Serious Games Comprehensive Study by Application (Healthcare, Retail, Aerospace & Defense, Government, Education, Media & Entertainment, Automotive, Corporate, Energy, Others), Platform (Mobile-based, PC-based, Web-based), Age Group (Preschool and below, Elementary school, Middle school and high school, College, adult, and senior), Element of Serious Game (Story., Gamification, Immediate and individualized feedback, Simulation), End User (Enterprises, Consumers) Players and Region - Global Market Outlook to 2027

Serious Games Market by XX Submarkets | Forecast Years 2022-2027  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
What is Serious Games Market?

The rising interest for quality training with a modern and intuitive methodology has brought about an increase in the selection of game-based learning procedures by a few educational institutions. In addition, an increase in the usage of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has helped in providing a more immersive and interactive experience. Serious games are made around the particular purpose behind showing abilities or to help make a better understanding of concepts. This does, nonetheless, incorporate gratifying assignments, to make the game more fun. Its use has grown, particularly in such sectors like education, defense, aeronautics, science, or health. Its motivation can be one of many: from preparing fireman groups in crisis circumstances to preparing a sales group, teaching arithmetic, or practicing a language. the medical care area has eagerly invited this inventive technique for instructing. The expert in nursing., which reproduces the conditions of an emergency ward in a hospital. According to Foehr (2006), computer-based digital games are among the most multitasked media among U.S. youth, while non-computer-based digital games are the least multitasked.

Highlights from Serious Games Market Study
AttributesDetails
Study Period2017-2027
Base Year2021
UnitValue (USD Million)
Key Companies ProfiledIBM Corp. (United States), Cisco Systems Inc. (United States), Microsoft Corp. (United States), Nintendo Co. Ltd. (Japan), BreakAway Games (United States), Serious Game International (United Kingdom) and Revelian (Australia)


The companies are exploring the market by adopting mergers & acquisitions, expansions, investments, new service launches, and collaborations as their preferred strategies. The players are exploring new geographies through expansions and acquisitions to avail a competitive advantage through combined synergies. Research Analyst at AMA predicts that United States Vendors will contribute to the maximum growth of Global Serious Games market throughout the forecasted period.

IBM Corp. (United States), Cisco Systems Inc. (United States), Microsoft Corp. (United States), Nintendo Co. Ltd. (Japan), BreakAway Games (United States), Serious Game International (United Kingdom) and Revelian (Australia) are some of the key players profiled in the study.

Serious Games Market Segmentation:
ScopeSub-Segments
Application / End UserHealthcare, Retail, Aerospace & Defense, Government, Education, Media & Entertainment, Automotive, Corporate, Energy and Others
PlatformMobile-based,PC-based,Web-based
Age GroupPreschool and below,Elementary school,Middle school and high school,College, adult, and senior
Element of Serious GameStory.,Gamification,Immediate and individualized feedback,Simulation
End UserEnterprises,Consumers


On the basis of geography, the market of Serious Games has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.

Influencing Trend:
High demand for learning through video games and little by little, the market is responding to that demand

Market Growth Drivers:
Growing Usage of Mobile-Based Educational Games and Improved Learning Outcomes is Expected to Increase the Adoption of Serious Game Among End Users

Challenges:
Lack of availability of Direct-To-Consumer Based Serious Game

Restraints:
Lack of Awareness About Serious Game

Opportunities:
The explosion of the Digital World and The emergence of Social Networks to Pave New Growth Avenues

Key Target Audience
New Entrants/Investors, Analysts and Strategic Business Planners, Serious Games Developers, Government Regulatory and Research Organizations and End-Use Industry




Analyst Comment
The reasons why game-based learning is so famous, are getting significantly more notable: as we have seen, they improve understudy commitment and inspiration, they bear the cost of direct practice without danger, and they encourage the remembrance and maintenance of information. Regardless of whether it is to improve the preparation of attendants, to help grade school kids learn math, or to advance initiative abilities among the representatives of an organization, genuine games have gotten quite possibly the most useful and viable showing instruments on the planet today

Report Objectives / Segmentation Covered

By Application
  • Healthcare
  • Retail
  • Aerospace & Defense
  • Government
  • Education
  • Media & Entertainment
  • Automotive
  • Corporate
  • Energy
  • Others
By Platform
  • Mobile-based
  • PC-based
  • Web-based

By Age Group
  • Preschool and below
  • Elementary school
  • Middle school and high school
  • College, adult, and senior

By Element of Serious Game
  • Story.
  • Gamification
  • Immediate and individualized feedback
  • Simulation

