Serious Games Market 2027 by Types, Application, Technology, Opportunities, End Users and Regions | The Insight Partners

Serious Games Market to 2027 - Global Analysis and Forecasts by Platform (Mobile-Based, PC-Based, and Web-Based); Application (Advertising & Marketing, Simulation Training, Research & Planning, Human resources, Learning and Education, and Others); and Industry Vertical (Healthcare, Aerospace & defense, Government, Education, Retail, Media & Entertainment, and Others)

Report Code: TIPRE00003100 | No. of Pages: 150 | Category: Technology, Media and Telecommunications | Status: Upcoming
Serious games are games designed and developed for a purpose beyond only entertainment. They utilize the motivation levers of game design such as curiosity, competition, individual challenge, collaboration, and game media, including video games or board games with physical representation, through 3D immersion and avatars, in order to enhance the motivation of participants to engage in complex or boring tasks. The increased requirement for user engagement across enterprises and consumer brands and growing usage of mobile-based educational games are boosting the growth of the serious games market. Moreover, an explosion of the digital world and emergence of social networks are expected to provide significant opportunities to serious games market to grow in the coming years. However, lack of awareness among the end-users is one of the restraints that is anticipated to hinder the market growth.

The "Global Serious Games Market Analysis to 2027" is a specialized and in-depth study of the serious games market with a focus on the global market trend. The report aims to provide an overview of the global serious games market with detailed market segmentation by the platform, application, industry vertical, and geography. The global serious games market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading market players and offers key trends and opportunities in the serious games market.

The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global serious games market based on the platform, application, and industry vertical. It also provides market size and forecast till 2027 for overall serious games market with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America (SAM). The market by each region is later sub-segmented by respective countries and segments. The report covers the analysis and forecast of 18 countries globally along with the current trend and opportunities prevailing in the region.

Besides this, the report analyzes factors affecting market from both demand and supply side and further evaluates market dynamics affecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA, and South America after evaluating political, economic, social and technological factors affecting the market in these regions. Further, the report also includes ecosystem analysis for the serious games market.

Also, key serious games market players influencing the market are profiled in the study along with their SWOT analysis and market strategies. The report also focuses on leading industry players with information such as company profiles, products, and services offered, financial information of the last 3 years, the key development in the past five years. Some of the key players influencing the serious games market are BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, ImpactGames, LLC, Learning Nexus Ltd., MPS Interactive Systems Limited, Nintendo Co., Ltd., Serious Games Solutions (Promotion Software GmbH), and SuperBetter, LLC among others.
TABLE OF CONTENTS

1. INTRODUCTION
1.1. SCOPE OF THE STUDY
1.2. THE INSIGHT PARTNERS RESEARCH REPORT GUIDANCE
1.3. MARKET SEGMENTATION
1.3.1. Serious Games Market - By Platform
1.3.2. Serious Games Market - By Application
1.3.3. Serious Games Market - By Industry Vertical
1.3.4. Serious Games Market - By Region
1.3.4.1. By Country
2. KEY TAKEAWAYS
3. RESEARCH METHODOLOGY
4. SERIOUS GAMES MARKET LANDSCAPE
4.1. OVERVIEW
4.2. ECOSYSTEM ANALYSIS
4.3. PEST ANALYSIS
4.3.1. North America - PEST Analysis
4.3.2. Europe - PEST Analysis
4.3.3. Asia Pacific (APAC) - PEST Analysis
4.3.4. Middle East & Africa (MEA) - PEST Analysis
4.3.5. South America (SAM)- PEST Analysis
5. SERIOUS GAMES MARKET - KEY INDUSTRY DYNAMICS
5.1. KEY MARKET DRIVERS
5.2. KEY MARKET RESTRAINTS
5.3. KEY MARKET OPPORTUNITIES
5.4. FUTURE TRENDS
5.5. IMPACT ANALYSIS OF DRIVERS AND RESTRAINTS

