Global Serious Games Market Insight 2020, Forecast to 2030

  • The Serious Games market was valued at US$ xx in 2019, prior to COVID-19. Whereas post-COVID-19 scenario, the market for Serious Games is projected to grow from US$ xx million in 2020, and is projected to reach xx by 2025, at a CAGR of xx% during the forecast period. Projected and forecast revenue values are in constant U.S. dollars, unadjusted for inflation. Product values are estimated based on manufacturers' revenue.


    The report offers detailed coverage of Serious Games industry and main market trends. The market research includes historical and forecast market data, demand, application details, price trends, and company shares of the leading Serious Games by geography. The report splits the market size, by volume and value, on the basis of application type and geography.


    In addition to this data, the report provides insight into drivers of market demand and strategies of suppliers. Key players are profiled, and their market shares in the global Serious Games market are discussed.


    The market is segmented by types:

    Enterprises

    Consumers


    It can be also divided by applications:

    Healthcare

    Aerospace & defense

    Government

    Education

    Retail

    Media & Entertainment

    Others


    And this report covers the historical situation, present status and the future prospects of the global Serious Games market for 2015-2025. In this report, we analyze global market from 5 geographies: Asia-Pacific, Europe, North America, Middle East & Africa, South America.


    Finally, the report provides detailed profile and data information analysis of leading company.

    BreakAway, Ltd.

    Designing Digitally, Inc.

    DIGINEXT

    IBM Corporation

    Intuition

    Learning Nexus Ltd

    Nintendo Co., Ltd.

    Promotion Software GmbH

    Revelian

    Tata Interactive Systems


    Report Includes:

    - xx data tables and xx additional tables

    - An overview of global Serious Games market

    - An detailed key players analysis across regions

    - Analyses of global market trends, with historical data, estimates for 2020 and projections of compound annual growth rates (CAGRs) through 2025

    - Insights into regulatory and environmental developments

    - Information on the supply and demand scenario and evaluation of technological and investment opportunities in the Serious Games market

    - Profiles of major players in the industry, including BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Intuition..


    Research objectives

    To study and analyze the global Serious Games consumption (value & volume) by key regions/countries, product type and application, history data from 2015 to 2019, and forecast to 2025.

    To understand the structure of Serious Games market by identifying its various subsegments.

    Focuses on the key global Serious Games manufacturers, to define, describe and analyze the sales volume, value, market share, market competition landscape, Porter's five forces analysis, SWOT analysis and development plans in next few years.

    To analyze the Serious Games with respect to individual growth trends, future prospects, and their contribution to the total market.

    To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).

    To project the consumption of Serious Games submarkets, with respect to key regions (along with their respective key countries).

    To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

    To strategically profile the key players and comprehensively analyze their growth strategies.

     

  • With tables and figures helping analyze worldwide Global Serious Games market, this research provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market.

    Global Serious Games Market Report 2020, Forecast to 2025

    1 Scope of the Study

    1.1 Serious Games Introduction

    1.2 Research Programs

    1.3 Analysis of Macroeconomic Indicators

    1.4 Years Considered

    1.5 Methodology

    1.6 Data Source

    1.7 Research Objectives

    2 Serious Games Industry Overview

    2.1 Global Serious Games Market Size (Million USD) Comparison by Regions (2020-2025)

    2.1.1 Serious Games Global Main Region Market Analysis

    2.2 Market Analysis by Type

    2.2.1 Enterprises
    2.2.2 Consumers

    2.3 Market Analysis by Application

    2.3.1 Healthcare
    2.3.2 Aerospace & defense
    2.3.3 Government
    2.3.4 Education
    2.3.5 Retail
    2.3.6 Media & Entertainment
    2.3.7 Others