By End User
  • Enterprises
  • Consumers

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Growing Usage of Mobile-Based Educational Games
      • 3.2.2. Improved Learning Outcomes is Expected to Increase the Adoption of Serious Game Among End Users
    • 3.3. Market Challenges
      • 3.3.1. Lack of availability of Direct-To-Consumer Based Serious Game
    • 3.4. Market Trends
      • 3.4.1. High demand for learning through video games and little by little, the market is responding to that demand
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Serious Games, by Application, Platform, Age Group, Element of Serious Game, End User and Region (value, volume and price ) (2016-2021)
    • 5.1. Introduction
    • 5.2. Global Serious Games (Value)
      • 5.2.1. Global Serious Games by: Application (Value)
        • 5.2.1.1. Healthcare
        • 5.2.1.2. Retail
        • 5.2.1.3. Aerospace & Defense
        • 5.2.1.4. Government
        • 5.2.1.5. Education
        • 5.2.1.6. Media & Entertainment
        • 5.2.1.7. Automotive
        • 5.2.1.8. Corporate
        • 5.2.1.9. Energy
        • 5.2.1.10. Others
      • 5.2.2. Global Serious Games by: Platform (Value)
        • 5.2.2.1. Mobile-based
        • 5.2.2.2. PC-based
        • 5.2.2.3. Web-based
      • 5.2.3. Global Serious Games by: Age Group (Value)
        • 5.2.3.1. Preschool and below
        • 5.2.3.2. Elementary school
        • 5.2.3.3. Middle school and high school
        • 5.2.3.4. College, adult, and senior
      • 5.2.4. Global Serious Games by: Element of Serious Game (Value)
        • 5.2.4.1. Story.
        • 5.2.4.2. Gamification
        • 5.2.4.3. Immediate and individualized feedback
        • 5.2.4.4. Simulation
      • 5.2.5. Global Serious Games by: End User (Value)
        • 5.2.5.1. Enterprises
        • 5.2.5.2. Consumers
      • 5.2.6. Global Serious Games Region
        • 5.2.6.1. South America
          • 5.2.6.1.1. Brazil
          • 5.2.6.1.2. Argentina
          • 5.2.6.1.3. Rest of South America
        • 5.2.6.2. Asia Pacific
          • 5.2.6.2.1. China
          • 5.2.6.2.2. Japan
          • 5.2.6.2.3. India
          • 5.2.6.2.4. South Korea
          • 5.2.6.2.5. Taiwan
          • 5.2.6.2.6. Australia
          • 5.2.6.2.7. Rest of Asia-Pacific
        • 5.2.6.3. Europe
          • 5.2.6.3.1. Germany
          • 5.2.6.3.2. France
          • 5.2.6.3.3. Italy
          • 5.2.6.3.4. United Kingdom
          • 5.2.6.3.5. Netherlands
          • 5.2.6.3.6. Rest of Europe
        • 5.2.6.4. MEA
          • 5.2.6.4.1. Middle East
          • 5.2.6.4.2. Africa
        • 5.2.6.5. North America
          • 5.2.6.5.1. United States
          • 5.2.6.5.2. Canada
          • 5.2.6.5.3. Mexico
    • 5.3. Global Serious Games (Volume)
      • 5.3.1. Global Serious Games by: Application (Volume)
        • 5.3.1.1. Healthcare
        • 5.3.1.2. Retail
        • 5.3.1.3. Aerospace & Defense
        • 5.3.1.4. Government
        • 5.3.1.5. Education
        • 5.3.1.6. Media & Entertainment
        • 5.3.1.7. Automotive
        • 5.3.1.8. Corporate
        • 5.3.1.9. Energy
        • 5.3.1.10. Others
      • 5.3.2. Global Serious Games by: Platform (Volume)
        • 5.3.2.1. Mobile-based
        • 5.3.2.2. PC-based
        • 5.3.2.3. Web-based
      • 5.3.3. Global Serious Games by: Age Group (Volume)
        • 5.3.3.1. Preschool and below
        • 5.3.3.2. Elementary school
        • 5.3.3.3. Middle school and high school
        • 5.3.3.4. College, adult, and senior
      • 5.3.4. Global Serious Games by: Element of Serious Game (Volume)
        • 5.3.4.1. Story.
        • 5.3.4.2. Gamification
        • 5.3.4.3. Immediate and individualized feedback
        • 5.3.4.4. Simulation
      • 5.3.5. Global Serious Games by: End User (Volume)
        • 5.3.5.1. Enterprises
        • 5.3.5.2. Consumers
      • 5.3.6. Global Serious Games Region
        • 5.3.6.1. South America
          • 5.3.6.1.1. Brazil
          • 5.3.6.1.2. Argentina
          • 5.3.6.1.3. Rest of South America
        • 5.3.6.2. Asia Pacific
          • 5.3.6.2.1. China
          • 5.3.6.2.2. Japan
          • 5.3.6.2.3. India
          • 5.3.6.2.4. South Korea
          • 5.3.6.2.5. Taiwan
          • 5.3.6.2.6. Australia
          • 5.3.6.2.7. Rest of Asia-Pacific
        • 5.3.6.3. Europe
          • 5.3.6.3.1. Germany
          • 5.3.6.3.2. France
          • 5.3.6.3.3. Italy
          • 5.3.6.3.4. United Kingdom
          • 5.3.6.3.5. Netherlands
          • 5.3.6.3.6. Rest of Europe
        • 5.3.6.4. MEA
          • 5.3.6.4.1. Middle East
          • 5.3.6.4.2. Africa
        • 5.3.6.5. North America
          • 5.3.6.5.1. United States
          • 5.3.6.5.2. Canada
          • 5.3.6.5.3. Mexico
    • 5.4. Global Serious Games (Price)
  • 6. Serious Games: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
    • 6.2. Peer Group Analysis (2021)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. IBM Corp. (United States)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Cisco Systems Inc. (United States)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Microsoft Corp. (United States)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Nintendo Co. Ltd. (Japan)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. BreakAway Games (United States)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Serious Game International (United Kingdom)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Revelian (Australia)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
  • 7. Global Serious Games Sale, by Application, Platform, Age Group, Element of Serious Game, End User and Region (value, volume and price ) (2022-2027)
    • 7.1. Introduction
    • 7.2. Global Serious Games (Value)
      • 7.2.1. Global Serious Games by: Application (Value)
        • 7.2.1.1. Healthcare
        • 7.2.1.2. Retail
        • 7.2.1.3. Aerospace & Defense
        • 7.2.1.4. Government
        • 7.2.1.5. Education
        • 7.2.1.6. Media & Entertainment
        • 7.2.1.7. Automotive
        • 7.2.1.8. Corporate
        • 7.2.1.9. Energy
        • 7.2.1.10. Others
      • 7.2.2. Global Serious Games by: Platform (Value)
        • 7.2.2.1. Mobile-based
        • 7.2.2.2. PC-based
        • 7.2.2.3. Web-based
      • 7.2.3. Global Serious Games by: Age Group (Value)
        • 7.2.3.1. Preschool and below
        • 7.2.3.2. Elementary school
        • 7.2.3.3. Middle school and high school
        • 7.2.3.4. College, adult, and senior
      • 7.2.4. Global Serious Games by: Element of Serious Game (Value)
        • 7.2.4.1. Story.
        • 7.2.4.2. Gamification
        • 7.2.4.3. Immediate and individualized feedback
        • 7.2.4.4. Simulation
      • 7.2.5. Global Serious Games by: End User (Value)
        • 7.2.5.1. Enterprises
        • 7.2.5.2. Consumers
      • 7.2.6. Global Serious Games Region
        • 7.2.6.1. South America
          • 7.2.6.1.1. Brazil
          • 7.2.6.1.2. Argentina
          • 7.2.6.1.3. Rest of South America
        • 7.2.6.2. Asia Pacific
          • 7.2.6.2.1. China
          • 7.2.6.2.2. Japan
          • 7.2.6.2.3. India
          • 7.2.6.2.4. South Korea
          • 7.2.6.2.5. Taiwan
          • 7.2.6.2.6. Australia
          • 7.2.6.2.7. Rest of Asia-Pacific
        • 7.2.6.3. Europe
          • 7.2.6.3.1. Germany
          • 7.2.6.3.2. France
          • 7.2.6.3.3. Italy
          • 7.2.6.3.4. United Kingdom
          • 7.2.6.3.5. Netherlands
          • 7.2.6.3.6. Rest of Europe
        • 7.2.6.4. MEA
          • 7.2.6.4.1. Middle East
          • 7.2.6.4.2. Africa
        • 7.2.6.5. North America
          • 7.2.6.5.1. United States
          • 7.2.6.5.2. Canada
          • 7.2.6.5.3. Mexico
    • 7.3. Global Serious Games (Volume)
