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Serious Games Market

Nov 2023

Base Year Value ()

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CAGR ()

x.x %
x.x %

Forecast Year Value ()

x.x %
x.x %

Historical Data Period

Largest Region

Forecast Period

Serious Games Market By Platform (Hand-Held, Mobile-Based, PC-Based, Web-Based), By Application (Research & Planning, Simulation & Training, Human Resources, Advertising & Marketing), By End User (Aerospace & Defense, Retail, Education, Media & Entertainment, Government) and Region, Global trends and forecast from 2023 to 2030

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Serious Games Market Overview


The serious games market is expected to grow at 20.13% CAGR from 2023 to 2030. It is expected to reach above USD 38.43 Billion by 2030 from USD 10.63 Billion in 2023.

In contrast to engaging in a leisure activity, serious games refer to a wide range of activities that allow people to engage in meaningful endeavours that allow them to practise various abilities and achieve goals. They help people modify their behaviour as they are fascinating, captivating, and absorbing. Additionally, they aid enterprises in developing social and logistical dynamics and rehabilitation centres in translating workouts into games. Through rigorous practise and ongoing assessment, they help people identify their strengths and limitations and increase their confidence. They increase learning effectiveness and knowledge retention in people by making information memorable. Additionally, they provide a secure online setting, an enhanced learning environment, thrilling rewards, and plot advancement or other feedback mechanisms. They improve incentive in people to experiment with new ideas fearlessly and promote better brain function in amusing and engaging circumstances.

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Serious Games Market | Exactitude Consultancy
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One of the main factors driving the market's growth at the moment is the rising demand for serious games to support user engagement in various businesses around the world. In addition, the market is expanding due to the increasing use of virtual reality (VR) to enhance gaming experiences and build realistic features for the training and development of employees and trainees in organisations. Additionally, a positive market outlook is being provided by businesses' rising emphasis on upholding a healthy workplace culture and giving their staff members comprehensive training opportunities. In addition to this, serious games are increasingly being incorporated into school curricula as useful teaching aids. This, along with teachers' increasing use of serious games to replace didactic methods and motivate pupils to experiment and learn, is promoting industry expansion. In addition, the market is expanding as a result of rising public and private investments in the healthcare, defence, and educational sectors. Additionally, a number of advantages provided by successful serious games, like improved problem awareness, self-monitoring, negotiation, and decision-making, are bolstering the market's expansion. Additionally, the market expansion is being supported by serious games' good refurbishments and favourable return on investment (ROI).

The COVID-19 pandemic has had a major effect on the market for serious games, posing both difficulties and opportunities. During times of solitude and distant labour, serious games have been utilised to help people meet their social and emotional demands. They have made it possible to engage in virtual social contacts, team-building exercises, and emotional support services, which has helped to lessen feelings of loneliness and isolation. During the pandemic, serious games were a crucial part of healthcare teaching and training. They have been put to use for teaching healthcare professionals in telemedicine, infectious disease management, and personal protective equipment (PPE) protocols, as well as for medical simulations and virtual patient contacts. The pandemic has given mental health and wellbeing a lot of attention. Serious games have been used to address issues like stress management, mindfulness, resilience development, and mental health awareness, giving people the tools, they need to deal with the pandemic's psychological effects.



















































ATTRIBUTE DETAILS
Study period 2020-2030
Base year 2022
Estimated year 2023
Forecasted year 2023-2030
Historical period 2019-2021
Unit Value (USD Billion)
Segmentation By Platform, By Application, By End User, By Region
By Platform

 


  • Hand-held

  • Mobile-based

  • Pc-based

  • Web-based


By Application

  • Research & planning

  • Simulation & training

  • Human resources

  • Advertising & marketing


By End user

  • Aerospace & defense

  • Retail

  • Education

  • Media & entertainment

  • Government


By Region

  • North America

  • Asia Pacific

  • Europe

  • South America

  • Middle East Asia & Africa


Frequently Asked Questions

• What is the worth of serious games market?

The serious games market is expected to grow at 20.13% CAGR from 2023 to 2030. It is expected to reach above USD 38.43 Billion by 2030 from USD 10.63 Billion in 2023.