    2.4 Global Serious Games Revenue, Sales and Market Share by Manufacturer

    2.4.1 Global Serious Games Sales and Market Share by Manufacturer (2018-2020)
    2.4.2 Global Serious Games Revenue and Market Share by Manufacturer (2018-2020)
    2.4.3 Global Serious Games Industry Concentration Ratio (CR5 and HHI)
    2.4.4 Top 5 Serious Games Manufacturer Market Share
    2.4.5 Top 10 Serious Games Manufacturer Market Share
    2.4.6 Date of Key Manufacturers Enter into Serious Games Market
    2.4.7 Key Manufacturers Serious Games Product Offered
    2.4.8 Mergers & Acquisitions Planning

    2.5 Serious Games Historical Development Overview

    2.6 Market Dynamics

    2.6.1 Market Opportunities
    2.6.2 Market Risk
    2.6.3 Market Driving Force
    2.6.4 Porter's Five Forces Analysis
    2.7 Coronavirus Disease 2019 (Covid-19): Serious Games Industry Impact
    2.7.1 How the Covid-19 is Affecting the Serious Games Industry
    2.7.2 Serious Games Business Impact Assessment - Covid-19
    2.7.3 Market Trends and Serious Games Potential Opportunities in the COVID-19 Landscape
    2.7.4 Measures / Proposal against Covid-19

    3 Related Market Analysis

    3.1 Related Market Overview

    3.2 Macro Analysis of Upstream Markets

    3.3 Key Players in Related Markets

    3.4 Related Markets Trend Analysis


    4 Global Serious Games Market Size Categorized by Regions

    4.1 Global Serious Games Revenue and Market Share by Regions

    4.1.1 Global Serious Games Sales and Market Share by Regions (2015-2020)
    4.1.2 Global Serious Games Revenue and Market Share by Regions (2015-2020)

    4.2 Europe Serious Games Revenue and Growth Rate (2015-2020)

    4.3 APAC Serious Games Revenue and Growth Rate (2015-2020)

    4.4 North America Serious Games Revenue and Growth Rate (2015-2020)

    4.5 South America Serious Games Revenue and Growth Rate (2015-2020)

    4.6 Middle East & Africa Serious Games Revenue and Growth Rate (2015-2020)


    5 Europe Serious Games Market Size Categorized by Countries

    5.1 Europe Serious Games Revenue and Market Share by Countries

    5.1.1 Europe Serious Games Revenue by Countries (2015-2020)
    5.1.2 Germany Serious Games Revenue and Growth Rate (2015-2020)
    5.1.3 UK Serious Games Revenue and Growth Rate (2015-2020)
    5.1.4 France Serious Games Revenue and Growth Rate (2015-2020)
    5.1.5 Russia Serious Games Revenue and Growth Rate (2015-2020)
    5.1.6 Italy Serious Games Revenue and Growth Rate (2015-2020)
    5.1.7 Spain Serious Games Revenue and Growth Rate (2015-2020)

    5.2 Europe Serious Games Revenue (Value) by Manufacturers (2018-2020)

    5.3 Europe Serious Games Revenue and Market Share by Type (2015-2020)

    5.4 Europe Serious Games Revenue and Market Share by Application (2015-2020)


    6 Asia-Pacific Serious Games Market Size Categorized by Countries

    6.1 Asia-Pacific Serious Games Revenue and Market Share by Countries

    6.1.1 Asia-Pacific Serious Games Revenue by Countries (2015-2020)
    6.1.2 China Serious Games Revenue and Growth Rate (2015-2020)
    6.1.3 Japan Serious Games Revenue and Growth Rate (2015-2020)
    6.1.4 Korea Serious Games Revenue and Growth Rate (2015-2020)
    6.1.5 India Serious Games Revenue and Growth Rate (2015-2020)
    6.1.6 Southeast Asia Serious Games Revenue and Growth Rate (2015-2020)
    6.1.7 Australia Serious Games Revenue and Growth Rate (2015-2020)