      • 7.3.1. Global Serious Games by: Application (Volume)
        • 7.3.1.1. Healthcare
        • 7.3.1.2. Retail
        • 7.3.1.3. Aerospace & Defense
        • 7.3.1.4. Government
        • 7.3.1.5. Education
        • 7.3.1.6. Media & Entertainment
        • 7.3.1.7. Automotive
        • 7.3.1.8. Corporate
        • 7.3.1.9. Energy
        • 7.3.1.10. Others
      • 7.3.2. Global Serious Games by: Platform (Volume)
        • 7.3.2.1. Mobile-based
        • 7.3.2.2. PC-based
        • 7.3.2.3. Web-based
      • 7.3.3. Global Serious Games by: Age Group (Volume)
        • 7.3.3.1. Preschool and below
        • 7.3.3.2. Elementary school
        • 7.3.3.3. Middle school and high school
        • 7.3.3.4. College, adult, and senior
      • 7.3.4. Global Serious Games by: Element of Serious Game (Volume)
        • 7.3.4.1. Story.
        • 7.3.4.2. Gamification
        • 7.3.4.3. Immediate and individualized feedback
        • 7.3.4.4. Simulation
      • 7.3.5. Global Serious Games by: End User (Volume)
        • 7.3.5.1. Enterprises
        • 7.3.5.2. Consumers
      • 7.3.6. Global Serious Games Region
        • 7.3.6.1. South America
          • 7.3.6.1.1. Brazil
          • 7.3.6.1.2. Argentina
          • 7.3.6.1.3. Rest of South America
        • 7.3.6.2. Asia Pacific
          • 7.3.6.2.1. China
          • 7.3.6.2.2. Japan
          • 7.3.6.2.3. India
          • 7.3.6.2.4. South Korea
          • 7.3.6.2.5. Taiwan
          • 7.3.6.2.6. Australia
          • 7.3.6.2.7. Rest of Asia-Pacific
        • 7.3.6.3. Europe
          • 7.3.6.3.1. Germany
          • 7.3.6.3.2. France
          • 7.3.6.3.3. Italy
          • 7.3.6.3.4. United Kingdom
          • 7.3.6.3.5. Netherlands
          • 7.3.6.3.6. Rest of Europe
        • 7.3.6.4. MEA
          • 7.3.6.4.1. Middle East
          • 7.3.6.4.2. Africa
        • 7.3.6.5. North America
          • 7.3.6.5.1. United States
          • 7.3.6.5.2. Canada
          • 7.3.6.5.3. Mexico
    • 7.4. Global Serious Games (Price)
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Serious Games: by Application(USD Million)
  • Table 2. Serious Games Healthcare , by Region USD Million (2016-2021)
  • Table 3. Serious Games Retail , by Region USD Million (2016-2021)
  • Table 4. Serious Games Aerospace & Defense , by Region USD Million (2016-2021)
  • Table 5. Serious Games Government , by Region USD Million (2016-2021)
  • Table 6. Serious Games Education , by Region USD Million (2016-2021)
  • Table 7. Serious Games Media & Entertainment , by Region USD Million (2016-2021)
  • Table 8. Serious Games Automotive , by Region USD Million (2016-2021)
  • Table 9. Serious Games Corporate , by Region USD Million (2016-2021)
  • Table 10. Serious Games Energy , by Region USD Million (2016-2021)
  • Table 11. Serious Games Others , by Region USD Million (2016-2021)
  • Table 12. Serious Games: by Platform(USD Million)
  • Table 13. Serious Games Mobile-based , by Region USD Million (2016-2021)
  • Table 14. Serious Games PC-based , by Region USD Million (2016-2021)
  • Table 15. Serious Games Web-based , by Region USD Million (2016-2021)
  • Table 16. Serious Games: by Age Group(USD Million)
  • Table 17. Serious Games Preschool and below , by Region USD Million (2016-2021)
  • Table 18. Serious Games Elementary school , by Region USD Million (2016-2021)
  • Table 19. Serious Games Middle school and high school , by Region USD Million (2016-2021)
  • Table 20. Serious Games College, adult, and senior , by Region USD Million (2016-2021)
  • Table 21. Serious Games: by Element of Serious Game(USD Million)
  • Table 22. Serious Games Story. , by Region USD Million (2016-2021)
  • Table 23. Serious Games Gamification , by Region USD Million (2016-2021)
  • Table 24. Serious Games Immediate and individualized feedback , by Region USD Million (2016-2021)
  • Table 25. Serious Games Simulation , by Region USD Million (2016-2021)
  • Table 26. Serious Games: by End User(USD Million)
  • Table 27. Serious Games Enterprises , by Region USD Million (2016-2021)
  • Table 28. Serious Games Consumers , by Region USD Million (2016-2021)
  • Table 29. South America Serious Games, by Country USD Million (2016-2021)
  • Table 30. South America Serious Games, by Application USD Million (2016-2021)
  • Table 31. South America Serious Games, by Platform USD Million (2016-2021)
  • Table 32. South America Serious Games, by Age Group USD Million (2016-2021)
  • Table 33. South America Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 34. South America Serious Games, by End User USD Million (2016-2021)
  • Table 35. Brazil Serious Games, by Application USD Million (2016-2021)
  • Table 36. Brazil Serious Games, by Platform USD Million (2016-2021)
  • Table 37. Brazil Serious Games, by Age Group USD Million (2016-2021)
  • Table 38. Brazil Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 39. Brazil Serious Games, by End User USD Million (2016-2021)
  • Table 40. Argentina Serious Games, by Application USD Million (2016-2021)
  • Table 41. Argentina Serious Games, by Platform USD Million (2016-2021)
  • Table 42. Argentina Serious Games, by Age Group USD Million (2016-2021)
  • Table 43. Argentina Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 44. Argentina Serious Games, by End User USD Million (2016-2021)
  • Table 45. Rest of South America Serious Games, by Application USD Million (2016-2021)
  • Table 46. Rest of South America Serious Games, by Platform USD Million (2016-2021)
  • Table 47. Rest of South America Serious Games, by Age Group USD Million (2016-2021)
  • Table 48. Rest of South America Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 49. Rest of South America Serious Games, by End User USD Million (2016-2021)
  • Table 50. Asia Pacific Serious Games, by Country USD Million (2016-2021)
  • Table 51. Asia Pacific Serious Games, by Application USD Million (2016-2021)
  • Table 52. Asia Pacific Serious Games, by Platform USD Million (2016-2021)
  • Table 53. Asia Pacific Serious Games, by Age Group USD Million (2016-2021)
  • Table 54. Asia Pacific Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 55. Asia Pacific Serious Games, by End User USD Million (2016-2021)
  • Table 56. China Serious Games, by Application USD Million (2016-2021)
  • Table 57. China Serious Games, by Platform USD Million (2016-2021)
  • Table 58. China Serious Games, by Age Group USD Million (2016-2021)
  • Table 59. China Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 60. China Serious Games, by End User USD Million (2016-2021)
  • Table 61. Japan Serious Games, by Application USD Million (2016-2021)
  • Table 62. Japan Serious Games, by Platform USD Million (2016-2021)
  • Table 63. Japan Serious Games, by Age Group USD Million (2016-2021)
  • Table 64. Japan Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 65. Japan Serious Games, by End User USD Million (2016-2021)
  • Table 66. India Serious Games, by Application USD Million (2016-2021)
  • Table 67. India Serious Games, by Platform USD Million (2016-2021)
  • Table 68. India Serious Games, by Age Group USD Million (2016-2021)
  • Table 69. India Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 70. India Serious Games, by End User USD Million (2016-2021)
  • Table 71. South Korea Serious Games, by Application USD Million (2016-2021)
  • Table 72. South Korea Serious Games, by Platform USD Million (2016-2021)
  • Table 73. South Korea Serious Games, by Age Group USD Million (2016-2021)
  • Table 74. South Korea Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 75. South Korea Serious Games, by End User USD Million (2016-2021)
  • Table 76. Taiwan Serious Games, by Application USD Million (2016-2021)