• What are some of the market's driving forces?

The global serious games market is expected to grow owing to the increasing competitiveness amongst the learner group as the demand for the higher interactive learning experience is registering significant growth.

• Which are the top companies to hold the market share in serious games market?

The serious games Market Key players include BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, CISCO Systems Inc., Virtual Heroes, Inc., Nintendo Co. Ltd., Promotion Software GmbH, Revelian, Tata Interactive Systems, Applied Research Associate Inc., Epic Systems Corporation.

• Which is the largest regional market for serious games market?

The region's largest share is in North America. Products manufactured in nations like US and Canada that perform similarly and are inexpensively accessible to the general public have led to the increasing appeal.

Serious Games Market Segment Analysis

The serious games market is segmented based on platform, application, end user and region. Based on platform, the market is segmented into hand-held, mobile-based, pc-based, web-based. In terms of gaming platforms, the mobile-based segment dominated the market for serious games in 2022, and this trend is anticipated to persist over the course of the forecast period. Mobile use is expected to increase in the upcoming years due to the explosive growth of mobile gaming over the previous five years. The affordability of this gaming platform is one of its benefits. Based on application, the market is segmented into research & planning, simulation & training, human resources, advertising and marketing. The application predicts that the simulation and training segment dominated the serious games market in 2022 and will continue to do so in the years to come. This is related to the ongoing tendency in organizations to use game-based learning to boost employee performance. A number of simulation and training use cases, including corporate education, training for emergency services, and health care, among others, use serious games. However, the segment predicted to increase at the fastest rate over the projection period is research and planning. Based on end user, the market is segmented into aerospace & defense, retail, education, media & entertainment, government. The education segment of end user category is expected to hold the largest share for serious games market.

Serious Games Market Players

The serious games Market Key players include BreakAway Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, CISCO Systems Inc., Virtual Heroes, Inc., Nintendo Co. Ltd., Promotion Software GmbH, Revelian, Tata Interactive Systems, Applied Research Associate Inc., Epic Systems Corporation. 27 August, 2022: BreakAway Games rolled out an artificial intelligence based battle management training NEXT, that provides command and control battle management operators sustained, high quality, low cost training repetitions. 29 November, 2023: Applied Research Associate released free burncare virtual trainer app on google play.

Who Should Buy? Or Key stakeholders

  • Educational Institutions
  • Healthcare And Medical Institutions
  • Nonprofit Organizations
  • Consulting Firms
  • Game Developers and Publishers
  • Government & Regional Agencies
  • Research Organizations
  • Investors
  • Regulatory Authorities

Serious Games Market Regional Analysis

The serious games Market by region includes North America, Asia-Pacific (APAC), Europe, South America, and Middle East & Africa (MEA).
  • North America: includes the US, Canada, Mexico
  • Asia Pacific: includes China, Japan, South Korea, India, Australia, ASEAN and Rest of APAC
  • Europe: includes UK, Germany, France, Italy, Spain, Russia, and Rest of Europe
  • South America: includes Brazil, Argentina and Rest of South America
  • Middle East & Africa: includes Turkey, UAE, Saudi Arabia, South Africa, and Rest of MEA
In 2022, the serious games market was dominated by North America. The serious gaming market has traditionally been governed by North America, in specifically the United States. A solid education system, a commitment to corporate training, and a vibrant technological industry in the area have all aided in the development and uptake of serious games. Asia-Pacific will have the serious gaming market's fastest rate of growth in 2022. During that time, serious gaming use and development significantly increased in the Asia-Pacific region. With such a sizable population, the Asia-Pacific area offers a sizable market for serious games. Mobile devices, virtual reality (VR), and augmented reality (AR) technologies have all advanced rapidly in the Asia-Pacific region. These technical developments have made it possible to develop serious games that are immersive and engaging, which has improved consumer adoption and expanded the market. Governments in the Asia-Pacific area have realized the value of serious games in training, education, and healthcare. To encourage the creation and uptake of serious games, they have put supportive legislation, financing initiatives, and partnerships with industry stakeholders into place.

