Report Summary
Summary
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 products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion, and politics.
The education segment accounts for the major share of the market.
APAC is expected to be the fastest-growing region in the serious game market at a CAGR between 2020 and 2023. The growing interest of manufacturers in serious games and the increasing emphasis on the development of serious games are propelling the growth of the market in the APAC region.
In 2020, the global Serious Game market size was 2770 million US$ and it is expected to reach 9840 million US$ by the end of 2027, with a CAGR of 17.2% between 2021 and 2027.
This report studies the Serious Game market size by players, regions, product types and end industries, history data 2017-2020 and forecast data 2020-2027; This report also studies the global market competition landscape, market drivers and trends, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.
This report focuses on the global top players, covered
Cisco
IBM
Microsoft
Nintendo
Serious Game International
Applied Research Associates
BreakAway Games
CCS Education
Designing Digitally
Serious Game Interactive
Market segment by Regions/Countries, this report covers
North America
Europe
China
Rest of Asia Pacific
Central & South America
Middle East & Africa
Market segment by Type, the product can be split into
Mobile-based
PC-based
Web-based
Market segment by Application, the market can be split into
Aerospace and Defence
Automotive
Education
Energy
Government
Healthcare
Media and Advertising
Others
The study objectives of this report are:
To study and forecast the market size of Serious Game in global market.
To analyze the global key players, SWOT analysis, value and global market share for top players.
To define, describe and forecast the market by type, end use and region.
To analyze and compare the market status and forecast among global major regions.
To analyze the global key regions market potential and advantage, opportunity and challenge, restraints and risks.
To identify significant trends and factors driving or inhibiting the market growth.
To analyze the opportunities in the market for stakeholders by identifying the high growth segments.
To strategically analyze each submarket with respect to individual growth trend and their contribution to the market
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.
In this study, the years considered to estimate the market size of Serious Game are as follows:
History Year: 2017-2020
Base Year: 2020
Estimated Year: 2020
Forecast Year 2021 to 2027
For the data information by region, company, type and application, 2020 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
Key Stakeholders
Raw material suppliers
Distributors/traders/wholesalers/suppliers
Regulatory bodies, including government agencies and NGO
Commercial research & development (R&D) institutions
Importers and exporters
Government organizations, research organizations, and consulting firms
Trade associations and industry bodies
End-use industries
Available Customizations
With the given market data, EternityInsights offers customizations according to the company's specific needs. The following customization options are available for the report:
Further breakdown of Serious Game market on basis of the key contributing countries.
Detailed analysis and profiling of additional market players.
Table Of Contents
Table of Contents
Serious Game Market Report by Company, Regions, Types and Applications, Global Status and Forecast to 2025
1 Industry Overview of Serious Game
1.1 Serious Game Market Overview
1.1.1 Serious Game Product Scope
1.1.2 Market Status and Outlook
1.2 Global Serious Game Market Size and Analysis by Regions
1.2.1 North America
1.2.2 Europe
1.2.3 China
1.2.4 Rest of Asia Pacific
1.2.5 Central & South America
1.2.6 Middle East & Africa
1.3 Serious Game Market by Type
1.3.1 Mobile-based
1.3.2 PC-based
1.3.3 Web-based
1.4 Serious Game Market by End Users/Application
1.4.1 Aerospace and Defence
1.4.2 Automotive
1.4.3 Education
1.4.4 Energy
1.4.5 Government
1.4.6 Healthcare
1.4.7 Media and Advertising
1.4.8 Others
2 Global Serious Game Competition Analysis by Players
2.1 Serious Game Market Size (Value) by Players (2018 and 2019)
2.2 Competitive Status and Trend
2.2.1 Market Concentration Rate
2.2.2 Product/Service Differences
2.2.3 New Entrants
2.2.4 The Technology Trends in Future
3 Company (Top Players) Profiles
3.1 Cisco
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 Serious Game Revenue (Value) (2017-2020)
3.1.5 Recent Developments
3.2 IBM