    6.2 Asia-Pacific Serious Games Revenue (Value) by Players (2018-2020)

    6.3 Asia-Pacific Serious Games Revenue and Market Share by Type (2015-2020)

    6.4 Asia-Pacific Serious Games Revenue and Market Share by Application (2015-2020)


    7 North America Serious Games Market Size Categorized by Countries

    7.1 North America Serious Games Revenue and Market Share by Countries

    7.1.1 North America Serious Games Revenue by Countries (2015-2020)
    7.1.2 United States Serious Games Revenue and Growth Rate (2015-2020)
    7.1.3 Canada Serious Games Revenue and Growth Rate (2015-2020)
    7.1.4 Mexico Serious Games Revenue and Growth Rate (2015-2020)

    7.2 North America Serious Games Revenue (Value) by Players (2018-2020)

    7.3 North America Serious Games Revenue and Market Share by Type (2015-2020)

    7.4 North America Serious Games Revenue and Market Share by Application (2015-2020)


    8 South America Serious Games Market Size Categorized by Countries

    8.1 South America Serious Games Revenue and Market Share by Countries

    8.1.1 South America Serious Games Revenue by Countries (2015-2020)
    8.1.2 Brazil Serious Games Revenue and Growth Rate (2015-2020)

    8.2 South America Serious Games Revenue (Value) by Players (2018-2020)

    8.3 South America Serious Games Revenue and Market Share by Type (2015-2020)

    8.4 South America Serious Games Revenue and Market Share by Application (2015-2020)


    9 Middle East and Africa Serious Games Market Size Categorized by Countries

    9.1 Middle East and Africa Serious Games Revenue and Market Share by Countries

    9.1.1 Middle East and Africa Serious Games Revenue by Countries (2015-2020)
    9.1.2 GCC Countries Serious Games Revenue and Growth Rate (2015-2020)
    9.1.3 Turkey Serious Games Revenue and Growth Rate (2015-2020)
    9.1.4 Egypt Serious Games Revenue and Growth Rate (2015-2020)
    9.1.5 South Africa Serious Games Revenue and Growth Rate (2015-2020)

    9.2 Middle East and Africa Serious Games Revenue (Value) by Players (2018-2020)

    9.3 Middle East and Africa Serious Games Revenue and Market Share by Type (2015-2020)

    9.4 Middle East and Africa Serious Games Revenue and Market Share by Application (2015-2020)


    10 Global Serious Games Market Segment by Type

    10.1 Global Serious Games Revenue and Market Share by Type (2015-2020)

    10.2 Global Serious Games Market Forecast by Type (2020-2025)

    10.3 Enterprises Revenue Growth Rate

    10.4 Consumers Revenue Growth Rate


    11 Global Serious Games Market Segment by Application

    11.1 Global Serious Games Revenue Market Share by Application (2015-2020)

    11.2 Global Serious Games Market Forecast by Application (2020-2025)

    11.3 Healthcare Revenue Growth Rate (2015-2025)

    11.4 Aerospace & defense Revenue Growth Rate (2015-2025)

    11.5 Government Revenue Growth Rate (2015-2025)

    11.6 Education Revenue Growth Rate (2015-2025)

    11.7 Retail Revenue Growth Rate (2015-2025)
    11.8 Media & Entertainment Revenue Growth Rate (2015-2025)
    11.9 Others Revenue Growth Rate (2015-2025)

    12 Market Forecast for Serious Games

    12.1 Global Serious Games Market Size Forecast (2020-2025)

    12.2 Serious Games Market Forecast by Regions (2020-2025)

    12.3 Europe Serious Games Revenue Market Forecast (2020-2025)

    12.4 APAC Serious Games Revenue Market Forecast (2020-2025)

    12.5 North America Serious Games Revenue Market Forecast (2020-2025)

    12.6 South America Serious Games Revenue Market Forecast (2020-2025)

    12.7 Middle East & Africa Serious Games Revenue Market Forecast (2020-2025)

    13 Analysis of Serious Games Industry Key Vendors

    13.1 BreakAway, Ltd.

    13.1.1 Company Details
    13.1.2 Product Information
    13.1.3 BreakAway, Ltd. Serious Games Revenue and Gross Margin (2018-2020)
    13.1.4 Main Business Overview
    13.1.5 BreakAway, Ltd. News

