Global Serious Game Industry Outlook 2024: Overview, Opportunities, Key Companies and Forecast to 2034
Published on: 2024-01-04 | No of Pages : 411 | Industry : Service & Software
Publisher : GRD Survey | Format : PDF
Global Serious Game Industry Outlook 2024: Overview, Opportunities, Key Companies and Forecast to 2034
Executive Summary
According to GRD Survey data, the global Serious Game market is estimated at 4140 million US$ in 2021 and is expected to 9390 million US$ by the end of 2028, growing at a CAGR of 12.4% in the forecast period from 2022 to 2028.
This report studies the Serious Game market dynamics from angles such as new entries, mergers and acquisitions, fundings, exit and major technology breakthroughs. Market performance is evaluated through market size (Million USD) by players, regions, product types and end industries. 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.
Geographically, this report is segmented into several key regions, with revenue, market share and growth Rate of Serious Game in these regions, from 2016 to 2027, covering
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Italy, Spain and Russia, etc.)
Asia-Pacific (China, Japan, Korea, Southeast Asia, India, Australia)
South America (Brazil, Argentina, Colombia, etc.)
Middle East and Africa (Turkey, Saudi Arabia, South Africa, etc.)
Market Snapshot, By Product Type
Mobile-based
PC-based
Web-based
Market Snapshot, By Application
Aerospace and Defence
Automotive
Education
Energy
Government
Healthcare
Media and Advertising
Others
Main Market Players Analyzed in this report, including
Serious Game International
Serious Game Interactive
Nintendo
Microsoft
IBM
Designing Digitally
Cisco
CCS Education
BreakAway Games
Applied Research Associates
The study objectives of this report are
To study and analyze the global Serious Game market size (Million USD) by company, key regions/countries, products and application, history data from 2016 to 2020, and forecast to 2027.
To understand industry structure of Serious Game market by identifying its various subsegments.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To identify the key global Serious Game manufacturers and regional typical players, to define, describe and analyze their sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.
To analyze the Serious Game market with respect to individual growth trends, future prospects, and their contribution to the total market.
To project the value and volume of Serious Game 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.
In this study, the years considered to estimate the market size of Serious Game are as follows
History Year2016-2020
Base Year2020
Estimated Year2021
Forecast Year 2021 to 2027
This report includes the estimation of market size from top-down approach by analyzing major submarkets and their major driving factors, and verified from bottom-up approaches. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified from primary sources.
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 Considered in the study
Raw material vendors
Distributors/traders/wholesalers/suppliers
Regulatory authorities, including government agencies and NGO
Commercial research & development (R&D) institutions
Importers and exporters
Government organizations, research organizations, and consulting firms
Trade/Industrial associations
End-use industries
According to GRD Survey data, the global Serious Game market is estimated at 4140 million US$ in 2021 and is expected to 9390 million US$ by the end of 2028, growing at a CAGR of 12.4% in the forecast period from 2022 to 2028.
This report studies the Serious Game market dynamics from angles such as new entries, mergers and acquisitions, fundings, exit and major technology breakthroughs. Market performance is evaluated through market size (Million USD) by players, regions, product types and end industries. 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.
Geographically, this report is segmented into several key regions, with revenue, market share and growth Rate of Serious Game in these regions, from 2016 to 2027, covering
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Italy, Spain and Russia, etc.)
Asia-Pacific (China, Japan, Korea, Southeast Asia, India, Australia)
South America (Brazil, Argentina, Colombia, etc.)
Middle East and Africa (Turkey, Saudi Arabia, South Africa, etc.)
Market Snapshot, By Product Type
Mobile-based
PC-based
Web-based
Market Snapshot, By Application
Aerospace and Defence
Automotive
Education
Energy
Government
Healthcare
Media and Advertising
Others
Main Market Players Analyzed in this report, including
Serious Game International
Serious Game Interactive
Nintendo
Microsoft
IBM
Designing Digitally
Cisco
CCS Education
BreakAway Games
Applied Research Associates
The study objectives of this report are
To study and analyze the global Serious Game market size (Million USD) by company, key regions/countries, products and application, history data from 2016 to 2020, and forecast to 2027.
To understand industry structure of Serious Game market by identifying its various subsegments.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To identify the key global Serious Game manufacturers and regional typical players, to define, describe and analyze their sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.
To analyze the Serious Game market with respect to individual growth trends, future prospects, and their contribution to the total market.
To project the value and volume of Serious Game 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.
In this study, the years considered to estimate the market size of Serious Game are as follows
History Year2016-2020
Base Year2020
Estimated Year2021
Forecast Year 2021 to 2027
This report includes the estimation of market size from top-down approach by analyzing major submarkets and their major driving factors, and verified from bottom-up approaches. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified from primary sources.
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 Considered in the study
Raw material vendors
Distributors/traders/wholesalers/suppliers
Regulatory authorities, including government agencies and NGO
Commercial research & development (R&D) institutions
Importers and exporters
Government organizations, research organizations, and consulting firms
Trade/Industrial associations
End-use industries