Description
According to Stratistics MRC, the Global Serious Game market is accounted for $2198.96 million in 2015 and is expected to reach $7833.14 million by 2022 growing at a CAGR of 19.8% from 2015 to 2022. Factors such as increasing usage of mobile devices and social media, growing usage of mobile-based educational games, increasing need for user learning are driving the serious game market. However, improper game design, lack of awareness and assessment tools will hinder market growth. Further, increasing scale of digitization and emergence of social networks would provide ample opportunities for the market to grow.
The education segment accounted for the largest share of the market. The corporate segment is anticipated to be the highest growing industry vertical during the forecast period. Asia Pacific is the fastest growing region as China, India and South Korea are expected to grow owing to growing interest of manufacturers in serious games.
Some of the key players in global Serious Game market are IBM Corporation, Playgen, Caspian, Virtual Heroes, Morf Media, Breakaway Ltd, Blitz Games, Innovataion Games, ESim Games, Designing Digitally, Square Enix, Cisco Systems Inc, Nintendo Co. Ltd., Serious Game International, Serious Game Interactive, Microsoft Corporation, Applied Research Associate Inc. and CCS Digital Education.
Verticals Covered:
• Healthcare
• Retail
• Education
• Corporate
• Media and Advertising
• Government
• Automotive
• Energy
• Aerospace and Defence
• Other Verticals
o Research
o Tourism
o Agriculture
End Users Covered:
• Enterprise
• Consumer
Platforms Covered:
• PC-Based
• Mobile-Based
• Web-Based
• Hand-Held
Applications Covered:
• Human Resources
• Training
• Sales
• Marketing
• Emergency Services
• Product Development
• Support
Regions Covered:
• North America
o US
o Canada
o Mexico
• Europe
o Germany
o France
o Italy
o UK
o Spain
o Rest of Europe
• Asia Pacific
o Japan
o China
o India
o Australia
o New Zealand
o Rest of Asia Pacific
• Rest of the World
o Middle East
o Brazil
o Argentina
o South Africa
o Egypt
What our report offers:
- Market share assessments for the regional and country level segments
- Market share analysis of the top industry players
- Strategic recommendations for the new entrants
- Market forecasts for a minimum of 7 years of all the mentioned segments, sub segments and the regional markets
- Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
- Strategic recommendations in key business segments based on the market estimations
- Competitive landscaping mapping the key common trends
- Company profiling with detailed strategies, financials, and recent developments
- Supply chain trends mapping the latest technological advancements
Table of contents
1 Executive Summary
2 Preface
  2.1 Abstract
  2.2 Stake Holders
  2.3 Research Scope
  2.4 Research Methodology
     2.4.1 Data Mining
     2.4.2 Data Analysis
     2.4.3 Data Validation
     2.4.4 Research Approach
  2.5 Research Sources
     2.5.1 Primary Research Sources
     2.5.2 Secondary Research Sources
     2.5.3 Assumptions 3 Market Trend Analysis
  3.1 Introduction
  3.2 Drivers
  3.3 Restraints
  3.4 Opportunities
  3.5 Threats
  3.6 End User Analysis
  3.7 Application Analysis
  3.8 Emerging markets
  3.9 Futuristic market scenario 4 Porters Five Force Analysis
  4.1 Bargaining power of suppliers
  4.2 Bargaining power of buyers
