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Serious Games Market to show impressive growth of 24.24% CAGR during the period 2022-2027 | 102 Report Pages

10-20-2022 01:44 PM CET | Business, Economy, Finances, Banking & Insurance

Press release from: 360 Market updates

Serious Games Market

Serious Games Market

The global Serious Games market size is expected to expand at a CAGR of 24.24% during the forecast period, reaching USD 27887.37 million by 2027 was valued at USD 7581.95 million in 2021.

Serious Games Market explore investment in Market. It classify how companies deploying these technologies across various industry verticals aim to explore its future to become a major business disrupter. The Serious Games study eludes very useful reviews & strategic assessment including the generic market trends, emerging technologies, industry drivers, challenges, regulatory policies that propel the market growth, along with major players profile and strategies. The study includes market share analysis and profiles of players such as Nintendo Co., Ltd., BreakAway, Ltd., Intuition, Designing Digitally, Inc., Promotion Software GmbH, Learning Nexus Ltd, IBM Corporation, Tata Interactive Systems, Revelian, DIGINEXT

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Serious Games Market Overviwe:

The global Serious Games market size was valued at USD 7581.95 million in 2021 and is expected to expand at a CAGR of 24.24% during the forecast period, reaching USD 27887.37 million by 2027.

A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition.

Market split by Type, can be divided into: -

Enterprises
Consumers

Market split by Application, can be divided into: -

Healthcare
Aerospace & defense
Government
Education
Retail
Media & Entertainment
Others

Major Key Players of the Market:

Nintendo Co., Ltd.
BreakAway, Ltd.
Intuition
Designing Digitally, Inc.
Promotion Software GmbH
Learning Nexus Ltd
IBM Corporation
Tata Interactive Systems
Revelian
DIGINEXT

Feel Free to Ask Question Before Purchasing the Report at https://www.360marketupdates.com/enquiry/pre-order-enquiry/21534774

Market segment by Region/Country including: -

-North America (United States, Canada and Mexico)
-Europe (Germany, UK, France, Italy, Russia and Spain etc.)
-Asia-Pacific (China, Japan, Korea, India, Australia and Southeast Asia etc.)
-South America (Brazil, Argentina and Colombia etc.)
-Middle East & Africa (South Africa, UAE and Saudi Arabia etc.)

FIVE FORCES & PESTLE ANALYSIS:

In order to better understand Market condition five forces analysis is conducted that includes Bargaining power of buyers, Bargaining power of suppliers, Threat of new entrants, Threat of substitutes, Threat of rivalry.

Political (Political policy and stability as well as trade, fiscal and taxation policies)
Economical (Interest rates, employment or unemployment rates, raw material costs and foreign exchange rates)
Social (Changing family demographics, education levels, cultural trends, attitude changes and changes in lifestyles)
Technological (Changes in digital or mobile technology, automation, research and development)
Legal (Employment legislation, consumer law, health and safety, international as well as trade regulation and restrictions)
Environmental (Climate, recycling procedures, carbon footprint, waste disposal and sustainability)

Key takeaways from the Serious Games market report:

1. Detailed considerate of Serious Games market-particular drivers, Trends, constraints, Restraints, Opportunities and major micro markets.
2. Comprehensive valuation of all prospects and threat in the - In depth study of industry strategies for growth of the Serious Games market-leading players.
3. Serious Games market latest innovations and major procedures.
4. Favorable dip inside Vigorous high-tech and market latest trends remarkable the Market.
5. Conclusive study about the growth conspiracy of Serious Games market for forthcoming years.

To Know How Covid-19 Pandemic Will Impact This Market

Table of Contents:

1 Serious Games Market Overview
1.1 Product Overview and Scope of Serious Games Market
1.2 Serious Games Market Segment by Type
1.2.1 Global Serious Games Market Sales Volume and CAGR (%) Comparison by Type (2017-2027)
1.3 Global Serious Games Market Segment by Application
1.3.1 Serious Games Market Consumption (Sales Volume) Comparison by Application (2017-2027)
1.4 Global Serious Games Market, Region Wise (2017-2027)
1.4.1 Global Serious Games Market Size (Revenue) and CAGR (%) Comparison by Region (2017-2027)
1.4.2 United States Serious Games Market Status and Prospect (2017-2027)
1.4.3 Europe Serious Games Market Status and Prospect (2017-2027)
1.4.4 China Serious Games Market Status and Prospect (2017-2027)
1.4.5 Japan Serious Games Market Status and Prospect (2017-2027)
1.4.6 India Serious Games Market Status and Prospect (2017-2027)
1.4.7 Southeast Asia Serious Games Market Status and Prospect (2017-2027)
1.4.8 Latin America Serious Games Market Status and Prospect (2017-2027)
1.4.9 Middle East and Africa Serious Games Market Status and Prospect (2017-2027)
1.5 Global Market Size of Serious Games (2017-2027)
1.5.1 Global Serious Games Market Revenue Status and Outlook (2017-2027)
1.5.2 Global Serious Games Market Sales Volume Status and Outlook (2017-2027)
1.6 Global Macroeconomic Analysis
1.7 The impact of the Russia-Ukraine war on the Serious Games Market

2 Industry Outlook
2.1 Serious Games Industry Technology Status and Trends
2.2 Industry Entry Barriers
2.2.1 Analysis of Financial Barriers
2.2.2 Analysis of Technical Barriers
2.2.3 Analysis of Talent Barriers
2.2.4 Analysis of Brand Barrier
2.3 Serious Games Market Drivers Analysis
2.4 Serious Games Market Challenges Analysis
2.5 Emerging Market Trends
2.6 Consumer Preference Analysis
2.7 Serious Games Industry Development Trends under COVID-19 Outbreak
2.7.1 Global COVID-19 Status Overview
2.7.2 Influence of COVID-19 Outbreak on Serious Games Industry Development

3 Global Serious Games Market Landscape by Player
3.1 Global Serious Games Sales Volume and Share by Player (2017-2022)
3.2 Global Serious Games Revenue and Market Share by Player (2017-2022)
3.3 Global Serious Games Average Price by Player (2017-2022)
3.4 Global Serious Games Gross Margin by Player (2017-2022)
3.5 Serious Games Market Competitive Situation and Trends
3.5.1 Serious Games Market Concentration Rate
3.5.2 Serious Games Market Share of Top 3 and Top 6 Players
3.5.3 Mergers & Acquisitions, Expansion

4 Global Serious Games Sales Volume and Revenue Region Wise (2017-2022)
4.1 Global Serious Games Sales Volume and Market Share, Region Wise (2017-2022)
4.2 Global Serious Games Revenue and Market Share, Region Wise (2017-2022)
4.3 Global Serious Games Sales Volume, Revenue, Price and Gross Margin (2017-2022)
4.4 United States Serious Games Sales Volume, Revenue, Price and Gross Margin (2017-2022)
4.4.1 United States Serious Games Market Under COVID-19
4.5 Europe Serious Games Sales Volume, Revenue, Price and Gross Margin (2017-2022)
4.5.1 Europe Serious Games Market Under COVID-19
4.6 China Serious Games Sales Volume, Revenue, Price and Gross Margin (2017-2022)
4.6.1 China Serious Games Market Under COVID-19
4.7 Japan Serious Games Sales Volume, Revenue, Price and Gross Margin (2017-2022)
4.7.1 Japan Serious Games Market Under COVID-19
4.8 India Serious Games Sales Volume, Revenue, Price and Gross Margin (2017-2022)
4.8.1 India Serious Games Market Under COVID-19
4.9 Southeast Asia Serious Games Sales Volume, Revenue, Price and Gross Margin (2017-2022)
4.9.1 Southeast Asia Serious Games Market Under COVID-19
4.10 Latin America Serious Games Sales Volume, Revenue, Price and Gross Margin (2017-2022)
4.10.1 Latin America Serious Games Market Under COVID-19
4.11 Middle East and Africa Serious Games Sales Volume, Revenue, Price and Gross Margin (2017-2022)
4.11.1 Middle East and Africa Serious Games Market Under COVID-19