  • Table 77. Taiwan Serious Games, by Platform USD Million (2016-2021)
  • Table 78. Taiwan Serious Games, by Age Group USD Million (2016-2021)
  • Table 79. Taiwan Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 80. Taiwan Serious Games, by End User USD Million (2016-2021)
  • Table 81. Australia Serious Games, by Application USD Million (2016-2021)
  • Table 82. Australia Serious Games, by Platform USD Million (2016-2021)
  • Table 83. Australia Serious Games, by Age Group USD Million (2016-2021)
  • Table 84. Australia Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 85. Australia Serious Games, by End User USD Million (2016-2021)
  • Table 86. Rest of Asia-Pacific Serious Games, by Application USD Million (2016-2021)
  • Table 87. Rest of Asia-Pacific Serious Games, by Platform USD Million (2016-2021)
  • Table 88. Rest of Asia-Pacific Serious Games, by Age Group USD Million (2016-2021)
  • Table 89. Rest of Asia-Pacific Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 90. Rest of Asia-Pacific Serious Games, by End User USD Million (2016-2021)
  • Table 91. Europe Serious Games, by Country USD Million (2016-2021)
  • Table 92. Europe Serious Games, by Application USD Million (2016-2021)
  • Table 93. Europe Serious Games, by Platform USD Million (2016-2021)
  • Table 94. Europe Serious Games, by Age Group USD Million (2016-2021)
  • Table 95. Europe Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 96. Europe Serious Games, by End User USD Million (2016-2021)
  • Table 97. Germany Serious Games, by Application USD Million (2016-2021)
  • Table 98. Germany Serious Games, by Platform USD Million (2016-2021)
  • Table 99. Germany Serious Games, by Age Group USD Million (2016-2021)
  • Table 100. Germany Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 101. Germany Serious Games, by End User USD Million (2016-2021)
  • Table 102. France Serious Games, by Application USD Million (2016-2021)
  • Table 103. France Serious Games, by Platform USD Million (2016-2021)
  • Table 104. France Serious Games, by Age Group USD Million (2016-2021)
  • Table 105. France Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 106. France Serious Games, by End User USD Million (2016-2021)
  • Table 107. Italy Serious Games, by Application USD Million (2016-2021)
  • Table 108. Italy Serious Games, by Platform USD Million (2016-2021)
  • Table 109. Italy Serious Games, by Age Group USD Million (2016-2021)
  • Table 110. Italy Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 111. Italy Serious Games, by End User USD Million (2016-2021)
  • Table 112. United Kingdom Serious Games, by Application USD Million (2016-2021)
  • Table 113. United Kingdom Serious Games, by Platform USD Million (2016-2021)
  • Table 114. United Kingdom Serious Games, by Age Group USD Million (2016-2021)
  • Table 115. United Kingdom Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 116. United Kingdom Serious Games, by End User USD Million (2016-2021)
  • Table 117. Netherlands Serious Games, by Application USD Million (2016-2021)
  • Table 118. Netherlands Serious Games, by Platform USD Million (2016-2021)
  • Table 119. Netherlands Serious Games, by Age Group USD Million (2016-2021)
  • Table 120. Netherlands Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 121. Netherlands Serious Games, by End User USD Million (2016-2021)
  • Table 122. Rest of Europe Serious Games, by Application USD Million (2016-2021)
  • Table 123. Rest of Europe Serious Games, by Platform USD Million (2016-2021)
  • Table 124. Rest of Europe Serious Games, by Age Group USD Million (2016-2021)
  • Table 125. Rest of Europe Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 126. Rest of Europe Serious Games, by End User USD Million (2016-2021)
  • Table 127. MEA Serious Games, by Country USD Million (2016-2021)
  • Table 128. MEA Serious Games, by Application USD Million (2016-2021)
  • Table 129. MEA Serious Games, by Platform USD Million (2016-2021)
  • Table 130. MEA Serious Games, by Age Group USD Million (2016-2021)
  • Table 131. MEA Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 132. MEA Serious Games, by End User USD Million (2016-2021)
  • Table 133. Middle East Serious Games, by Application USD Million (2016-2021)
  • Table 134. Middle East Serious Games, by Platform USD Million (2016-2021)
  • Table 135. Middle East Serious Games, by Age Group USD Million (2016-2021)
  • Table 136. Middle East Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 137. Middle East Serious Games, by End User USD Million (2016-2021)
  • Table 138. Africa Serious Games, by Application USD Million (2016-2021)
  • Table 139. Africa Serious Games, by Platform USD Million (2016-2021)
  • Table 140. Africa Serious Games, by Age Group USD Million (2016-2021)
  • Table 141. Africa Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 142. Africa Serious Games, by End User USD Million (2016-2021)
  • Table 143. North America Serious Games, by Country USD Million (2016-2021)
  • Table 144. North America Serious Games, by Application USD Million (2016-2021)
  • Table 145. North America Serious Games, by Platform USD Million (2016-2021)
  • Table 146. North America Serious Games, by Age Group USD Million (2016-2021)
  • Table 147. North America Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 148. North America Serious Games, by End User USD Million (2016-2021)
  • Table 149. United States Serious Games, by Application USD Million (2016-2021)
  • Table 150. United States Serious Games, by Platform USD Million (2016-2021)
  • Table 151. United States Serious Games, by Age Group USD Million (2016-2021)
  • Table 152. United States Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 153. United States Serious Games, by End User USD Million (2016-2021)
  • Table 154. Canada Serious Games, by Application USD Million (2016-2021)
  • Table 155. Canada Serious Games, by Platform USD Million (2016-2021)
  • Table 156. Canada Serious Games, by Age Group USD Million (2016-2021)
  • Table 157. Canada Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 158. Canada Serious Games, by End User USD Million (2016-2021)
  • Table 159. Mexico Serious Games, by Application USD Million (2016-2021)
  • Table 160. Mexico Serious Games, by Platform USD Million (2016-2021)
  • Table 161. Mexico Serious Games, by Age Group USD Million (2016-2021)
  • Table 162. Mexico Serious Games, by Element of Serious Game USD Million (2016-2021)
  • Table 163. Mexico Serious Games, by End User USD Million (2016-2021)
  • Table 164. Serious Games Sales: by Application(K Units)
  • Table 165. Serious Games Sales Healthcare , by Region K Units (2016-2021)
  • Table 166. Serious Games Sales Retail , by Region K Units (2016-2021)
  • Table 167. Serious Games Sales Aerospace & Defense , by Region K Units (2016-2021)
  • Table 168. Serious Games Sales Government , by Region K Units (2016-2021)
  • Table 169. Serious Games Sales Education , by Region K Units (2016-2021)
  • Table 170. Serious Games Sales Media & Entertainment , by Region K Units (2016-2021)
  • Table 171. Serious Games Sales Automotive , by Region K Units (2016-2021)
  • Table 172. Serious Games Sales Corporate , by Region K Units (2016-2021)
  • Table 173. Serious Games Sales Energy , by Region K Units (2016-2021)
  • Table 174. Serious Games Sales Others , by Region K Units (2016-2021)
  • Table 175. Serious Games Sales: by Platform(K Units)
  • Table 176. Serious Games Sales Mobile-based , by Region K Units (2016-2021)
  • Table 177. Serious Games Sales PC-based , by Region K Units (2016-2021)
  • Table 178. Serious Games Sales Web-based , by Region K Units (2016-2021)
  • Table 179. Serious Games Sales: by Age Group(K Units)