  4.3 Threat of substitutes
  4.4 Threat of new entrants
  4.5 Competitive rivalry 5 Global Serious Game Market, By Vertical
  5.1 Introduction
  5.2 Healthcare
  5.3 Retail
  5.4 Education
  5.5 Corporate
  5.6 Media and Advertising
  5.7 Government
  5.8 Automotive
  5.9 Energy
  5.10 Aerospace and Defence
  5.11 Other Verticals
     5.11.1 Research
     5.11.2 Tourism
     5.11.3 Agriculture 6 Global Serious Game Market, By End User
  6.1 Introduction
  6.2 Enterprise
  6.3 Consumer 7 Global Serious Game Market, By Platform
  7.1 Introduction
  7.2 PC-Based
  7.3 Mobile-Based
  7.4 Web-Based
  7.5 Hand-Held 8 Global Serious Game Market, By Application
  8.1 Introduction
  8.2 Human Resources
  8.3 Training
  8.4 Sales
  8.5 Marketing
  8.6 Emergency Services
  8.7 Product Development
  8.8 Support 9 Global Serious Game Market, By Geography
  9.1 North America
     9.1.1 US
     9.1.2 Canada
     9.1.3 Mexico
  9.2 Europe
     9.2.1 Germany
     9.2.2 France
     9.2.3 Italy
     9.2.4 UK
     9.2.5 Spain
     9.2.6 Rest of Europe
  9.3 Asia Pacific
     9.3.1 Japan
     9.3.2 China
     9.3.3 India
     9.3.4 Australia
     9.3.5 New Zealand
     9.3.6 Rest of Asia Pacific
  9.4 Rest of the World
     9.4.1 Middle East
     9.4.2 Brazil
     9.4.3 Argentina
     9.4.4 South Africa
     9.4.5 Egypt 10 Key Developments
  10.1 Agreements, Partnerships, Collaborations and Joint Ventures
  10.2 Acquisitions & Mergers
  10.3 New Product Launch
  10.4 Expansions
  10.5 Other Key Strategies 11 Company Profiling
 11.1 IBM Corporation
  11.2 Playgen
  11.3 Caspian
  11.4 Virtual Heroes
  11.5 Morf Media
  11.6 Breakaway Ltd
  11.7 Blitz Games
  11.8 Innovataion Games
  11.9 ESim Games
  11.10 Designing Digitally
  11.11 Square Enix
  11.12 Cisco Systems Inc
         11.13 Nintendo Co. Ltd.
  11.14 Serious Game International
  11.15 Serious Game Interactive
     11.16 Microsoft Corporation.
     11.17 Applied Research Associate Inc.
  11.18 CCS Digital EducationList of Tables
1 Global Serious Game Market Analysis, by Region (2013-2022) ($MN)
2 Global Serious Game Market Analysis, by Vertical (2013-2022) ($MN)
3 Global Serious Game Market Analysis, by Healthcare (2013-2022) ($MN)
4 Global Serious Game Market Analysis, by Retail (2013-2022) ($MN)
5 Global Serious Game Market Analysis, by Education (2013-2022) ($MN)
6 Global Serious Game Market Analysis, by Corporate (2013-2022) ($MN)
7 Global Serious Game Market Analysis, by Media and Advertising (2013-2022) ($MN)
8 Global Serious Game Market Analysis, by Government (2013-2022) ($MN)
9 Global Serious Game Market Analysis, by Automotive (2013-2022) ($MN)
10 Global Serious Game Market Analysis, by Energy (2013-2022) ($MN)
11 Global Serious Game Market Analysis, by Aerospace and Defence (2013-2022) ($MN)
12 Global Serious Game Market Analysis, by Other Verticals (2013-2022) ($MN)
13 Global Serious Game Market Analysis, by Research (2013-2022) ($MN)
14 Global Serious Game Market Analysis, by Tourism (2013-2022) ($MN)
15 Global Serious Game Market Analysis, by Agriculture (2013-2022) ($MN)
16 Global Serious Game Market Analysis, by End User (2013-2022) ($MN)
17 Global Serious Game Market Analysis, by Enterprise (2013-2022) ($MN)
18 Global Serious Game Market Analysis, by Consumer (2013-2022) ($MN)
19 Global Serious Game Market Analysis, by Platform (2013-2022) ($MN)
