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Global Serious Games Market to reach USD XX million by 2028.

Global Serious Games Market Size study, By Gaming Platform (Smartphone, Console, PC, and Others), By Application (Simulation and Training, Research and Planning, Advertising and Marketing, Human Resources, and Others), By End Use Industry (Education, Healthcare, Aerospace and Defense, Government, Retail, Media and Entertainment, and Others), and Regional Forecasts 2022-2028

Product Code: OIRCGS-81186916
Publish Date: 14-08-2022
Page: 200

Global Serious Games Market is valued approximately USD XX million in 2021 and is anticipated to grow with a healthy growth rate of more than XX % over the forecast period 2022-2028.

The Serious Games or applied games refer to an education application that combine learning strategies, knowledge and structures, and game elements to teach specific skills, knowledge, and attitudes e.g., Microsoft Flight Simulator, Peacemaker, World Without Oil etc. The growing demand for game-based learning solutions and increasing penetration of smartphones worldwide as well as strategic initiatives from leading market players are factors that are accelerating the global market demand. For instance, according to Statista – in 2021, the revenue of game-based learning market in United States (US) was estimated at USD 3.9 billion, and the market is projected to grow to USD 10.6 billion by 2026. Furthermore, leading market players are working towards strategic initiatives such as partnerships to capitalize the growing demand for Serious Games. For instance, in October 2020, The Institute for Adult Learning (IAL), an autonomous institute of Singapore University of Social Sciences (SUSS), announced a Five-Year Strategic partnership with Singapore based serious games developer Playware Studios Pte limited. This partnership intended for transformation of Singapore’s Training and Adult Education (TAE) sector. Moreover, in January 2022, Australian learning games company playEd launched a new platform which enables teachers to create fun learning games customized for their classrooms. Also, growing adoption of e-learning platforms in post covid era and increasing emergence of Extended Reality (XR) technologies such as Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR) in gaming industry are anticipated to act as a catalyzing factor for the market demand during the forecast period. However, a lack of penetration in emerging markets coupled with unavailability of assessment tools to measure serious game effectiveness impede the growth of the market over the forecast period of 2022-2028.

The key regions considered for the global Serious Games Market study include Asia Pacific, North America, Europe, Latin America, and the Rest of the World. North America is the leading region across the world in terms of market share owing to the presence of leading market players and growing emergence of extended reality technologies in the region. Whereas, Asia Pacific is anticipated to exhibit a significant growth rate over the forecast period 2022-2028. Factors such as the growing emphasis on the development of serious games and increasing penetration of leading market players as well as rising adoption of e-learning platforms in the region, would create lucrative growth prospects for the global Serious Games Market across the Asia Pacific region.

Major market players included in this report are:
Break Away Limited.
Designing Digitally, Inc.
IBM Corporation
CISCO Systems Inc.
Virtual Heroes, Inc.
Nintendo Co. Ltd.
Promotion Software GmbH
Tata Interactive Systems

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Gaming Platform
By Application
Simulation and Training
Research and Planning
Advertising and Marketing
Human Resources
By End Use Industry
Aerospace and Defense
Media and Entertainment
By Region:
North America

Asia Pacific
South Korea
Latin America
Rest of the World

Furthermore, years considered for the study are as follows:

Historical year – 2018, 2019, 2020
Base year – 2021
Forecast period – 2022 to 2028

Target Audience of the Global Serious Games Market in Market Study:

Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers

Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2020-2028 (USD Million)
1.2.1. Serious Games Market, by Region, 2020-2028 (USD Million)
1.2.2. Serious Games Market, by Gaming Platform, 2020-2028 (USD Million)
1.2.3. Serious Games Market, by Application, 2020-2028 (USD Million)
1.2.4. Serious Games Market, by End Use Industry, 2020-2028 (USD Million)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Serious Games Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Serious Games Market Dynamics
3.1. Serious Games Market Impact Analysis (2020-2028)
3.1.1. Market Drivers Growing demand for game-based learning solutions. Increasing penetration of smartphones worldwide. Strategic initiatives from leading market players.
3.1.2. Market Challenges Lack of penetration in emerging markets. Unavailability of Assessment tools to measure serious game effectiveness.
3.1.3. Market Opportunities Growing adoption of e-learning platforms in post covid era. Increasing emergence of XR technologies in gaming industry.
Chapter 4. Global Serious Games Market Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.1.6. Futuristic Approach to Porter’s 5 Force Model (2018-2028)
4.2. PEST Analysis
4.2.1. Political
4.2.2. Economical
4.2.3. Social
4.2.4. Technological
4.3. Investment Adoption Model
4.4. Analyst Recommendation & Conclusion
4.5. Top investment opportunity
4.6. Top winning strategies
Chapter 5. Risk Assessment: COVID-19 Impact
5.1.1. Assessment of the overall impact of COVID-19 on the industry
5.1.2. Pre COVID-19 and post COVID-19 Market scenario
Chapter 6. Global Serious Games Market, by Gaming Platform
6.1. Market Snapshot
6.2. Global Serious Games Market by Gaming Platform, Performance – Potential Analysis
6.3. Global Serious Games Market Estimates & Forecasts by Gaming Platform 2018-2028 (USD Million)
6.4. Serious Games Market, Sub Segment Analysis
6.4.1. Smartphone
6.4.2. Console
6.4.3. PC
6.4.4. Others
Chapter 7. Global Serious Games Market, by Application
7.1. Market Snapshot
7.2. Global Serious Games Market by Application, Performance – Potential Analysis
7.3. Global Serious Games Market Estimates & Forecasts by Application 2018-2028 (USD Million)
7.4. Serious Games Market, Sub Segment Analysis
7.4.1. Simulation And Training
7.4.2. Research And Planning
7.4.3. Advertising And Marketing
7.4.4. Human Resources
7.4.5. Others
Chapter 8. Global Serious Games Market, by End Use Industry
8.1. Market Snapshot
8.2. Global Serious Games Market by End Use Industry, Performance – Potential Analysis
8.3. Global Serious Games Market Estimates & Forecasts by End Use Industry 2018-2028 (USD Million)
8.4. Serious Games Market, Sub Segment Analysis
8.4.1. Education
8.4.2. Healthcare
8.4.3. Aerospace and Defense
8.4.4. Government
8.4.5. Retail
8.4.6. Media and Entertainment
8.4.7. Others
Chapter 9. Global Serious Games Market, Regional Analysis
9.1. Serious Games Market, Regional Market Snapshot
9.2. North America Serious Games Market
9.2.1. U.S. Serious Games Market Gaming Platform estimates & forecasts, 2018-2028 Application estimates & forecasts, 2018-2028 End Use Industry estimates & forecasts, 2018-2028
9.2.2. Canada Serious Games Market
9.3. Europe Serious Games Market Snapshot
9.3.1. U.K. Serious Games Market
9.3.2. Germany Serious Games Market
9.3.3. France Serious Games Market
9.3.4. Spain Serious Games Market
9.3.5. Italy Serious Games Market
9.3.6. Rest of Europe Serious Games Market
9.4. Asia-Pacific Serious Games Market Snapshot
9.4.1. China Serious Games Market
9.4.2. India Serious Games Market
9.4.3. Japan Serious Games Market
9.4.4. Australia Serious Games Market
9.4.5. South Korea Serious Games Market
9.4.6. Rest of Asia Pacific Serious Games Market
9.5. Latin America Serious Games Market Snapshot
9.5.1. Brazil Serious Games Market
9.5.2. Mexico Serious Games Market
9.6. Rest of The World Serious Games Market

Chapter 10. Competitive Intelligence
10.1. Top Market Strategies
10.2. Company Profiles
10.2.1. Break Away Limited Key Information Overview Financial (Subject to Data Availability) Product Summary Recent Developments
10.2.2. Designing Digitally, Inc.
10.2.3. DIGINEXT
10.2.4. IBM Corporation
10.2.5. CISCO Systems Inc.
10.2.6. Virtual Heroes, Inc.
10.2.7. Nintendo Co. Ltd.
10.2.8. Promotion Software GmbH
10.2.9. Revelian
10.2.10. Tata Interactive Systems
Chapter 11. Research Process
11.1. Research Process
11.1.1. Data Mining
11.1.2. Analysis
11.1.3. Market Estimation
11.1.4. Validation
11.1.5. Publishing
11.2. Research Attributes
11.3. Research Assumption

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To estimate and validate the market size, we employ both top-down and bottom-up approaches. The preference is given to a bottom-up approach, where key regional markets are analyzed as separate entities. This data is then integrated to obtain global estimates. This approach is crucial as it provides a deep understanding of the industry and helps minimize errors.
In our forecasting process, we consider various parameters such as economic tools, technological analysis, industry experience, and domain expertise. By taking all these factors into account, we strive to produce accurate and reliable market forecasts. When forecasting, we take into consideration several parameters, which include:
Market driving trends and favorable economic conditions
Restraints and challenges that are expected to be encountered during the forecast period.
Anticipated opportunities for growth and development
Technological advancements and projected developments in the market
Consumer spending trends and dynamics
Shifts in consumer preferences and behaviors.
The current state of raw materials and trends in supply versus pricing
Regulatory landscape and expected changes or developments.
The existing capacity in the market and any expected additions or expansions up to the end of the forecast period.
To assess the market impact of these parameters, we assign weights to each one and utilize weighted average analysis. This process allows us to quantify their influence on the market and derive an expected growth rate for the forecasted period. By considering these various factors and applying a weighted analysis approach, we strive to provide accurate and reliable market forecasts.
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