  • Table 180. Serious Games Sales Preschool and below , by Region K Units (2016-2021)
  • Table 181. Serious Games Sales Elementary school , by Region K Units (2016-2021)
  • Table 182. Serious Games Sales Middle school and high school , by Region K Units (2016-2021)
  • Table 183. Serious Games Sales College, adult, and senior , by Region K Units (2016-2021)
  • Table 184. Serious Games Sales: by Element of Serious Game(K Units)
  • Table 185. Serious Games Sales Story. , by Region K Units (2016-2021)
  • Table 186. Serious Games Sales Gamification , by Region K Units (2016-2021)
  • Table 187. Serious Games Sales Immediate and individualized feedback , by Region K Units (2016-2021)
  • Table 188. Serious Games Sales Simulation , by Region K Units (2016-2021)
  • Table 189. Serious Games Sales: by End User(K Units)
  • Table 190. Serious Games Sales Enterprises , by Region K Units (2016-2021)
  • Table 191. Serious Games Sales Consumers , by Region K Units (2016-2021)
  • Table 192. South America Serious Games Sales, by Country K Units (2016-2021)
  • Table 193. South America Serious Games Sales, by Application K Units (2016-2021)
  • Table 194. South America Serious Games Sales, by Platform K Units (2016-2021)
  • Table 195. South America Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 196. South America Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 197. South America Serious Games Sales, by End User K Units (2016-2021)
  • Table 198. Brazil Serious Games Sales, by Application K Units (2016-2021)
  • Table 199. Brazil Serious Games Sales, by Platform K Units (2016-2021)
  • Table 200. Brazil Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 201. Brazil Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 202. Brazil Serious Games Sales, by End User K Units (2016-2021)
  • Table 203. Argentina Serious Games Sales, by Application K Units (2016-2021)
  • Table 204. Argentina Serious Games Sales, by Platform K Units (2016-2021)
  • Table 205. Argentina Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 206. Argentina Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 207. Argentina Serious Games Sales, by End User K Units (2016-2021)
  • Table 208. Rest of South America Serious Games Sales, by Application K Units (2016-2021)
  • Table 209. Rest of South America Serious Games Sales, by Platform K Units (2016-2021)
  • Table 210. Rest of South America Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 211. Rest of South America Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 212. Rest of South America Serious Games Sales, by End User K Units (2016-2021)
  • Table 213. Asia Pacific Serious Games Sales, by Country K Units (2016-2021)
  • Table 214. Asia Pacific Serious Games Sales, by Application K Units (2016-2021)
  • Table 215. Asia Pacific Serious Games Sales, by Platform K Units (2016-2021)
  • Table 216. Asia Pacific Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 217. Asia Pacific Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 218. Asia Pacific Serious Games Sales, by End User K Units (2016-2021)
  • Table 219. China Serious Games Sales, by Application K Units (2016-2021)
  • Table 220. China Serious Games Sales, by Platform K Units (2016-2021)
  • Table 221. China Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 222. China Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 223. China Serious Games Sales, by End User K Units (2016-2021)
  • Table 224. Japan Serious Games Sales, by Application K Units (2016-2021)
  • Table 225. Japan Serious Games Sales, by Platform K Units (2016-2021)
  • Table 226. Japan Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 227. Japan Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 228. Japan Serious Games Sales, by End User K Units (2016-2021)
  • Table 229. India Serious Games Sales, by Application K Units (2016-2021)
  • Table 230. India Serious Games Sales, by Platform K Units (2016-2021)
  • Table 231. India Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 232. India Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 233. India Serious Games Sales, by End User K Units (2016-2021)
  • Table 234. South Korea Serious Games Sales, by Application K Units (2016-2021)
  • Table 235. South Korea Serious Games Sales, by Platform K Units (2016-2021)
  • Table 236. South Korea Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 237. South Korea Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 238. South Korea Serious Games Sales, by End User K Units (2016-2021)
  • Table 239. Taiwan Serious Games Sales, by Application K Units (2016-2021)
  • Table 240. Taiwan Serious Games Sales, by Platform K Units (2016-2021)
  • Table 241. Taiwan Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 242. Taiwan Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 243. Taiwan Serious Games Sales, by End User K Units (2016-2021)
  • Table 244. Australia Serious Games Sales, by Application K Units (2016-2021)
  • Table 245. Australia Serious Games Sales, by Platform K Units (2016-2021)
  • Table 246. Australia Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 247. Australia Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 248. Australia Serious Games Sales, by End User K Units (2016-2021)
  • Table 249. Rest of Asia-Pacific Serious Games Sales, by Application K Units (2016-2021)
  • Table 250. Rest of Asia-Pacific Serious Games Sales, by Platform K Units (2016-2021)
  • Table 251. Rest of Asia-Pacific Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 252. Rest of Asia-Pacific Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 253. Rest of Asia-Pacific Serious Games Sales, by End User K Units (2016-2021)
  • Table 254. Europe Serious Games Sales, by Country K Units (2016-2021)
  • Table 255. Europe Serious Games Sales, by Application K Units (2016-2021)
  • Table 256. Europe Serious Games Sales, by Platform K Units (2016-2021)
  • Table 257. Europe Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 258. Europe Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 259. Europe Serious Games Sales, by End User K Units (2016-2021)
  • Table 260. Germany Serious Games Sales, by Application K Units (2016-2021)
  • Table 261. Germany Serious Games Sales, by Platform K Units (2016-2021)
  • Table 262. Germany Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 263. Germany Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 264. Germany Serious Games Sales, by End User K Units (2016-2021)
  • Table 265. France Serious Games Sales, by Application K Units (2016-2021)
  • Table 266. France Serious Games Sales, by Platform K Units (2016-2021)
  • Table 267. France Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 268. France Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 269. France Serious Games Sales, by End User K Units (2016-2021)
  • Table 270. Italy Serious Games Sales, by Application K Units (2016-2021)
  • Table 271. Italy Serious Games Sales, by Platform K Units (2016-2021)
  • Table 272. Italy Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 273. Italy Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 274. Italy Serious Games Sales, by End User K Units (2016-2021)
  • Table 275. United Kingdom Serious Games Sales, by Application K Units (2016-2021)
  • Table 276. United Kingdom Serious Games Sales, by Platform K Units (2016-2021)
  • Table 277. United Kingdom Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 278. United Kingdom Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 279. United Kingdom Serious Games Sales, by End User K Units (2016-2021)
  • Table 280. Netherlands Serious Games Sales, by Application K Units (2016-2021)
  • Table 281. Netherlands Serious Games Sales, by Platform K Units (2016-2021)