20 Global Serious Game Market Analysis, by PC-Based (2013-2022) ($MN)
21 Global Serious Game Market Analysis, by Mobile-Based (2013-2022) ($MN)
22 Global Serious Game Market Analysis, by Web-Based (2013-2022) ($MN)
23 Global Serious Game Market Analysis, by Hand-Held (2013-2022) ($MN)
24 Global Serious Game Market Analysis, by Application (2013-2022) ($MN)
25 Global Serious Game Market Analysis, by Human Resources (2013-2022) ($MN)
26 Global Serious Game Market Analysis, by Training (2013-2022) ($MN)
27 Global Serious Game Market Analysis, by Sales (2013-2022) ($MN)
28 Global Serious Game Market Analysis, by Marketing (2013-2022) ($MN)
29 Global Serious Game Market Analysis, by Emergency Services (2013-2022) ($MN)
30 Global Serious Game Market Analysis, by Product Development (2013-2022) ($MN)
31 Global Serious Game Market Analysis, by Support (2013-2022) ($MN)
32 North America Serious Game Market Analysis, by Country (2013-2022) ($MN)
33 North America Serious Game Market Analysis, by Vertical (2013-2022) ($MN)
34 North America Serious Game Market Analysis, by Healthcare (2013-2022) ($MN)
35 North America Serious Game Market Analysis, by Retail (2013-2022) ($MN)
36 North America Serious Game Market Analysis, by Education (2013-2022) ($MN)
37 North America Serious Game Market Analysis, by Corporate (2013-2022) ($MN)
38 North America Serious Game Market Analysis, by Media and Advertising (2013-2022) ($MN)
39 North America Serious Game Market Analysis, by Government (2013-2022) ($MN)
40 North America Serious Game Market Analysis, by Automotive (2013-2022) ($MN)
41 North America Serious Game Market Analysis, by Energy (2013-2022) ($MN)
42 North America Serious Game Market Analysis, by Aerospace and Defence (2013-2022) ($MN)
43 North America Serious Game Market Analysis, by Other Verticals (2013-2022) ($MN)
44 North America Serious Game Market Analysis, by Research (2013-2022) ($MN)
45 North America Serious Game Market Analysis, by Tourism (2013-2022) ($MN)
46 North America Serious Game Market Analysis, by Agriculture (2013-2022) ($MN)
47 North America Serious Game Market Analysis, by End User (2013-2022) ($MN)
48 North America Serious Game Market Analysis, by Enterprise (2013-2022) ($MN)
49 North America Serious Game Market Analysis, by Consumer (2013-2022) ($MN)
50 North America Serious Game Market Analysis, by Platform (2013-2022) ($MN)
51 North America Serious Game Market Analysis, by PC-Based (2013-2022) ($MN)
52 North America Serious Game Market Analysis, by Mobile-Based (2013-2022) ($MN)
53 North America Serious Game Market Analysis, by Web-Based (2013-2022) ($MN)
54 North America Serious Game Market Analysis, by Hand-Held (2013-2022) ($MN)
55 North America Serious Game Market Analysis, by Application (2013-2022) ($MN)
56 North America Serious Game Market Analysis, by Human Resources (2013-2022) ($MN)
57 North America Serious Game Market Analysis, by Training (2013-2022) ($MN)
58 North America Serious Game Market Analysis, by Sales (2013-2022) ($MN)
59 North America Serious Game Market Analysis, by Marketing (2013-2022) ($MN)
60 North America Serious Game Market Analysis, by Emergency Services (2013-2022) ($MN)
61 North America Serious Game Market Analysis, by Product Development (2013-2022) ($MN)
62 North America Serious Game Market Analysis, by Support (2013-2022) ($MN)
63 Europe Serious Game Market Analysis, by Country (2013-2022) ($MN)