5 Global Serious Games Sales Volume, Revenue, Price Trend by Type
5.1 Global Serious Games Sales Volume and Market Share by Type (2017-2022)
5.2 Global Serious Games Revenue and Market Share by Type (2017-2022)
5.3 Global Serious Games Price by Type (2017-2022)
5.4 Global Serious Games Sales Volume, Revenue and Growth Rate by Type (2017-2022)
5.4.1 Global Serious Games Sales Volume, Revenue and Growth Rate of Enterprises (2017-2022)
5.4.2 Global Serious Games Sales Volume, Revenue and Growth Rate of Consumers (2017-2022)

6 Global Serious Games Market Analysis by Application
6.1 Global Serious Games Consumption and Market Share by Application (2017-2022)
6.2 Global Serious Games Consumption Revenue and Market Share by Application (2017-2022)
6.3 Global Serious Games Consumption and Growth Rate by Application (2017-2022)
6.3.1 Global Serious Games Consumption and Growth Rate of Healthcare (2017-2022)
6.3.2 Global Serious Games Consumption and Growth Rate of Aerospace & defense (2017-2022)
6.3.3 Global Serious Games Consumption and Growth Rate of Government (2017-2022)
6.3.4 Global Serious Games Consumption and Growth Rate of Education (2017-2022)
6.3.5 Global Serious Games Consumption and Growth Rate of Retail (2017-2022)
6.3.6 Global Serious Games Consumption and Growth Rate of Media & Entertainment (2017-2022)
6.3.7 Global Serious Games Consumption and Growth Rate of Others (2017-2022)

7 Global Serious Games Market Forecast (2022-2027)
7.1 Global Serious Games Sales Volume, Revenue Forecast (2022-2027)
7.1.1 Global Serious Games Sales Volume and Growth Rate Forecast (2022-2027)
7.1.2 Global Serious Games Revenue and Growth Rate Forecast (2022-2027)
7.1.3 Global Serious Games Price and Trend Forecast (2022-2027)
7.2 Global Serious Games Sales Volume and Revenue Forecast, Region Wise (2022-2027)
7.2.1 United States Serious Games Sales Volume and Revenue Forecast (2022-2027)
7.2.2 Europe Serious Games Sales Volume and Revenue Forecast (2022-2027)
7.2.3 China Serious Games Sales Volume and Revenue Forecast (2022-2027)
7.2.4 Japan Serious Games Sales Volume and Revenue Forecast (2022-2027)
7.2.5 India Serious Games Sales Volume and Revenue Forecast (2022-2027)
7.2.6 Southeast Asia Serious Games Sales Volume and Revenue Forecast (2022-2027)
7.2.7 Latin America Serious Games Sales Volume and Revenue Forecast (2022-2027)
7.2.8 Middle East and Africa Serious Games Sales Volume and Revenue Forecast (2022-2027)
7.3 Global Serious Games Sales Volume, Revenue and Price Forecast by Type (2022-2027)
7.3.1 Global Serious Games Revenue and Growth Rate of Enterprises (2022-2027)
7.3.2 Global Serious Games Revenue and Growth Rate of Consumers (2022-2027)
7.4 Global Serious Games Consumption Forecast by Application (2022-2027)
7.4.1 Global Serious Games Consumption Value and Growth Rate of Healthcare(2022-2027)
7.4.2 Global Serious Games Consumption Value and Growth Rate of Aerospace & defense(2022-2027)
7.4.3 Global Serious Games Consumption Value and Growth Rate of Government(2022-2027)
7.4.4 Global Serious Games Consumption Value and Growth Rate of Education(2022-2027)
7.4.5 Global Serious Games Consumption Value and Growth Rate of Retail(2022-2027)
7.4.6 Global Serious Games Consumption Value and Growth Rate of Media & Entertainment(2022-2027)
7.4.7 Global Serious Games Consumption Value and Growth Rate of Others(2022-2027)
7.5 Serious Games Market Forecast Under COVID-19

8 Serious Games Market Upstream and Downstream Analysis
8.1 Serious Games Industrial Chain Analysis
8.2 Key Raw Materials Suppliers and Price Analysis
8.3 Manufacturing Cost Structure Analysis
8.3.1 Labor Cost Analysis
8.3.2 Energy Costs Analysis
8.3.3 R&D Costs Analysis
8.4 Alternative Product Analysis
8.5 Major Distributors of Serious Games Analysis
8.6 Major Downstream Buyers of Serious Games Analysis
8.7 Impact of COVID-19 and the Russia-Ukraine war on the Upstream and Downstream in the Serious Games Industry