  • Table 282. Netherlands Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 283. Netherlands Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 284. Netherlands Serious Games Sales, by End User K Units (2016-2021)
  • Table 285. Rest of Europe Serious Games Sales, by Application K Units (2016-2021)
  • Table 286. Rest of Europe Serious Games Sales, by Platform K Units (2016-2021)
  • Table 287. Rest of Europe Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 288. Rest of Europe Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 289. Rest of Europe Serious Games Sales, by End User K Units (2016-2021)
  • Table 290. MEA Serious Games Sales, by Country K Units (2016-2021)
  • Table 291. MEA Serious Games Sales, by Application K Units (2016-2021)
  • Table 292. MEA Serious Games Sales, by Platform K Units (2016-2021)
  • Table 293. MEA Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 294. MEA Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 295. MEA Serious Games Sales, by End User K Units (2016-2021)
  • Table 296. Middle East Serious Games Sales, by Application K Units (2016-2021)
  • Table 297. Middle East Serious Games Sales, by Platform K Units (2016-2021)
  • Table 298. Middle East Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 299. Middle East Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 300. Middle East Serious Games Sales, by End User K Units (2016-2021)
  • Table 301. Africa Serious Games Sales, by Application K Units (2016-2021)
  • Table 302. Africa Serious Games Sales, by Platform K Units (2016-2021)
  • Table 303. Africa Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 304. Africa Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 305. Africa Serious Games Sales, by End User K Units (2016-2021)
  • Table 306. North America Serious Games Sales, by Country K Units (2016-2021)
  • Table 307. North America Serious Games Sales, by Application K Units (2016-2021)
  • Table 308. North America Serious Games Sales, by Platform K Units (2016-2021)
  • Table 309. North America Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 310. North America Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 311. North America Serious Games Sales, by End User K Units (2016-2021)
  • Table 312. United States Serious Games Sales, by Application K Units (2016-2021)
  • Table 313. United States Serious Games Sales, by Platform K Units (2016-2021)
  • Table 314. United States Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 315. United States Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 316. United States Serious Games Sales, by End User K Units (2016-2021)
  • Table 317. Canada Serious Games Sales, by Application K Units (2016-2021)
  • Table 318. Canada Serious Games Sales, by Platform K Units (2016-2021)
  • Table 319. Canada Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 320. Canada Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 321. Canada Serious Games Sales, by End User K Units (2016-2021)
  • Table 322. Mexico Serious Games Sales, by Application K Units (2016-2021)
  • Table 323. Mexico Serious Games Sales, by Platform K Units (2016-2021)
  • Table 324. Mexico Serious Games Sales, by Age Group K Units (2016-2021)
  • Table 325. Mexico Serious Games Sales, by Element of Serious Game K Units (2016-2021)
  • Table 326. Mexico Serious Games Sales, by End User K Units (2016-2021)
  • Table 327. Company Basic Information, Sales Area and Its Competitors
  • Table 328. Company Basic Information, Sales Area and Its Competitors
  • Table 329. Company Basic Information, Sales Area and Its Competitors
  • Table 330. Company Basic Information, Sales Area and Its Competitors
  • Table 331. Company Basic Information, Sales Area and Its Competitors
  • Table 332. Company Basic Information, Sales Area and Its Competitors
  • Table 333. Company Basic Information, Sales Area and Its Competitors
  • Table 334. Serious Games: by Application(USD Million)
  • Table 335. Serious Games Healthcare , by Region USD Million (2022-2027)
  • Table 336. Serious Games Retail , by Region USD Million (2022-2027)
  • Table 337. Serious Games Aerospace & Defense , by Region USD Million (2022-2027)
  • Table 338. Serious Games Government , by Region USD Million (2022-2027)
  • Table 339. Serious Games Education , by Region USD Million (2022-2027)
  • Table 340. Serious Games Media & Entertainment , by Region USD Million (2022-2027)
  • Table 341. Serious Games Automotive , by Region USD Million (2022-2027)
  • Table 342. Serious Games Corporate , by Region USD Million (2022-2027)
  • Table 343. Serious Games Energy , by Region USD Million (2022-2027)
  • Table 344. Serious Games Others , by Region USD Million (2022-2027)
  • Table 345. Serious Games: by Platform(USD Million)
  • Table 346. Serious Games Mobile-based , by Region USD Million (2022-2027)
  • Table 347. Serious Games PC-based , by Region USD Million (2022-2027)
  • Table 348. Serious Games Web-based , by Region USD Million (2022-2027)
  • Table 349. Serious Games: by Age Group(USD Million)
  • Table 350. Serious Games Preschool and below , by Region USD Million (2022-2027)
  • Table 351. Serious Games Elementary school , by Region USD Million (2022-2027)
  • Table 352. Serious Games Middle school and high school , by Region USD Million (2022-2027)
  • Table 353. Serious Games College, adult, and senior , by Region USD Million (2022-2027)
  • Table 354. Serious Games: by Element of Serious Game(USD Million)
  • Table 355. Serious Games Story. , by Region USD Million (2022-2027)
  • Table 356. Serious Games Gamification , by Region USD Million (2022-2027)
  • Table 357. Serious Games Immediate and individualized feedback , by Region USD Million (2022-2027)
  • Table 358. Serious Games Simulation , by Region USD Million (2022-2027)
  • Table 359. Serious Games: by End User(USD Million)
  • Table 360. Serious Games Enterprises , by Region USD Million (2022-2027)
  • Table 361. Serious Games Consumers , by Region USD Million (2022-2027)
  • Table 362. South America Serious Games, by Country USD Million (2022-2027)
  • Table 363. South America Serious Games, by Application USD Million (2022-2027)
  • Table 364. South America Serious Games, by Platform USD Million (2022-2027)
  • Table 365. South America Serious Games, by Age Group USD Million (2022-2027)
  • Table 366. South America Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 367. South America Serious Games, by End User USD Million (2022-2027)
  • Table 368. Brazil Serious Games, by Application USD Million (2022-2027)
  • Table 369. Brazil Serious Games, by Platform USD Million (2022-2027)
  • Table 370. Brazil Serious Games, by Age Group USD Million (2022-2027)
  • Table 371. Brazil Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 372. Brazil Serious Games, by End User USD Million (2022-2027)
  • Table 373. Argentina Serious Games, by Application USD Million (2022-2027)
  • Table 374. Argentina Serious Games, by Platform USD Million (2022-2027)
  • Table 375. Argentina Serious Games, by Age Group USD Million (2022-2027)
  • Table 376. Argentina Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 377. Argentina Serious Games, by End User USD Million (2022-2027)
  • Table 378. Rest of South America Serious Games, by Application USD Million (2022-2027)
  • Table 379. Rest of South America Serious Games, by Platform USD Million (2022-2027)
  • Table 380. Rest of South America Serious Games, by Age Group USD Million (2022-2027)
  • Table 381. Rest of South America Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 382. Rest of South America Serious Games, by End User USD Million (2022-2027)
  • Table 383. Asia Pacific Serious Games, by Country USD Million (2022-2027)
