Dublin, Aug. 01, 2023 (GLOBE NEWSWIRE) -- The "Serious Games Global Market Report 2023" report has been added to ResearchAndMarkets.com's offering.
The global serious games market experienced remarkable growth, reaching $10.18 billion in 2023 from $8.31 billion in 2022, showcasing a significant compound annual growth rate (CAGR) of 22.5%. The market is expected to continue its upward trajectory, projecting a value of $22.54 billion by 2027, with a CAGR of 22.0%.
Major players in the serious games market covered in the report include BreakAway Ltd., Designing Digitally Inc., Triseum LLC, Revelian, Promotion Software GmbH, Learning Nexus Ltd., Nintendo Co Ltd., Serious Game International, Ccs Digital Education, Grendel Games, MPS Interactive Systems, BreakAway Ltd., Tata Interactive Systems, Tygron, and Triseum LLC.
Reasons to Purchase:
The report provides compelling reasons to invest in the global serious games market:
- Gain a truly global perspective with comprehensive coverage of 50+ geographies.
- Understand the market's response to COVID-19 and its abating impact.
- Assess the influence of the Russia - Ukraine war on agriculture, energy, mineral commodity supply, and the market.
- Measure the impact of high global inflation on market growth.
- Create regional and country-specific strategies based on local data and analysis.
- Identify growth segments for investment.
- Outperform competitors using forecast data and market trends.
- Understand customers based on the latest market shares.
- Benchmark performance against key competitors.
- Support internal and external presentations with reliable high-quality data and analysis.
Serious Games Overview:
Serious games are designed to promote learning and behavior change, imparting specific skills, knowledge, and attitudes. They blend learning techniques, game mechanics, and structures to create captivating and entertaining experiences.
Main Platforms and Applications:
Serious games are utilized across various platforms, including smartphones, consoles, PCs, and others. Applications of serious games encompass simulation and training, research and planning, advertising and marketing, human resources, and other areas. The end users of serious games include education, healthcare, aerospace and defense, government, retail, media and entertainment, and other verticals.
Emerging Technological Infrastructure:
A key trend in the serious games market is the integration of emerging technologies, such as cloud computing, virtual reality, and metaverse. Virtual reality provides a real-time and interactive learning environment, enabling users to experiment with new skills, learn from mistakes, and advance professionally.
Regional and Country Outlook:
Asia-Pacific emerged as the largest region in the serious games market in 2022, and it is expected to be the fastest-growing region during the forecast period. The countries covered in the report include Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, the UK, and the USA.
Market Value and Revenues:
The market value includes revenues earned by entities providing cognitive training and physical rehabilitation. It encompasses the value of goods sold by manufacturers or creators, whether to other entities or directly to end customers. The value of goods in this market also includes related services sold by the creators of the goods.
Key Attributes:
Report Attribute | Details |
No. of Pages | 200 |
Forecast Period | 2023 - 2027 |
Estimated Market Value (USD) in 2023 | $10.18 billion |
Forecasted Market Value (USD) by 2027 | $22.54 billion |
Compound Annual Growth Rate | 22.0% |
Regions Covered | Global |
Key Topics Covered:
1. Executive Summary
2. Serious Games Market Characteristics
3. Serious Games Market Trends And Strategies
4. Serious Games Market - Macro Economic Scenario
4.1 COVID-19 Impact On Serious Games Market
4.2 Ukraine-Russia War Impact On Serious Games Market
4.3 Impact Of High Inflation On Serious Games Market
5. Serious Games Market Size And Growth
5.1. Global Serious Games Historic Market, 2017-2022, $ Billion
5.1.1. Drivers Of The Market
5.1.2. Restraints On The Market
5.2. Global Serious Games Forecast Market, 2022-2027F, 2032F, $ Billion
5.2.1. Drivers Of The Market
5.2.2. Restraints On the Market
6. Serious Games Market Segmentation
6.1. Global Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- Smartphone
- Console
- PC
- Other Platforms
6.2. Global Serious Games Market, Segmentation By Application, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- Simulation and Training
- Research and Planning
- Advertising and Marketing
- Human Resources
- Other Applications
6.3. Global Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- Education
- Healthcare
- Aerospace and Defense
- Government
- Retail
- Media and Entertainment
- Other Verticals
7. Serious Games Market Regional And Country Analysis
7.1. Global Serious Games Market, Split By Region, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
7.2. Global Serious Games Market, Split By Country, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
For more information about this report visit https://www.researchandmarkets.com/r/l0r7id
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