6. SERIOUS GAMES MARKET - GLOBAL MARKET ANALYSIS
6.1. SERIOUS GAMES - GLOBAL MARKET OVERVIEW
6.2. SERIOUS GAMES - GLOBAL MARKET AND FORECAST TO 2027
6.3. MARKET POSITIONING/ MARKET SHARE
7. SERIOUS GAMES MARKET REVENUE AND FORECASTS TO 2027 - PLATFORM
7.1. OVERVIEW
7.2. PLATFORM MARKET FORECASTS AND ANALYSIS
7.3. MOBILE-BASED
7.3.1. Overview
7.3.2. Mobile-Based Market Forecast and Analysis
7.4. PC-BASED
7.4.1. Overview
7.4.2. PC-Based Market Forecast and Analysis
7.5. Web-Based
7.5.1. Overview
7.5.2. Web-Based Market Forecast and Analysis
8. SERIOUS GAMES MARKET REVENUE AND FORECASTS TO 2027 - APPLICATION
8.1. OVERVIEW
8.2. APPLICATION MARKET FORECASTS AND ANALYSIS
8.3. ADVERTISING & MARKETING
8.3.1. Overview
8.3.2. Advertising & Marketing Market Forecast and Analysis
8.4. SIMULATION TRAINING
8.4.1. Overview
8.4.2. Simulation Training Market Forecast and Analysis
8.5. RESEARCH & PLANNING
8.5.1. Overview
8.5.2. Research & Planning Market Forecast and Analysis
8.6. HUMAN RESOURCES
8.6.1. Overview
8.6.2. Human resources Market Forecast and Analysis
8.7. LEARNING AND EDUCATION
8.7.1. Overview
8.7.2. Learning and Education Market Forecast and Analysis
8.8. OTHERS
8.8.1. Overview
8.8.2. Others Market Forecast and Analysis
9. SERIOUS GAMES MARKET REVENUE AND FORECASTS TO 2027 - INDUSTRY VERTICAL
9.1. OVERVIEW
9.2. INDUSTRY VERTICAL MARKET FORECASTS AND ANALYSIS
9.3. HEALTHCARE
9.3.1. Overview
9.3.2. Healthcare Market Forecast and Analysis
9.4. AEROSPACE & DEFENSE
9.4.1. Overview
9.4.2. Aerospace & defense Market Forecast and Analysis
9.5. GOVERNMENT
9.5.1. Overview
9.5.2. Government Market Forecast and Analysis
9.6. EDUCATION
9.6.1. Overview
9.6.2. Education Market Forecast and Analysis
9.7. RETAIL
9.7.1. Overview
9.7.2. Retail Market Forecast and Analysis
9.8. MEDIA & ENTERTAINMENT
9.8.1. Overview
9.8.2. Media & Entertainment Market Forecast and Analysis
9.9. OTHERS
9.9.1. Overview
9.9.2. Others Market Forecast and Analysis
10. SERIOUS GAMES MARKET REVENUE AND FORECASTS TO 2027 - GEOGRAPHICAL ANALYSIS
10.1. NORTH AMERICA
10.1.1. North America Serious Games Market Overview
10.1.2. North America Serious Games Market Forecasts and Analysis
10.1.3. North America Market Forecasts and Analysis - By Platform
10.1.4. North America Market Forecasts and Analysis - By Application
10.1.5. North America Market Forecasts and Analysis - By Industry Vertical
10.1.6. North America Market Forecasts and Analysis - By Countries
10.1.6.1. US market
10.1.6.1.1. US Market by Platform
10.1.6.1.2. US Market by Application
10.1.6.1.3. US Market by Industry Vertical
10.1.6.2. Canada market
10.1.6.2.1. Canada Market by Platform
10.1.6.2.2. Canada Market by Application
10.1.6.2.3. Canada Market by Industry Vertical
10.1.6.3. Mexico market
10.1.6.3.1. Mexico Market by Platform
10.1.6.3.2. Mexico Market by Application
10.1.6.3.3. Mexico Market by Industry Vertical
10.2. EUROPE
10.2.1. Europe Serious Games Market Overview
10.2.2. Europe Serious Games Market Forecasts and Analysis
10.2.3. Europe Market Forecasts and Analysis - By Platform
10.2.4. Europe Market Forecasts and Analysis - By Application
10.2.5. Europe Market Forecasts and Analysis - By Industry Vertical
10.2.6. Europe Market Forecasts and Analysis - By Countries
10.2.6.1. France market
10.2.6.1.1. France Market by Platform