Key Market Segments: Serious Games Market

Serious Games Market By Platform, 2020-2030, (USD Billion)
  • Hand-Held
  • Mobile-Based
  • PC-Based
  • Web-Based
Serious Games Market By Application, 2020-2030, (USD Billion)
  • Research & Planning
  • Simulation & Training
  • Human Resources
  • Advertising & Marketing
Serious Games Market By End User, 2020-2030, (USD Billion)
  • Aerospace & Defense
  • Retail
  • Education
  • Media & Entertainment
  • Government
Serious Games Market By Region, 2020-2030, (USD Billion)
  • North America
  • Asia Pacific
  • Europe
  • South America
  • Middle East And Africa
Important Countries In All Regions Are Covered.

Exactitude Consultancy pc-based Key Objectives:

  • Increasing sales and market share
  • Developing new application
  • Improving profitability
  • Entering new markets
  • Enhancing brand reputation

Key Question Answered

  • What is the expected growth rate of the serious games market over the next 7 years?
  • Who are the major players in the serious games market and what is their market share?
  • What are the end-user industries driving demand for market and what is their outlook?
  • What are the opportunities for growth in emerging markets such as Asia-Pacific, Middle East, and Africa?
  • How is the economic environment affecting the serious games market, including factors such as interest rates, inflation, and exchange rates?
  • What is the expected impact of government policies and regulations on the serious games market?
  • What is the current and forecasted size and growth rate of the global serious games market?
  • What are the key drivers of growth in the serious games market?
  • Who are the major players in the market and what is their market share?
  • What are the end users and supply chain dynamics in the serious games market?
  • What are the technological advancements and innovations in the serious games market and their impact on application development and growth?
  • What are the regulatory considerations and their impact on the market?
  • What are the challenges faced by players in the serious games market and how are they addressing these challenges?
  • What are the opportunities for growth and expansion in the serious games market?
  • What are the service offering and specifications of leading players in the market?