  • Table 384. Asia Pacific Serious Games, by Application USD Million (2022-2027)
  • Table 385. Asia Pacific Serious Games, by Platform USD Million (2022-2027)
  • Table 386. Asia Pacific Serious Games, by Age Group USD Million (2022-2027)
  • Table 387. Asia Pacific Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 388. Asia Pacific Serious Games, by End User USD Million (2022-2027)
  • Table 389. China Serious Games, by Application USD Million (2022-2027)
  • Table 390. China Serious Games, by Platform USD Million (2022-2027)
  • Table 391. China Serious Games, by Age Group USD Million (2022-2027)
  • Table 392. China Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 393. China Serious Games, by End User USD Million (2022-2027)
  • Table 394. Japan Serious Games, by Application USD Million (2022-2027)
  • Table 395. Japan Serious Games, by Platform USD Million (2022-2027)
  • Table 396. Japan Serious Games, by Age Group USD Million (2022-2027)
  • Table 397. Japan Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 398. Japan Serious Games, by End User USD Million (2022-2027)
  • Table 399. India Serious Games, by Application USD Million (2022-2027)
  • Table 400. India Serious Games, by Platform USD Million (2022-2027)
  • Table 401. India Serious Games, by Age Group USD Million (2022-2027)
  • Table 402. India Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 403. India Serious Games, by End User USD Million (2022-2027)
  • Table 404. South Korea Serious Games, by Application USD Million (2022-2027)
  • Table 405. South Korea Serious Games, by Platform USD Million (2022-2027)
  • Table 406. South Korea Serious Games, by Age Group USD Million (2022-2027)
  • Table 407. South Korea Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 408. South Korea Serious Games, by End User USD Million (2022-2027)
  • Table 409. Taiwan Serious Games, by Application USD Million (2022-2027)
  • Table 410. Taiwan Serious Games, by Platform USD Million (2022-2027)
  • Table 411. Taiwan Serious Games, by Age Group USD Million (2022-2027)
  • Table 412. Taiwan Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 413. Taiwan Serious Games, by End User USD Million (2022-2027)
  • Table 414. Australia Serious Games, by Application USD Million (2022-2027)
  • Table 415. Australia Serious Games, by Platform USD Million (2022-2027)
  • Table 416. Australia Serious Games, by Age Group USD Million (2022-2027)
  • Table 417. Australia Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 418. Australia Serious Games, by End User USD Million (2022-2027)
  • Table 419. Rest of Asia-Pacific Serious Games, by Application USD Million (2022-2027)
  • Table 420. Rest of Asia-Pacific Serious Games, by Platform USD Million (2022-2027)
  • Table 421. Rest of Asia-Pacific Serious Games, by Age Group USD Million (2022-2027)
  • Table 422. Rest of Asia-Pacific Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 423. Rest of Asia-Pacific Serious Games, by End User USD Million (2022-2027)
  • Table 424. Europe Serious Games, by Country USD Million (2022-2027)
  • Table 425. Europe Serious Games, by Application USD Million (2022-2027)
  • Table 426. Europe Serious Games, by Platform USD Million (2022-2027)
  • Table 427. Europe Serious Games, by Age Group USD Million (2022-2027)
  • Table 428. Europe Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 429. Europe Serious Games, by End User USD Million (2022-2027)
  • Table 430. Germany Serious Games, by Application USD Million (2022-2027)
  • Table 431. Germany Serious Games, by Platform USD Million (2022-2027)
  • Table 432. Germany Serious Games, by Age Group USD Million (2022-2027)
  • Table 433. Germany Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 434. Germany Serious Games, by End User USD Million (2022-2027)
  • Table 435. France Serious Games, by Application USD Million (2022-2027)
  • Table 436. France Serious Games, by Platform USD Million (2022-2027)
  • Table 437. France Serious Games, by Age Group USD Million (2022-2027)
  • Table 438. France Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 439. France Serious Games, by End User USD Million (2022-2027)
  • Table 440. Italy Serious Games, by Application USD Million (2022-2027)
  • Table 441. Italy Serious Games, by Platform USD Million (2022-2027)
  • Table 442. Italy Serious Games, by Age Group USD Million (2022-2027)
  • Table 443. Italy Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 444. Italy Serious Games, by End User USD Million (2022-2027)
  • Table 445. United Kingdom Serious Games, by Application USD Million (2022-2027)
  • Table 446. United Kingdom Serious Games, by Platform USD Million (2022-2027)
  • Table 447. United Kingdom Serious Games, by Age Group USD Million (2022-2027)
  • Table 448. United Kingdom Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 449. United Kingdom Serious Games, by End User USD Million (2022-2027)
  • Table 450. Netherlands Serious Games, by Application USD Million (2022-2027)
  • Table 451. Netherlands Serious Games, by Platform USD Million (2022-2027)
  • Table 452. Netherlands Serious Games, by Age Group USD Million (2022-2027)
  • Table 453. Netherlands Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 454. Netherlands Serious Games, by End User USD Million (2022-2027)
  • Table 455. Rest of Europe Serious Games, by Application USD Million (2022-2027)
  • Table 456. Rest of Europe Serious Games, by Platform USD Million (2022-2027)
  • Table 457. Rest of Europe Serious Games, by Age Group USD Million (2022-2027)
  • Table 458. Rest of Europe Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 459. Rest of Europe Serious Games, by End User USD Million (2022-2027)
  • Table 460. MEA Serious Games, by Country USD Million (2022-2027)
  • Table 461. MEA Serious Games, by Application USD Million (2022-2027)
  • Table 462. MEA Serious Games, by Platform USD Million (2022-2027)
  • Table 463. MEA Serious Games, by Age Group USD Million (2022-2027)
  • Table 464. MEA Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 465. MEA Serious Games, by End User USD Million (2022-2027)
  • Table 466. Middle East Serious Games, by Application USD Million (2022-2027)
  • Table 467. Middle East Serious Games, by Platform USD Million (2022-2027)
  • Table 468. Middle East Serious Games, by Age Group USD Million (2022-2027)
  • Table 469. Middle East Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 470. Middle East Serious Games, by End User USD Million (2022-2027)
  • Table 471. Africa Serious Games, by Application USD Million (2022-2027)
  • Table 472. Africa Serious Games, by Platform USD Million (2022-2027)
  • Table 473. Africa Serious Games, by Age Group USD Million (2022-2027)
  • Table 474. Africa Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 475. Africa Serious Games, by End User USD Million (2022-2027)
  • Table 476. North America Serious Games, by Country USD Million (2022-2027)
  • Table 477. North America Serious Games, by Application USD Million (2022-2027)
  • Table 478. North America Serious Games, by Platform USD Million (2022-2027)
  • Table 479. North America Serious Games, by Age Group USD Million (2022-2027)
  • Table 480. North America Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 481. North America Serious Games, by End User USD Million (2022-2027)
  • Table 482. United States Serious Games, by Application USD Million (2022-2027)
  • Table 483. United States Serious Games, by Platform USD Million (2022-2027)
  • Table 484. United States Serious Games, by Age Group USD Million (2022-2027)
  • Table 485. United States Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 486. United States Serious Games, by End User USD Million (2022-2027)