10.2.6.1.2. France Market by Application
10.2.6.1.3. France Market by Industry Vertical
10.2.6.2. Germany market
10.2.6.2.1. Germany Market by Platform
10.2.6.2.2. Germany Market by Application
10.2.6.2.3. Germany Market by Industry Vertical
10.2.6.3. Italy market
10.2.6.3.1. Italy Market by Platform
10.2.6.3.2. Italy Market by Application
10.2.6.3.3. Italy Market by Industry Vertical
10.2.6.4. Russia market
10.2.6.4.1. Russia Market by Platform
10.2.6.4.2. Russia Market by Application
10.2.6.4.3. Russia Market by Industry Vertical
10.2.6.5. UK market
10.2.6.5.1. UK Market by Platform
10.2.6.5.2. UK Market by Application
10.2.6.5.3. UK Market by Industry Vertical
10.2.6.6. Rest of Europe market
10.2.6.6.1. Rest of Europe Market by Platform
10.2.6.6.2. Rest of Europe Market by Application
10.2.6.6.3. Rest of Europe Market by Industry Vertical
10.3. ASIA PACIFIC (APAC)
10.3.1. Asia Pacific Serious Games Market Overview
10.3.2. Asia Pacific Serious Games Market Forecasts and Analysis
10.3.3. Asia Pacific Market Forecasts and Analysis - By Platform
10.3.4. Asia Pacific Market Forecasts and Analysis - By Application
10.3.5. Asia Pacific Market Forecasts and Analysis - By Industry Vertical
10.3.6. Asia Pacific Market Forecasts and Analysis - By Countries
10.3.6.1. South Korea
10.3.6.1.1. South Korea Market by Platform
10.3.6.1.2. South Korea Market by Application
10.3.6.1.3. South Korea Market by Industry Vertical
10.3.6.2. China market
10.3.6.2.1. China Market by Platform
10.3.6.2.2. China Market by Application
10.3.6.2.3. China Market by Industry Vertical
10.3.6.3. India market
10.3.6.3.1. India Market by Platform
10.3.6.3.2. India Market by Application
10.3.6.3.3. India Market by Industry Vertical
10.3.6.4. Japan market
10.3.6.4.1. Japan Market by Platform
10.3.6.4.2. Japan Market by Application
10.3.6.4.3. Japan Market by Industry Vertical
10.3.6.5. Australia market
10.3.6.5.1. Australia Market by Platform
10.3.6.5.2. Australia Market by Application
10.3.6.5.3. Australia Market by Industry Vertical
10.3.6.6. Rest of APAC market
10.3.6.6.1. Rest of APAC Market by Platform
10.3.6.6.2. Rest of APAC Market by Application
10.3.6.6.3. Rest of APAC Market by Industry Vertical
10.4. MIDDLE EAST AND AFRICA (MEA)
10.4.1. Middle East and Africa Serious Games Market Overview
10.4.2. Middle East and Africa Serious Games Market Forecasts and Analysis
10.4.3. Middle East and Africa Market Forecasts and Analysis - By Platform
10.4.4. Middle East and Africa Market Forecasts and Analysis - By Application
10.4.5. Middle East and Africa Market Forecasts and Analysis - By Industry Vertical
10.4.6. Middle East and Africa Market Forecasts and Analysis - By Countries
10.4.6.1. South Africa market
10.4.6.1.1. South Africa Market by Platform
10.4.6.1.2. South Africa Market by Application
10.4.6.1.3. South Africa Market by Industry Vertical
10.4.6.2. Saudi Arabia market
10.4.6.2.1. Saudi Arabia Market by Platform
10.4.6.2.2. Saudi Arabia Market by Application
10.4.6.2.3. Saudi Arabia Market by Industry Vertical
10.4.6.3. UAE market
10.4.6.3.1. UAE Market by Platform
10.4.6.3.2. UAE Market by Application
10.4.6.3.3. UAE Market by Industry Vertical
10.4.6.4. Rest of MEA market
10.4.6.4.1. Rest of MEA Market by Platform
10.4.6.4.2. Rest of MEA Market by Application
