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Serious Games Market Trends Shows a Rapid Growth by 2023 | BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Intuition, Learning Nexus Ltd, Nintendo Co., Ltd., Promotion Software

02-14-2020 11:49 AM CET | Sports

Press release from: Premium Market Insights

Serious Games Market

Serious Games Market

Serious game is a game-based initiative designed for training and education, which are other than pure entertainment. These kinds of video games are referred as serious as they are used by industries including defense, healthcare, education, scientific exploration, governments, and others for training and development of employees. The characteristics of a good serious game that reinforces the learning objective include story of the game, game mechanics & interactivity, rules of the game, challenges & competition, immersive graphical environment, rewards, and risks & consequences associated with the game.

Serious games have gained significant acceptance among consumers and enterprises to train and develop their employees or students with a cost-effective, realistic, and accountable method that is realistic and can be applied in the daily activities. Other advantages of such games include enhanced motivation, flexibility, better engagement, immediate feedback, unique collaborations, enhanced creativity & exploration, easy interaction, can be used as an attractive & non-intrusive advertising, can be played on mobile, consoles, online, or other platforms, and extends retention of the user & efficient memorization of content.

Top Companies Covered in this Report:
BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Intuition, Learning Nexus Ltd, Nintendo Co., Ltd., Promotion Software GmbH, Revelian, Tata Interactive Systems

Get sample copy of "Serious Games Market" at: https://www.premiummarketinsights.com/sample/AMR00013606

The global serious games market is attributed to increase in need of better user engagement platforms across enterprises, growth in usage of mobile-based educational games, significant adoption of virtual reality in training and development activities, and improvement in learning outcomes. In addition, inclination of organizations toward interactive advertisements, large-scale digitization, and emergence of social networks is expected to offer ample growth opportunities for the global serious games market. However, lack of awareness about the advantages and usage of serious games and unsuitable game designs hamper the market growth.

The serious games market is segmented based on user type, application, industry vertical, and region. Based on user type, it is bifurcated into enterprises and consumers. As per application, the market is classified into advertising & marketing, simulation training, research & planning, human resources, and others. Based on industry vertical, the global serious games market is studied across healthcare, aerospace & defense, government, education, retail, media & entertainment, and others. Based on region, the market is segmented into North America, Europe, Asia-Pacific, and LAMEA.

KEY BENEFITS

The study provides an in-depth analysis of the SERIOUS GAMES market with current and future trends to elucidate the imminent investment pockets in the market
Current and future trends are outlined to determine the overall attractiveness and to single out profitable trends to gain a stronger foothold in the market
The report provides information regarding key drivers, restraints and opportunities with impact analysis
Quantitative analysis of the current market and estimations through 2013-2020 are provided to showcase the financial attractiveness of the market
Porters Five Forces model and SWOT analysis of the industry illustrates the potency of the buyers & suppliers participating in the market
Value chain analysis in the report provides a clear understanding of the roles of stakeholders involved in the value chain

Have any query? Enquire about report at: https://www.premiummarketinsights.com/discount/AMR00013606

Fundamentals of Table of Content:

1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis By Type
1.5 Market By Application
1.6 Study Objectives
1.7 Years Considered

2 Global Growth Trends
2.1 Serious Games Market Size
2.2 Serious Games Growth Trends By Regions
2.3 Industry Trends

3 Market Share By Key Players
3.1 Serious Games Market Size By Manufacturers
3.2 Serious Games Key Players Head Office And Area Served
3.3 Key Players Serious Games Product/Solution/Service
3.4 Date Of Enter Into Serious Games Market
3.5 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data By Product
4.1 Global Serious Games Sales By Product
4.2 Global Serious Games Revenue By Product
4.3 Serious Games Price By Product

5 Breakdown Data By End User
5.1 Overview
5.2 Global Serious Games Breakdown Data By End User

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