64 Europe Serious Game Market Analysis, by Vertical (2013-2022) ($MN)
65 Europe Serious Game Market Analysis, by Healthcare (2013-2022) ($MN)
66 Europe Serious Game Market Analysis, by Retail (2013-2022) ($MN)
67 Europe Serious Game Market Analysis, by Education (2013-2022) ($MN)
68 Europe Serious Game Market Analysis, by Corporate (2013-2022) ($MN)
69 Europe Serious Game Market Analysis, by Media and Advertising (2013-2022) ($MN)
70 Europe Serious Game Market Analysis, by Government (2013-2022) ($MN)
71 Europe Serious Game Market Analysis, by Automotive (2013-2022) ($MN)
72 Europe Serious Game Market Analysis, by Energy (2013-2022) ($MN)
73 Europe Serious Game Market Analysis, by Aerospace and Defence (2013-2022) ($MN)
74 Europe Serious Game Market Analysis, by Other Verticals (2013-2022) ($MN)
75 Europe Serious Game Market Analysis, by Research (2013-2022) ($MN)
76 Europe Serious Game Market Analysis, by Tourism (2013-2022) ($MN)
77 Europe Serious Game Market Analysis, by Agriculture (2013-2022) ($MN)
78 Europe Serious Game Market Analysis, by End User (2013-2022) ($MN)
79 Europe Serious Game Market Analysis, by Enterprise (2013-2022) ($MN)
80 Europe Serious Game Market Analysis, by Consumer (2013-2022) ($MN)
81 Europe Serious Game Market Analysis, by Platform (2013-2022) ($MN)
82 Europe Serious Game Market Analysis, by PC-Based (2013-2022) ($MN)
83 Europe Serious Game Market Analysis, by Mobile-Based (2013-2022) ($MN)
84 Europe Serious Game Market Analysis, by Web-Based (2013-2022) ($MN)
85 Europe Serious Game Market Analysis, by Hand-Held (2013-2022) ($MN)
86 Europe Serious Game Market Analysis, by Application (2013-2022) ($MN)
87 Europe Serious Game Market Analysis, by Human Resources (2013-2022) ($MN)
88 Europe Serious Game Market Analysis, by Training (2013-2022) ($MN)
89 Europe Serious Game Market Analysis, by Sales (2013-2022) ($MN)
90 Europe Serious Game Market Analysis, by Marketing (2013-2022) ($MN)
91 Europe Serious Game Market Analysis, by Emergency Services (2013-2022) ($MN)
92 Europe Serious Game Market Analysis, by Product Development (2013-2022) ($MN)
93 Europe Serious Game Market Analysis, by Support (2013-2022) ($MN)
94 Asia Pacific Serious Game Market Analysis, by Country (2013-2022) ($MN)
95 Asia Pacific Serious Game Market Analysis, by Vertical (2013-2022) ($MN)
96 Asia Pacific Serious Game Market Analysis, by Healthcare (2013-2022) ($MN)
97 Asia Pacific Serious Game Market Analysis, by Retail (2013-2022) ($MN)
98 Asia Pacific Serious Game Market Analysis, by Education (2013-2022) ($MN)
99 Asia Pacific Serious Game Market Analysis, by Corporate (2013-2022) ($MN)
100 Asia Pacific Serious Game Market Analysis, by Media and Advertising (2013-2022) ($MN)
101 Asia Pacific Serious Game Market Analysis, by Government (2013-2022) ($MN)
102 Asia Pacific Serious Game Market Analysis, by Automotive (2013-2022) ($MN)
103 Asia Pacific Serious Game Market Analysis, by Energy (2013-2022) ($MN)
104 Asia Pacific Serious Game Market Analysis, by Aerospace and Defence (2013-2022) ($MN)
105 Asia Pacific Serious Game Market Analysis, by Other Verticals (2013-2022) ($MN)
106 Asia Pacific Serious Game Market Analysis, by Research (2013-2022) ($MN)
107 Asia Pacific Serious Game Market Analysis, by Tourism (2013-2022) ($MN)
108 Asia Pacific Serious Game Market Analysis, by Agriculture (2013-2022) ($MN)
109 Asia Pacific Serious Game Market Analysis, by End User (2013-2022) ($MN)