9 Players Profiles
9.1 Nintendo Co., Ltd.
9.1.1 Nintendo Co., Ltd. Basic Information, Manufacturing Base, Sales Region and Competitors
9.1.2 Serious Games Product Profiles, Application and Specification
9.1.3 Nintendo Co., Ltd. Market Performance (2017-2022)
9.1.4 Recent Development
9.1.5 SWOT Analysis
9.2 BreakAway, Ltd.
9.2.1 BreakAway, Ltd. Basic Information, Manufacturing Base, Sales Region and Competitors
9.2.2 Serious Games Product Profiles, Application and Specification
9.2.3 BreakAway, Ltd. Market Performance (2017-2022)
9.2.4 Recent Development
9.2.5 SWOT Analysis
9.3 Intuition
9.3.1 Intuition Basic Information, Manufacturing Base, Sales Region and Competitors
9.3.2 Serious Games Product Profiles, Application and Specification
9.3.3 Intuition Market Performance (2017-2022)
9.3.4 Recent Development
9.3.5 SWOT Analysis
9.4 Designing Digitally, Inc.
9.4.1 Designing Digitally, Inc. Basic Information, Manufacturing Base, Sales Region and Competitors
9.4.2 Serious Games Product Profiles, Application and Specification
9.4.3 Designing Digitally, Inc. Market Performance (2017-2022)
9.4.4 Recent Development
9.4.5 SWOT Analysis
9.5 Promotion Software GmbH
9.5.1 Promotion Software GmbH Basic Information, Manufacturing Base, Sales Region and Competitors
9.5.2 Serious Games Product Profiles, Application and Specification
9.5.3 Promotion Software GmbH Market Performance (2017-2022)
9.5.4 Recent Development
9.5.5 SWOT Analysis
9.6 Learning Nexus Ltd
9.6.1 Learning Nexus Ltd Basic Information, Manufacturing Base, Sales Region and Competitors
9.6.2 Serious Games Product Profiles, Application and Specification
9.6.3 Learning Nexus Ltd Market Performance (2017-2022)
9.6.4 Recent Development
9.6.5 SWOT Analysis
9.7 IBM Corporation
9.7.1 IBM Corporation Basic Information, Manufacturing Base, Sales Region and Competitors
9.7.2 Serious Games Product Profiles, Application and Specification
9.7.3 IBM Corporation Market Performance (2017-2022)
9.7.4 Recent Development
9.7.5 SWOT Analysis
9.8 Tata Interactive Systems
9.8.1 Tata Interactive Systems Basic Information, Manufacturing Base, Sales Region and Competitors
9.8.2 Serious Games Product Profiles, Application and Specification
9.8.3 Tata Interactive Systems Market Performance (2017-2022)
9.8.4 Recent Development
9.8.5 SWOT Analysis
9.9 Revelian
9.9.1 Revelian Basic Information, Manufacturing Base, Sales Region and Competitors
9.9.2 Serious Games Product Profiles, Application and Specification
9.9.3 Revelian Market Performance (2017-2022)
9.9.4 Recent Development
9.9.5 SWOT Analysis
9.10 DIGINEXT
9.10.1 DIGINEXT Basic Information, Manufacturing Base, Sales Region and Competitors
9.10.2 Serious Games Product Profiles, Application and Specification
9.10.3 DIGINEXT Market Performance (2017-2022)
9.10.4 Recent Development
9.10.5 SWOT Analysis

10 Research Findings and Conclusion

11 Appendix
11.1 Methodology
11.2 Research Data Source

Reasons to buy this report:

1. Identify the latest developments, market shares and strategies employed by the major market players.
2. Analysing various perspectives of the market with the help of Porter's five forces analysis
3. Study on the product type and application expected to dominate the market.
4. Study on the country expected to witness fastest growth during the forecast period.
5. Forecasts the market value by assessing the impact of the market drivers and constraints.

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This data has been validated by the business investigators, giving huge bits of knowledge to the scientists, data analysts, directors, and other industry experts. The study deeply helps in understanding the market patterns, applications, determinations and industry obstacles.

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