  1. INTRODUCTION

    1. MARKET DEFINITION

    2. MARKET SEGMENTATION

    3. RESEARCH TIMELINES

    4. ASSUMPTIONS AND LIMITATIONS



  2. RESEARCH METHODOLOGY

    1. DATA MINING

      1. SECONDARY RESEARCH

      2. PRIMARY RESEARCH

      3. SUBJECT-MATTER EXPERTS’ ADVICE



    2. QUALITY CHECKS

      1. FINAL REVIEW



    3. DATA TRIANGULATION

      1. BOTTOM-UP APPROACH

      2. TOP-DOWN APPROACH

      3. RESEARCH FLOW



    4. DATA SOURCES



  3. EXECUTIVE SUMMARY

  4. MARKET OVERVIEW

    1. GLOBAL SERIOUS GAMES MARKET OUTLOOK

      1. MARKET DRIVERS

      2. MARKET RESTRAINTS

      3. MARKET OPPORTUNITIES



    2. IMPACT OF COVID-19 ON SERIOUS GAMES MARKET

    3. PORTER’S FIVE FORCES MODEL

      1. THREAT FROM NEW ENTRANTS

      2. THREAT FROM SUBSTITUTES

      3. BARGAINING POWER OF SUPPLIERS

      4. BARGAINING POWER OF CUSTOMERS

      5. DEGREE OF COMPETITION



    4. INDUSTRY VALUE CHAIN ANALYSIS



  5. GLOBAL SERIOUS GAMES MARKET BY PLATFORM (USD BILLION), 2020-2030

    1. HARDWARE

    2. SOFTWARE

    3. SERVICES



  6. GLOBAL SERIOUS GAMES MARKET BY APPLICATION (USD BILLION), 2020-2030

    1. FAULT DETECTION AND ISOLATION

    2. LOAD MONITORING AND CONTROL

    3. POWER QUALITY MONITORING AND CONTROL

    4. SWITCHING AND PROTECTION



  7. GLOBAL SERIOUS GAMES MARKET BY END USER (USD BILLION), 2020-2030

    1. RESIDENTIAL

    2. COMMERCIAL

    3. INDUSTRIAL



  8. GLOBAL SERIOUS GAMES MARKET BY REGION (USD BILLION), 2020-2030

    1. NORTH AMERICA

      1. US

      2. CANADA

      3. MEXICO



    2. SOUTH AMERICA

      1. BRAZIL

      2. ARGENTINA

      3. COLOMBIA

      4. REST OF SOUTH AMERICA



    3. EUROPE

      1. GERMANY

      2. UK

      3. FRANCE

      4. ITALY

      5. SPAIN

      6. RUSSIA

      7. REST OF EUROPE



    4. ASIA PACIFIC

      1. INDIA

      2. CHINA

      3. JAPAN

      4. SOUTH KOREA

      5. AUSTRALIA

      6. SOUTH-EAST ASIA

      7. REST OF ASIA PACIFIC



    5. MIDDLE EAST AND AFRICA

      1. UAE

      2. SAUDI ARABIA

      3. SOUTH AFRICA

      4. REST OF MIDDLE EAST AND AFRICA







  1. COMPANY PROFILES*


(BUSINESS OVERVIEW, COMPANY SNAPSHOT, PRODUCTS OFFERED, RECENT DEVELOPMENTS)

  1. BREAKAWAY LTD.

  2. DESIGNING DIGITALLY, INC.

  3. DIGINEXT

  4. IBM CORPORATION

  5. CISCO SYSTEMS INC.

  6. VIRTUAL HEROES, INC.

  7. NINTENDO CO. LTD.

  8. PROMOTION SOFTWARE GMBH

  9. REVELIAN

  10. TATA INTERACTIVE SYSTEMS

  11. APPLIED RESEARCH ASSOCIATE INC.

  12. EPIC SYSTEMS CORPORATION


*THE COMPANY LIST IS INDICATIVE

LIST OF TABLES


TABLE 1          GLOBAL SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 2          GLOBAL SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 3          GLOBAL SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 4          GLOBAL SERIOUS GAMES MARKET BY REGION (USD BILLION) 2020-2030

TABLE 5          NORTH AMERICA SERIOUS GAMES MARKET BY COUNTRY (USD BILLION) 2020-2030

TABLE 6          NORTH AMERICA SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 7          NORTH AMERICA SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 8          NORTH AMERICA SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 9          US SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 10        US SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 11        US SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 12        CANADA SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 13        CANADA SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 14        CANADA SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 15        MEXICO SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 16        MEXICO SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 17        MEXICO SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 18        SOUTH AMERICA SERIOUS GAMES MARKET BY COUNTRY (USD BILLION) 2020-2030

TABLE 19        SOUTH AMERICA SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 20        SOUTH AMERICA SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 21        SOUTH AMERICA SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 22        BRAZIL SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 23        BRAZIL SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 24        BRAZIL SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 25        ARGENTINA SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 26        ARGENTINA SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 27        ARGENTINA SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 28        COLOMBIA SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 29        COLOMBIA SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 30        COLOMBIA SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 31        REST OF SOUTH AMERICA SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 32        REST OF SOUTH AMERICA SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 33        REST OF SOUTH AMERICA SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 34        ASIA-PACIFIC SERIOUS GAMES MARKET BY COUNTRY (USD BILLION) 2020-2030

TABLE 35        ASIA-PACIFIC SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 36        ASIA-PACIFIC SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 37        ASIA-PACIFIC SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 38        INDIA SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 39        INDIA SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 40        INDIA SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 41        CHINA SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 42        CHINA SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 43        CHINA SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 44        JAPAN SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 45        JAPAN SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 46        JAPAN SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 47        SOUTH KOREA SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 48        SOUTH KOREA SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 49        SOUTH KOREA SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 50        AUSTRALIA SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 51        AUSTRALIA SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 52        AUSTRALIA SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 53        SOUTH-EAST ASIA SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 54        SOUTH-EAST ASIA SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 55        SOUTH-EAST ASIA SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 56        REST OF ASIA PACIFIC SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 57        REST OF ASIA PACIFIC SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 58        REST OF ASIA PACIFIC SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 59        EUROPE SERIOUS GAMES MARKET BY COUNTRY (USD BILLION) 2020-2030