110 Asia Pacific Serious Game Market Analysis, by Enterprise (2013-2022) ($MN)
111 Asia Pacific Serious Game Market Analysis, by Consumer (2013-2022) ($MN)
112 Asia Pacific Serious Game Market Analysis, by Platform (2013-2022) ($MN)
113 Asia Pacific Serious Game Market Analysis, by PC-Based (2013-2022) ($MN)
114 Asia Pacific Serious Game Market Analysis, by Mobile-Based (2013-2022) ($MN)
115 Asia Pacific Serious Game Market Analysis, by Web-Based (2013-2022) ($MN)
116 Asia Pacific Serious Game Market Analysis, by Hand-Held (2013-2022) ($MN)
117 Asia Pacific Serious Game Market Analysis, by Application (2013-2022) ($MN)
118 Asia Pacific Serious Game Market Analysis, by Human Resources (2013-2022) ($MN)
119 Asia Pacific Serious Game Market Analysis, by Training (2013-2022) ($MN)
120 Asia Pacific Serious Game Market Analysis, by Sales (2013-2022) ($MN)
121 Asia Pacific Serious Game Market Analysis, by Marketing (2013-2022) ($MN)
122 Asia Pacific Serious Game Market Analysis, by Emergency Services (2013-2022) ($MN)
123 Asia Pacific Serious Game Market Analysis, by Product Development (2013-2022) ($MN)
124 Asia Pacific Serious Game Market Analysis, by Support (2013-2022) ($MN)
125 Row Serious Game Market Analysis, by Country (2013-2022) ($MN)
126 Row Serious Game Market Analysis, by Vertical (2013-2022) ($MN)
127 Row Serious Game Market Analysis, by Healthcare (2013-2022) ($MN)
128 Row Serious Game Market Analysis, by Retail (2013-2022) ($MN)
129 Row Serious Game Market Analysis, by Education (2013-2022) ($MN)
130 Row Serious Game Market Analysis, by Corporate (2013-2022) ($MN)
131 Row Serious Game Market Analysis, by Media and Advertising (2013-2022) ($MN)
132 Row Serious Game Market Analysis, by Government (2013-2022) ($MN)
133 Row Serious Game Market Analysis, by Automotive (2013-2022) ($MN)
134 Row Serious Game Market Analysis, by Energy (2013-2022) ($MN)
135 Row Serious Game Market Analysis, by Aerospace and Defence (2013-2022) ($MN)
136 Row Serious Game Market Analysis, by Other Verticals (2013-2022) ($MN)
137 Row Serious Game Market Analysis, by Research (2013-2022) ($MN)
138 Row Serious Game Market Analysis, by Tourism (2013-2022) ($MN)
139 Row Serious Game Market Analysis, by Agriculture (2013-2022) ($MN)
140 Row Serious Game Market Analysis, by End User (2013-2022) ($MN)
141 Row Serious Game Market Analysis, by Enterprise (2013-2022) ($MN)
142 Row Serious Game Market Analysis, by Consumer (2013-2022) ($MN)
143 RoW Serious Game Market Analysis, by Platform (2013-2022) ($MN)
144 Row Serious Game Market Analysis, by PC-Based (2013-2022) ($MN)
145 Row Serious Game Market Analysis, by Mobile-Based (2013-2022) ($MN)
146 Row Serious Game Market Analysis, by Web-Based (2013-2022) ($MN)
147 Row Serious Game Market Analysis, by Hand-Held (2013-2022) ($MN)
148 Row Serious Game Market Analysis, by Application (2013-2022) ($MN)
149 Row Serious Game Market Analysis, by Human Resources (2013-2022) ($MN)
150 Row Serious Game Market Analysis, by Training (2013-2022) ($MN)
151 Row Serious Game Market Analysis, by Sales (2013-2022) ($MN)
152 Row Serious Game Market Analysis, by Marketing (2013-2022) ($MN)
153 Row Serious Game Market Analysis, by Emergency Services (2013-2022) ($MN)
154 Row Serious Game Market Analysis, by Product Development (2013-2022) ($MN)
155 Row Serious Game Market Analysis, by Support (2013-2022) ($MN)