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 Serious Game Revenue (Value) (2017-2020)
3.2.5 Recent Developments
3.3 Microsoft
3.3.1 Company Profile
3.3.2 Main Business/Business Overview
3.3.3 Products, Services and Solutions
3.3.4 Serious Game Revenue (Value) (2017-2020)
3.3.5 Recent Developments
3.4 Nintendo
3.4.1 Company Profile
3.4.2 Main Business/Business Overview
3.4.3 Products, Services and Solutions
3.4.4 Serious Game Revenue (Value) (2017-2020)
3.4.5 Recent Developments
3.5 Serious Game International
3.5.1 Company Profile
3.5.2 Main Business/Business Overview
3.5.3 Products, Services and Solutions
3.5.4 Serious Game Revenue (Value) (2017-2020)
3.5.5 Recent Developments
3.6 Applied Research Associates
3.6.1 Company Profile
3.6.2 Main Business/Business Overview
3.6.3 Products, Services and Solutions
3.6.4 Serious Game Revenue (Value) (2017-2020)
3.6.5 Recent Developments
3.7 BreakAway Games
3.7.1 Company Profile
3.7.2 Main Business/Business Overview
3.7.3 Products, Services and Solutions
3.7.4 Serious Game Revenue (Value) (2017-2020)
3.7.5 Recent Developments
3.8 CCS Education
3.8.1 Company Profile
3.8.2 Main Business/Business Overview
3.8.3 Products, Services and Solutions
3.8.4 Serious Game Revenue (Value) (2017-2020)
3.8.5 Recent Developments
3.9 Designing Digitally
3.9.1 Company Profile
3.9.2 Main Business/Business Overview
3.9.3 Products, Services and Solutions
3.9.4 Serious Game Revenue (Value) (2017-2020)
3.9.5 Recent Developments
3.10 Serious Game Interactive
3.10.1 Company Profile
3.10.2 Main Business/Business Overview
3.10.3 Products, Services and Solutions
3.10.4 Serious Game Revenue (Value) (2017-2020)
3.10.5 Recent Developments
4 Global Serious Game Market Size by Type and Application (2017-2020)
4.1 Global Serious Game Market Size by Type (2017-2020)
4.2 Global Serious Game Market Size by Application (2017-2020)
4.3 Potential Application of Serious Game in Future
4.4 Top Consumer/End Users of Serious Game
5 North America Serious Game Development Status and Outlook
5.1 North America Serious Game Market Size (2017-2020)
5.2 North America Serious Game Market Size and Market Share by Players (2018 and 2019)
6 Europe Serious Game Development Status and Outlook
6.1 Europe Serious Game Market Size (2017-2020)
6.2 Europe Serious Game Market Size and Market Share by Players (2018 and 2019)
7 China Serious Game Development Status and Outlook
7.1 China Serious Game Market Size (2017-2020)
7.2 China Serious Game Market Size and Market Share by Players (2018 and 2019)
8 Rest of Asia Pacific Serious Game Development Status and Outlook
8.1 Rest of Asia Pacific Serious Game Market Size (2017-2020)
8.2 Rest of Asia Pacific Serious Game Market Size and Market Share by Players (2018 and 2019)
9 Central & South America Serious Game Development Status and Outlook
9.1 Central & South America Serious Game Market Size (2017-2020)
9.2 Central & South America Serious Game Market Size and Market Share by Players (2018 and 2019)
10 Middle East & Africa Serious Game Development Status and Outlook
10.1 Middle East & Africa Serious Game Market Size (2017-2020)
10.2 Middle East & Africa Serious Game Market Size and Market Share by Players (2018 and 2019)
11 Market Forecast by Regions, Type and Application (2021-2027)
11.1 Global Serious Game Market Size (Value) by Regions (2021-2027)
11.1.1 North America Serious Game Revenue and Growth Rate (2021-2027)
11.1.2 Europe Serious Game Revenue and Growth Rate (2021-2027)
11.1.3 China Serious Game Revenue and Growth Rate (2021-2027)
11.1.4 Rest of Asia Pacific Serious Game Revenue and Growth Rate (2021-2027)
11.1.5 Central & South America Serious Game Revenue and Growth Rate (2021-2027)
11.1.6 Middle East & Africa Serious Game Revenue and Growth Rate (2021-2027)
11.2 Global Serious Game Market Size (Value) by Type (2021-2027)
11.3 Global Serious Game Market Size by Application (2021-2027)
12 Serious Game Market Dynamics
12.1 Serious Game Market Opportunities
12.2 Serious Game Challenge and Risk
12.2.1 Competition from Opponents
12.2.2 Downside Risks of Economy
12.3 Serious Game Market Constraints and Threat
12.3.1 Threat from Substitute
12.3.2 Government Policy
12.3.3 Technology Risks
12.4 Serious Game Market Driving Force
12.4.1 Growing Demand from Emerging Markets
12.4.2 Potential Application
13 Market Effect Factors Analysis
13.1 Technology Progress/Risk
13.1.1 Substitutes
13.1.2 Technology Progress in Related Industry
13.2 Consumer Needs Trend/Customer Preference
13.3 External Environmental Change
13.3.1 Economic Fluctuations
13.3.2 Other Risk Factors
14 Research Finding/Conclusion
15 Appendix
Methodology
Analyst Introduction
Data Source