size by Application
7.3.1 Europe Serious Games Market Size by Application (2016-2021)
7.3.2 Europe Serious Games Market Size by Application (2022-2027)
7.3.3 Europe Serious Games Market Size by Application (2016-2027)
7.4 Europe Serious Games Market Size by Country
7.4.1 Europe Serious Games Market Size by Country (2016-2021)
7.4.2 Europe Serious Games Market Size by Country (2022-2027)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic
8 Asia-Pacific
8.1 Asia-Pacific Serious Games Market Size (2016-2027)
8.2 Asia-Pacific Serious Games Market Size by Type
8.2.1 Asia-Pacific Serious Games Market Size by Type (2016-2021)
8.2.2 Asia-Pacific Serious Games Market Size by Type (2022-2027)
8.2.3 Asia-Pacific Serious Games Market Size by Type (2016-2027)
8.3 Asia-Pacific Serious Games Market Size by Application
8.3.1 Asia-Pacific Serious Games Market Size by Application (2016-2021)
8.3.2 Asia-Pacific Serious Games Market Size by Application (2022-2027)
8.3.3 Asia-Pacific Serious Games Market Size by Application (2016-2027)
8.4 Asia-Pacific Serious Games Market Size by Region
8.4.1 Asia-Pacific Serious Games Market Size by Region (2016-2021)
8.4.2 Asia-Pacific Serious Games Market Size by Region (2022-2027)
8.4.3 China
8.4.4 Japan
8.4.5 South Korea
8.4.6 Southeast Asia
8.4.7 India
8.4.8 Australia
9 Latin America
9.1 Latin America Serious Games Market Size (2016-2027)
9.2 Latin America Serious Games Market Size by Type
9.2.1 Latin America Serious Games Market Size by Type (2016-2021)
9.2.2 Latin America Serious Games Market Size by Type (2022-2027)
9.2.3 Latin America Serious Games Market Size by Type (2016-2027)
9.3 Latin America Serious Games Market Size by Application
9.3.1 Latin America Serious Games Market Size by Application (2016-2021)
9.3.2 Latin America Serious Games Market Size by Application (2022-2027)
9.3.3 Latin America Serious Games Market Size by Application (2016-2027)
9.4 Latin America Serious Games Market Size by Country
9.4.1 Latin America Serious Games Market Size by Country (2016-2021)
9.4.2 Latin America Serious Games Market Size by Country (2022-2027)
9.4.3 Mexico
9.4.4 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Serious Games Market Size (2016-2027)
10.2 Middle East & Africa Serious Games Market Size by Type
10.2.1 Middle East & Africa Serious Games Market Size by Type (2016-2021)
10.2.2 Middle East & Africa Serious Games Market Size by Type (2022-2027)
10.2.3 Middle East & Africa Serious Games Market Size by Type (2016-2027)
10.3 Middle East & Africa Serious Games Market Size by Application
10.3.1 Middle East & Africa Serious Games Market Size by Application (2016-2021)
10.3.2 Middle East & Africa Serious Games Market Size by Application (2022-2027)
10.3.3 Middle East & Africa Serious Games Market Size by Application (2016-2027)
10.4 Middle East & Africa Serious Games Market Size by Country
10.4.1 Middle East & Africa Serious Games Market Size by Country (2016-2021)
10.4.2 Middle East & Africa Serious Games Market Size by Country (2022-2027)
10.4.3 Turkey
10.4.4 Saudi Arabia
10.4.5 UAE
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 (2016-2021)
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 (2016-2021)
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 (2016-2021)
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 (2016-2021)
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 (2016-2021)
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 (2016-2021)
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 (2016-2021)
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 (2016-2021)
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 (2016-2021)
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 (2016-2021)
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):2016 VS 2021 VS 2027
Table 2. Key Players of Enterprises
Table 3. Key Players of Consumers
Table 4. Global Serious Games Market Size Growth by Application (US$ Million): 2016 VS 2021 VS 2027
Table 5. Global Serious Games Market Size by Regions (US$ Million): 2016 VS 2021 VS 2027
Table 6. Global Serious Games Market Size by Regions (2016-2021) & (US$ Million)
Table 7. Global Serious Games Market Share by Regions (2016-2021)
Table 8. Global Serious Games Forecasted Market Size by Regions (2022-2027) & (US$ Million)
Table 9. Global Serious Games Market Share by Regions (2022-2027)
