IMARC Group has recently released a new research study titled “Serious Games Market: Global Industry Trends, Share, Size, Growth, Opportunity, and Forecast 2022-2027“, offers a detailed analysis of the market drivers, segmentation, growth opportunities, trends, and competitive landscape to understand the current and future market scenarios.
What is the current size of the serious games market?
The global serious games market reached a value of US$ 7.30 Billion in 2021. Looking forward, IMARC Group expects the market to reach a value of US$ 26.09 Billion by 2027, exhibiting a CAGR of 22.10% during 2022-2027.
What is serious games?
Serious games enable players to engage in endeavors which allow them to practice various skills and achieve goals besides enjoying a leisure activity. They are immersive, engaging, and promote learning and behavioral change. Serious games offer an improved learning experience, a safe virtual environment, rewards, and story progression or other feedback systems. They teach specific subjects through gamified exercises, simulations, training, research, and planning. Serious games find widespread applications across several sectors, including education, healthcare, aerospace, defense, retail, media and entertainment, etc.
Impact of COVID-19:
We are regularly tracking the direct effect of COVID-19 on the market, along with the indirect influence of associated industries. These observations will be integrated into the report.
Get the table of contents with all detailed information: https://www.imarcgroup.com/serious-games-market/requestsample
What are the major drivers for the serious games market?
The growing popularity of mobile-based educational activities is among the primary factors driving the serious games market. Besides this, the escalating demand for virtual reality (VR), which creates a realistic environment for training and development of employees in organizations, is further augmenting the market growth. Moreover, the positive refurbishment and user engagement of serious games are also catalyzing the global market.
Apart from this, various benefits are offered, such as self-monitoring, negotiation, enhanced problem recognition, and decision-making, which are acting as significant growth-inducing factors. Additionally, the increasing expenditures on healthcare, defense, and education across countries are also stimulating the market growth. Furthermore, the emerging digitalization trends and the rising usage of social media networks are expected to bolster the serious games market in the coming years.
Get the table of contents with all detailed information: https://www.imarcgroup.com/serious-games-market
Serious Games Market Report Scope |
|
Report Coverage |
Details |
Market size value in 2021 |
US$ 7.30 Billion |
Market forecast in 2027 |
US$ 26.09 Billion |
Growth Rate |
CAGR of 22.10% from 2022 to 2027 |
Base year for estimation |
2021 |
Historical data |
2016-2021 |
Forecast period |
2022-2027 |
Report coverage |
Revenue forecast, company ranking, competitive landscape, growth factors, and trends |
Segments covered |
Gaming Platform, Application, Industry Vertical and Region |
Regional scope |
North America, Europe, Asia-Pacific, Latin America, Middle East and Africa |
Report Segmentation:
The report has been segmented the market into following categories:
Breakup by Gaming Platform:
- Smartphone
- Console
- PC
- Others
Breakup by Application:
- Simulation and Training
- Research and Planning
- Advertising and Marketing
- Human Resources
- Others
Breakup by Industry Vertical:
- Education
- Healthcare
- Aerospace and Defense
- Government
- Retail
- Media and Entertainment
- Others
By Geography:
- North America: (United States, Canada)
- Asia Pacific: (China, Japan, India, South Korea, Australia, Indonesia, Others)
- Europe: (Germany, France, United Kingdom, Italy, Spain, Russia, Others)
- Latin America: (Brazil, Mexico, Others)
- Middle East and Africa
List of Major Key Players:
- Applied Research Associate Inc.
- BreakAway Games
- Cisco Systems Inc.
- Designing Digitally Inc.
- Diginext SRL (CS Communication & Systèmes)
- Grendel Games
- LIB Businessgames B.V.
- MPS Interactive Systems Limited (MPS Ltd.)
- Serious Games Interactive
- Totem Learning
- YES!Delft.
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