TABLE 60        EUROPE SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 61        EUROPE SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 62        EUROPE SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 63        GERMANY SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 64        GERMANY SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 65        GERMANY SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 66        UK SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 67        UK SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 68        UK SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 69        FRANCE SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 70        FRANCE SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 71        FRANCE SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 72        ITALY SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 73        ITALY SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 74        ITALY SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 75        SPAIN SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 76        SPAIN SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 77        SPAIN SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 78        RUSSIA SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 79        RUSSIA SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 80        RUSSIA SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 81        REST OF EUROPE SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 82        REST OF EUROPE SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 83        REST OF EUROPE SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 84        MIDDLE EAST AND AFRICA SERIOUS GAMES MARKET BY COUNTRY (USD BILLION) 2020-2030

TABLE 85        MIDDLE EAST AND AFRICA SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 86        MIDDLE EAST AND AFRICA SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 87        MIDDLE EAST AND AFRICA SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 88        UAE SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 89        UAE SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 90        UAE SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 91        SAUDI ARABIA SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 92        SAUDI ARABIA SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 93        SAUDI ARABIA SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 94        SOUTH AFRICA SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 95        SOUTH AFRICA SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 96        SOUTH AFRICA SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

TABLE 97        REST OF MIDDLE EAST AND AFRICA SERIOUS GAMES MARKET BY PLATFORM (USD BILLION) 2020-2030

TABLE 98        REST OF MIDDLE EAST AND AFRICA SERIOUS GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 99        REST OF MIDDLE EAST AND AFRICA SERIOUS GAMES MARKET BY END USER (USD BILLION) 2020-2030

 

LIST OF FIGURES


FIGURE 1 MARKET DYNAMICS

FIGURE 2 REPORT TIMELINES: YEARS CONSIDERED

FIGURE 3 BOTTOM-UP APPROACH

FIGURE 4 RESEARCH FLOW

FIGURE 5 GLOBAL SERIOUS GAMES MARKET BY PLATFORM, USD BILLION, 2020-2030

FIGURE 6 GLOBAL SERIOUS GAMES MARKET BY APPLICATION, USD BILLION, 2020-2030

FIGURE 7 GLOBAL SERIOUS GAMES MARKET BY END USER, USD BILLION, 2020-2030

FIGURE 8 GLOBAL SERIOUS GAMES MARKET BY REGION, USD BILLION, 2020-2030

FIGURE 9 PORTER’S FIVE FORCES MODEL

FIGURE 10 GLOBAL SERIOUS GAMES MARKET BY PLATFORM, USD BILLION, 2022

FIGURE 11 GLOBAL SERIOUS GAMES MARKET BY APPLICATION, USD BILLION, 2022

FIGURE 12 GLOBAL SERIOUS GAMES MARKET BY END USER, USD BILLION, 2022

FIGURE 13 GLOBAL SERIOUS GAMES MARKET BY REGION, USD BILLION, 2022

FIGURE 14 MARKET SHARE ANALYSIS

FIGURE 15 BREAKAWAY, LTD.: COMPANY SNAPSHOT

FIGURE 16 DESIGNING DIGITALLY, INC.: COMPANY SNAPSHOT

FIGURE 17 DIGINEXT: COMPANY SNAPSHOT

FIGURE 18 IBM CORPORATION: COMPANY SNAPSHOT

FIGURE 19 CISCO SYSTEMS INC.: COMPANY SNAPSHOT

FIGURE 20 VIRTUAL HEROES, INC.: COMPANY SNAPSHOT

FIGURE 21 NINTENDO CO. LTD.: COMPANY SNAPSHOT

FIGURE 22 PROMOTION SOFTWARE GMBH: COMPANY SNAPSHOT

FIGURE 23 REVELIAN: COMPANY SNAPSHOT

FIGURE 24 TATA INTERACTIVE SYSTEMS: COMPANY SNAPSHOT

FIGURE 25 APPLIED RESEARCH ASSOCIATE INC.: COMPANY SNAPSHOT

FIGURE 26 EPIC SYSTEMS CORPORATION: COMPANY SNAPSHOT

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