Table 10. Serious Games Market Trends
Table 11. Serious Games Market Drivers
Table 12. Serious Games Market Challenges
Table 13. Serious Games Market Restraints
Table 14. Global Serious Games Revenue by Players (2016-2021) & (US$ Million)
Table 15. Global Serious Games Market Share by Players (2016-2021)
Table 16. Global Top Serious Games Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Serious Games as of 2020)
Table 17. Ranking of Global Top Serious Games Companies by Revenue (US$ Million) in 2020
Table 18. Global 5 Largest Players Market Share by Serious Games Revenue (CR5 and HHI) & (2016-2021)
Table 19. Key Players Headquarters and Area Served
Table 20. Key Players Serious Games Product Solution and Service
Table 21. Date of Enter into Serious Games Market
Table 22. Mergers & Acquisitions, Expansion Plans
Table 23. Global Serious Games Market Size by Type (2016-2021) (US$ Million)
Table 24. Global Serious Games Revenue Market Share by Type (2016-2021)
Table 25. Global Serious Games Forecasted Market Size by Type (2022-2027) (US$ Million)
Table 26. Global Serious Games Revenue Market Share by Type (2022-2027) & (US$ Million)
Table 27. Global Serious Games Market Size Share by Application (2016-2021) & (US$ Million)
Table 28. Global Serious Games Revenue Market Share by Application (2016-2021)
Table 29. Global Serious Games Forecasted Market Size by Application (2022-2027) (US$ Million)
Table 30. Global Serious Games Revenue Market Share by Application (2022-2027) & (US$ Million)
Table 31. North America Serious Games Market Size by Type (2016-2021) (US$ Million)
Table 32. North America Serious Games Market Size by Type (2022-2027) & (US$ Million)
Table 33. North America Serious Games Market Size by Application (2016-2021) (US$ Million)
Table 34. North America Serious Games Market Size by Application (2022-2027) & (US$ Million)
Table 35. North America Serious Games Market Size by Country (2016-2021) & (US$ Million)
Table 36. North America Serious Games Market Size by Country (2022-2027) & (US$ Million)
Table 37. Europe Serious Games Market Size by Type (2016-2021) (US$ Million)
Table 38. Europe Serious Games Market Size by Type (2022-2027) & (US$ Million)
Table 39. Europe Serious Games Market Size by Application (2016-2021) (US$ Million)
Table 40. Europe Serious Games Market Size by Application (2022-2027) & (US$ Million)
Table 41. Europe Serious Games Market Size by Country (2016-2021) & (US$ Million)
Table 42. Europe Serious Games Market Size by Country (2022-2027) & (US$ Million)
Table 43. Asia-Pacific Serious Games Market Size by Type (2016-2021) (US$ Million)
Table 44. Asia-Pacific Serious Games Market Size by Type (2022-2027) & (US$ Million)
Table 45. Asia-Pacific Serious Games Market Size by Application (2016-2021) (US$ Million)
Table 46. Asia-Pacific Serious Games Market Size by Application (2022-2027) & (US$ Million)
Table 47. Asia-Pacific Serious Games Market Size by Region (2016-2021) & (US$ Million)
Table 48. Asia-Pacific Serious Games Market Size by Region (2022-2027) & (US$ Million)
Table 49. Latin America Serious Games Market Size by Type (2016-2021) (US$ Million)
Table 50. Latin America Serious Games Market Size by Type (2022-2027) & (US$ Million)
Table 51. Latin America Serious Games Market Size by Application (2016-2021) (US$ Million)
Table 52. Latin America Serious Games Market Size by Application (2022-2027) & (US$ Million)
Table 53. Latin America Serious Games Market Size by Country (2016-2021) & (US$ Million)
Table 54. Latin America Serious Games Market Size by Country (2022-2027) & (US$ Million)
Table 55. Middle East & Africa Serious Games Market Size by Type (2016-2021) (US$ Million)
Table 56. Middle East & Africa Serious Games Market Size by Type (2022-2027) & (US$ Million)
Table 57. Middle East & Africa Serious Games Market Size by Application (2016-2021) (US$ Million)
Table 58. Middle East & Africa Serious Games Market Size by Application (2022-2027) & (US$ Million)
Table 59. Middle East & Africa Serious Games Market Size by Country (2016-2021) & (US$ Million)
Table 60. Middle East & Africa Serious Games Market Size by Country (2022-2027) & (US$ Million)
Table 61. BreakAway, Ltd. Company Details
Table 62. BreakAway, Ltd. Business Overview
Table 63. BreakAway, Ltd. Serious Games Product
Table 64. BreakAway, Ltd. Revenue in Serious Games Business (2016-2021) & (US$ Million)