    13.2 Designing Digitally, Inc.

    13.2.1 Company Details
    13.2.2 Product Information
    13.2.3 Designing Digitally, Inc. Serious Games Revenue and Gross Margin (2018-2020)
    13.2.4 Main Business Overview
    13.2.5 Designing Digitally, Inc. News

    13.3 DIGINEXT

    13.3.1 Company Details
    13.3.2 Product Information
    13.3.3 DIGINEXT Serious Games Revenue and Gross Margin (2018-2020)
    13.3.4 Main Business Overview
    13.3.5 DIGINEXT News

    13.4 IBM Corporation

    13.4.1 Company Details
    13.4.2 Product Information
    13.4.3 IBM Corporation Serious Games Revenue and Gross Margin (2018-2020)
    13.4.4 Main Business Overview
    13.4.5 IBM Corporation News

    13.5 Intuition

    13.5.1 Company Details
    13.5.2 Product Information
    13.5.3 Intuition Serious Games Revenue and Gross Margin (2018-2020)
    13.5.4 Main Business Overview
    13.5.5 Intuition News

    13.6 Learning Nexus Ltd

    13.6.1 Company Details
    13.6.2 Product Information
    13.6.3 Learning Nexus Ltd Serious Games Revenue and Gross Margin (2018-2020)
    13.6.4 Main Business Overview
    13.6.5 Learning Nexus Ltd News
    13.7 Nintendo Co., Ltd.
    13.7.1 Company Details
    13.7.2 Product Information
    13.7.3 Nintendo Co., Ltd. Serious Games Revenue and Gross Margin (2018-2020)
    13.7.4 Main Business Overview
    13.7.5 Nintendo Co., Ltd. News
    13.8 Promotion Software GmbH
    13.8.1 Company Details
    13.8.2 Product Information
    13.8.3 Promotion Software GmbH Serious Games Revenue and Gross Margin (2018-2020)
    13.8.4 Main Business Overview
    13.8.5 Promotion Software GmbH News
    13.9 Revelian
    13.9.1 Company Details
    13.9.2 Product Information
    13.9.3 Revelian Serious Games Revenue and Gross Margin (2018-2020)
    13.9.4 Main Business Overview
    13.9.5 Revelian News

    13.10 Tata Interactive Systems

    13.10.1 Company Details
    13.10.2 Product Information
    13.10.3 Tata Interactive Systems Serious Games Revenue and Gross Margin (2018-2020)
    13.10.4 Main Business Overview
    13.10.5 Tata Interactive Systems News

    14 Research Findings and Conclusion

    15 Appendix

     

  • The Global Serious Games Market has been segregated into various crucial divisions including applications, types, and regions. Each market segment is intensively studied in the report contemplating its market acceptance, worthiness, demand, and growth prospects. The segmentation analysis will help the client to customize their marketing approach to have a better command of each segment and to identify the most prospective customer base.

    Report Objectives / Segmentation Covered :
    By Companies / players:
      By Regions:
        By Type:
          By Application:
          Frequently asked questions(FAQ's):
          How are the major players in the Global Serious Games Market planning to grow in the future?

          A large number of Global Global Serious Games players are focusing on individualized and innovative technologies that will provide the necessary impetus for profit and growth in the coming years.

          What is the size of the Global Serious Games Industry?

          According to the report, the Global Serious Games Industry will grow to USD XXX Million by 2029, with a YY% CAGR.

          What does the future hold for the Global Serious Games Market?

          As the shift to value addition continues, companies in the Global Serious Games Market face the dual challenge of improving interoperability to optimize performance and experience.

          What is the estimated global market value of the Global Serious Games Market?

          The Global Serious Games Market is expected to reach a considerable market valuation.

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