10.4.6.4.3. Rest of MEA Market by Industry Vertical
10.5. SOUTH AMERICA (SAM)
10.5.1. South America Serious Games Market Overview
10.5.2. South America Serious Games Market Forecasts and Analysis
10.5.3. South America Market Forecasts and Analysis - By Platform
10.5.4. South America Market Forecasts and Analysis - By Application
10.5.5. South America Market Forecasts and Analysis - By Industry Vertical
10.5.6. South America Market Forecasts and Analysis - By Countries
10.5.6.1. Brazil market
10.5.6.1.1. Brazil Market by Platform
10.5.6.1.2. Brazil Market by Application
10.5.6.1.3. Brazil Market by Industry Vertical
10.5.6.2. Argentina market
10.5.6.2.1. Argentina Market by Platform
10.5.6.2.2. Argentina Market by Application
10.5.6.2.3. Argentina Market by Industry Vertical
10.5.6.3. Rest of SAM market
10.5.6.3.1. Rest of SAM Market by Platform
10.5.6.3.2. Rest of SAM Market by Application
10.5.6.3.3. Rest of SAM Market by Industry Vertical
11. INDUSTRY LANDSCAPE
11.1. MERGERS & ACQUISITIONS
11.2. MARKET INITIATIVES
11.3. NEW DEVELOPMENTS
12. SERIOUS GAMES MARKET, KEY COMPANY PROFILES
12.1. BREAKAWAY, LTD.
12.1.1. Key Facts
12.1.2. Business Description
12.1.3. Products & Services
12.1.4. Financial Overview
12.1.5. SWOT Analysis
12.1.6. Key Developments
12.2. DESIGNING DIGITALLY, INC.
12.2.1. Key Facts
12.2.2. Business Description
12.2.3. Products & Services
12.2.4. Financial Overview
12.2.5. SWOT Analysis
12.2.6. Key Developments
12.3. DIGINEXT
12.3.1. Key Facts
12.3.2. Business Description
12.3.3. Products & Services
12.3.4. Financial Overview
12.3.5. SWOT Analysis
12.3.6. Key Developments
12.4. IBM CORPORATION
12.4.1. Key Facts
12.4.2. Business Description
12.4.3. Products & Services
12.4.4. Financial Overview
12.4.5. SWOT Analysis
12.4.6. Key Developments
12.5. IMPACTGAMES, LLC
12.5.1. Key Facts
12.5.2. Business Description
12.5.3. Products & Services
12.5.4. Financial Overview
12.5.5. SWOT Analysis
12.5.6. Key Developments
12.6. LEARNING NEXUS LTD.
12.6.1. Key Facts
12.6.2. Business Description
12.6.3. Products & Services
12.6.4. Financial Overview
12.6.5. SWOT Analysis
12.6.6. Key Developments
12.7. MPS INTERACTIVE SYSTEMS LIMITED
12.7.1. Key Facts
12.7.2. Business Description
12.7.3. Products & Services
12.7.4. Financial Overview
12.7.5. SWOT Analysis
12.7.6. Key Developments
12.8. NINTENDO CO., LTD.
12.8.1. Key Facts
12.8.2. Business Description
12.8.3. Products & Services
12.8.4. Financial Overview
12.8.5. SWOT Analysis
12.8.6. Key Developments
12.9. SERIOUS GAMES SOLUTIONS (PROMOTION SOFTWARE GMBH)
12.9.1. Key Facts
12.9.2. Business Description
12.9.3. Products & Services
12.9.4. Financial Overview
12.9.5. SWOT Analysis
12.9.6. Key Developments
12.10. SUPERBETTER, LLC
12.10.1. Key Facts
12.10.2. Business Description
12.10.3. Products & Services
12.10.4. Financial Overview
12.10.5. SWOT Analysis
12.10.6. Key Developments
13. APPENDIX
13.1. ABOUT THE INSIGHT PARTNERS
13.2. GLOSSARY OF TERMS
The List of Companies

1. BreakAway, Ltd.
2. Designing Digitally, Inc.
3. DIGINEXT
4. IBM Corporation
5. ImpactGames, LLC
6. Learning Nexus Ltd.
7. MPS Interactive Systems Limited
8. Nintendo Co., Ltd.
9. Serious Games Solutions (Promotion Software GmbH)
10. SuperBetter, LLC
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