Table 65. BreakAway, Ltd. Recent Development
Table 66. Designing Digitally, Inc. Company Details
Table 67. Designing Digitally, Inc. Business Overview
Table 68. Designing Digitally, Inc. Serious Games Product
Table 69. Designing Digitally, Inc. Revenue in Serious Games Business (2016-2021) & (US$ Million)
Table 70. Designing Digitally, Inc. Recent Development
Table 71. DIGINEXT Company Details
Table 72. DIGINEXT Business Overview
Table 73. DIGINEXT Serious Games Product
Table 74. DIGINEXT Revenue in Serious Games Business (2016-2021) & (US$ Million)
Table 75. DIGINEXT Recent Development
Table 76. IBM Corporation Company Details
Table 77. IBM Corporation Business Overview
Table 78. IBM Corporation Serious Games Product
Table 79. IBM Corporation Revenue in Serious Games Business (2016-2021) & (US$ Million)
Table 80. IBM Corporation Recent Development
Table 81. Intuition Company Details
Table 82. Intuition Business Overview
Table 83. Intuition Serious Games Product
Table 84. Intuition Revenue in Serious Games Business (2016-2021) & (US$ Million)
Table 85. Intuition Recent Development
Table 86. Learning Nexus Ltd Company Details
Table 87. Learning Nexus Ltd Business Overview
Table 88. Learning Nexus Ltd Serious Games Product
Table 89. Learning Nexus Ltd Revenue in Serious Games Business (2016-2021) & (US$ Million)
Table 90. Learning Nexus Ltd Recent Development
Table 91. Nintendo Co., Ltd. Company Details
Table 92. Nintendo Co., Ltd. Business Overview
Table 93. Nintendo Co., Ltd. Serious Games Product
Table 94. Nintendo Co., Ltd. Revenue in Serious Games Business (2016-2021) & (US$ Million)
Table 95. Nintendo Co., Ltd. Recent Development
Table 96. Promotion Software GmbH Company Details
Table 97. Promotion Software GmbH Business Overview
Table 98. Promotion Software GmbH Revenue in Serious Games Business (2016-2021) & (US$ Million)
Table 99. Promotion Software GmbH Recent Development
Table 100. Revelian Company Details
Table 101. Revelian Business Overview
Table 102. Revelian Serious Games Product
Table 103. Revelian Revenue in Serious Games Business (2016-2021) & (US$ Million)
Table 104. Revelian Recent Development
Table 105. Tata Interactive Systems Company Details
Table 106. Tata Interactive Systems Business Overview
Table 107. Tata Interactive Systems Serious Games Product
Table 108. Tata Interactive Systems Revenue in Serious Games Business (2016-2021) & (US$ Million)
Table 109. Tata Interactive Systems Recent Development
Table 110. Research Programs/Design for This Report
Table 111. Key Data Information from Secondary Sources
Table 112. Key Data Information from Primary Sources
List of Figures
Figure 1. Global Serious Games Market Share by Type: 2020 VS 2027
Figure 2. Enterprises Features
Figure 3. Consumers Features
Figure 4. Global Serious Games Market Share by Application: 2020 VS 2027
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), Year-over-Year: 2016-2027
Figure 14. Global Serious Games Market Size (US$ Million), 2016 VS 2021 VS 2027
Figure 15. Global Serious Games Market Share by Regions: 2020 VS 2027
Figure 16. Global Serious Games Market Share by Regions (2022-2027)
Figure 17. Global Serious Games Market Share by Players in 2020
Figure 18. Global Top Serious Games Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Serious Games as of 2020
Figure 19. The Top 10 and 5 Players Market Share by Serious Games Revenue in 2020
Figure 20. Global Serious Games Revenue Market Share by Type (2016-2021)
Figure 21. Global Serious Games Revenue Market Share by Type (2022-2027)
Figure 22. North America Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 23. North America Serious Games Market Share by Type (2016-2027)
Figure 24. North America Serious Games Market Share by Application (2016-2027)
Figure 25. North America Serious Games Market Share by Country (2016-2027)
Figure 26. United States Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 27. Canada Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 28. Europe Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 29. Europe Serious Games Market Share by Type (2016-2027)
Figure 30. Europe Serious Games Market Share by Application (2016-2027)
Figure 31. Europe Serious Games Market Share by Country (2016-2027)
Figure 32. Germany Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 33. France Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 34. U.K. Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 35. Italy Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 36. Russia Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 37. Nordic Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 38. Asia-Pacific Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 39. Asia-Pacific Serious Games Market Share by Type (2016-2027)
Figure 40. Asia-Pacific Serious Games Market Share by Application (2016-2027)
Figure 41. Asia-Pacific Serious Games Market Share by Region (2016-2027)
Figure 42. China Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 43. Japan Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 44. South Korea Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 45. Southeast Asia Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 46. India Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 47. Australia Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 48. Latin America Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 49. Latin America Serious Games Market Share by Type (2016-2027)
Figure 50. Latin America Serious Games Market Share by Application (2016-2027)
Figure 51. Latin America Serious Games Market Share by Country (2016-2027)
Figure 52. Mexico Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 53. Brazil Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 54. Middle East & Africa Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 55. Middle East & Africa Serious Games Market Share by Type (2016-2027)
Figure 56. Middle East & Africa Serious Games Market Share by Application (2016-2027)
Figure 57. Middle East & Africa Serious Games Market Share by Country (2016-2027)
Figure 58. Turkey Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 59. Saudi Arabia Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 60. UAE Serious Games Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 61. BreakAway, Ltd. Revenue Growth Rate in Serious Games Business (2016-2021)
Figure 62. Designing Digitally, Inc. Revenue Growth Rate in Serious Games Business (2016-2021)
Figure 63. DIGINEXT Revenue Growth Rate in Serious Games Business (2016-2021)
Figure 64. IBM Corporation Revenue Growth Rate in Serious Games Business (2016-2021)
Figure 65. Intuition Revenue Growth Rate in Serious Games Business (2016-2021)
Figure 66. Learning Nexus Ltd Revenue Growth Rate in Serious Games Business (2016-2021)
Figure 67. Nintendo Co., Ltd. Revenue Growth Rate in Serious Games Business (2016-2021)
Figure 68. Promotion Software GmbH Revenue Growth Rate in Serious Games Business (2016-2021)
Figure 69. Revelian Revenue Growth Rate in Serious Games Business (2016-2021)
Figure 70. Tata Interactive Systems Revenue Growth Rate in Serious Games Business (2016-2021)
Figure 71. Bottom-up and Top-down Approaches for This Report
Figure 72. Data Triangulation
Figure 73. Key Executives Interviewed
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  • E-sports Market Status and Trend Analysis 2017-2026 (COVID-19 Version)
    Published: 18-Jan-2021        Price: US 3000 Onwards        Pages: 105
    Summary Further key aspects of the report indicate that: Chapter 1: Research Scope: Product Definition, Type, End-Use & Methodology Chapter 2: Global Industry Summary Chapter 3: Market Dynamics Chapter 4: Global Market Segmentation by region, type and End-Use Chapter 5: North America Market Segmentation by region, type and End-Use Chapter 6: Europe Market Segmentation by region, type and End-Use Chapter 7: Asia-Pacific Market Segmen......
  • Global PC Games Market Research Report with Opportunities and Strategies to Boost Growth- COVID-19 Impact and Recovery
    Published: 14-Jan-2021        Price: US 3500 Onwards        Pages: 115
    Based on the PC Games market development status, competitive landscape and development model in different regions of the world, this report is dedicated to providing niche markets, potential risks and comprehensive competitive strategy analysis in different fields. From the competitive advantages of different types of products and services, the development opportunities and consumption characteristics and structure analysis of the downstream application fields are all analyzed in detail. To Boos......
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