  • Table 487. Canada Serious Games, by Application USD Million (2022-2027)
  • Table 488. Canada Serious Games, by Platform USD Million (2022-2027)
  • Table 489. Canada Serious Games, by Age Group USD Million (2022-2027)
  • Table 490. Canada Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 491. Canada Serious Games, by End User USD Million (2022-2027)
  • Table 492. Mexico Serious Games, by Application USD Million (2022-2027)
  • Table 493. Mexico Serious Games, by Platform USD Million (2022-2027)
  • Table 494. Mexico Serious Games, by Age Group USD Million (2022-2027)
  • Table 495. Mexico Serious Games, by Element of Serious Game USD Million (2022-2027)
  • Table 496. Mexico Serious Games, by End User USD Million (2022-2027)
  • Table 497. Serious Games Sales: by Application(K Units)
  • Table 498. Serious Games Sales Healthcare , by Region K Units (2022-2027)
  • Table 499. Serious Games Sales Retail , by Region K Units (2022-2027)
  • Table 500. Serious Games Sales Aerospace & Defense , by Region K Units (2022-2027)
  • Table 501. Serious Games Sales Government , by Region K Units (2022-2027)
  • Table 502. Serious Games Sales Education , by Region K Units (2022-2027)
  • Table 503. Serious Games Sales Media & Entertainment , by Region K Units (2022-2027)
  • Table 504. Serious Games Sales Automotive , by Region K Units (2022-2027)
  • Table 505. Serious Games Sales Corporate , by Region K Units (2022-2027)
  • Table 506. Serious Games Sales Energy , by Region K Units (2022-2027)
  • Table 507. Serious Games Sales Others , by Region K Units (2022-2027)
  • Table 508. Serious Games Sales: by Platform(K Units)
  • Table 509. Serious Games Sales Mobile-based , by Region K Units (2022-2027)
  • Table 510. Serious Games Sales PC-based , by Region K Units (2022-2027)
  • Table 511. Serious Games Sales Web-based , by Region K Units (2022-2027)
  • Table 512. Serious Games Sales: by Age Group(K Units)
  • Table 513. Serious Games Sales Preschool and below , by Region K Units (2022-2027)
  • Table 514. Serious Games Sales Elementary school , by Region K Units (2022-2027)
  • Table 515. Serious Games Sales Middle school and high school , by Region K Units (2022-2027)
  • Table 516. Serious Games Sales College, adult, and senior , by Region K Units (2022-2027)
  • Table 517. Serious Games Sales: by Element of Serious Game(K Units)
  • Table 518. Serious Games Sales Story. , by Region K Units (2022-2027)
  • Table 519. Serious Games Sales Gamification , by Region K Units (2022-2027)
  • Table 520. Serious Games Sales Immediate and individualized feedback , by Region K Units (2022-2027)
  • Table 521. Serious Games Sales Simulation , by Region K Units (2022-2027)
  • Table 522. Serious Games Sales: by End User(K Units)
  • Table 523. Serious Games Sales Enterprises , by Region K Units (2022-2027)
  • Table 524. Serious Games Sales Consumers , by Region K Units (2022-2027)
  • Table 525. South America Serious Games Sales, by Country K Units (2022-2027)
  • Table 526. South America Serious Games Sales, by Application K Units (2022-2027)
  • Table 527. South America Serious Games Sales, by Platform K Units (2022-2027)
  • Table 528. South America Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 529. South America Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 530. South America Serious Games Sales, by End User K Units (2022-2027)
  • Table 531. Brazil Serious Games Sales, by Application K Units (2022-2027)
  • Table 532. Brazil Serious Games Sales, by Platform K Units (2022-2027)
  • Table 533. Brazil Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 534. Brazil Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 535. Brazil Serious Games Sales, by End User K Units (2022-2027)
  • Table 536. Argentina Serious Games Sales, by Application K Units (2022-2027)
  • Table 537. Argentina Serious Games Sales, by Platform K Units (2022-2027)
  • Table 538. Argentina Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 539. Argentina Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 540. Argentina Serious Games Sales, by End User K Units (2022-2027)
  • Table 541. Rest of South America Serious Games Sales, by Application K Units (2022-2027)
  • Table 542. Rest of South America Serious Games Sales, by Platform K Units (2022-2027)
  • Table 543. Rest of South America Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 544. Rest of South America Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 545. Rest of South America Serious Games Sales, by End User K Units (2022-2027)
  • Table 546. Asia Pacific Serious Games Sales, by Country K Units (2022-2027)
  • Table 547. Asia Pacific Serious Games Sales, by Application K Units (2022-2027)
  • Table 548. Asia Pacific Serious Games Sales, by Platform K Units (2022-2027)
  • Table 549. Asia Pacific Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 550. Asia Pacific Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 551. Asia Pacific Serious Games Sales, by End User K Units (2022-2027)
  • Table 552. China Serious Games Sales, by Application K Units (2022-2027)
  • Table 553. China Serious Games Sales, by Platform K Units (2022-2027)
  • Table 554. China Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 555. China Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 556. China Serious Games Sales, by End User K Units (2022-2027)
  • Table 557. Japan Serious Games Sales, by Application K Units (2022-2027)
  • Table 558. Japan Serious Games Sales, by Platform K Units (2022-2027)
  • Table 559. Japan Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 560. Japan Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 561. Japan Serious Games Sales, by End User K Units (2022-2027)
  • Table 562. India Serious Games Sales, by Application K Units (2022-2027)
  • Table 563. India Serious Games Sales, by Platform K Units (2022-2027)
  • Table 564. India Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 565. India Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 566. India Serious Games Sales, by End User K Units (2022-2027)
  • Table 567. South Korea Serious Games Sales, by Application K Units (2022-2027)
  • Table 568. South Korea Serious Games Sales, by Platform K Units (2022-2027)
  • Table 569. South Korea Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 570. South Korea Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 571. South Korea Serious Games Sales, by End User K Units (2022-2027)
  • Table 572. Taiwan Serious Games Sales, by Application K Units (2022-2027)
  • Table 573. Taiwan Serious Games Sales, by Platform K Units (2022-2027)
  • Table 574. Taiwan Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 575. Taiwan Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 576. Taiwan Serious Games Sales, by End User K Units (2022-2027)
  • Table 577. Australia Serious Games Sales, by Application K Units (2022-2027)
  • Table 578. Australia Serious Games Sales, by Platform K Units (2022-2027)
  • Table 579. Australia Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 580. Australia Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 581. Australia Serious Games Sales, by End User K Units (2022-2027)
  • Table 582. Rest of Asia-Pacific Serious Games Sales, by Application K Units (2022-2027)
  • Table 583. Rest of Asia-Pacific Serious Games Sales, by Platform K Units (2022-2027)
  • Table 584. Rest of Asia-Pacific Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 585. Rest of Asia-Pacific Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 586. Rest of Asia-Pacific Serious Games Sales, by End User K Units (2022-2027)
  • Table 587. Europe Serious Games Sales, by Country K Units (2022-2027)
  • Table 588. Europe Serious Games Sales, by Application K Units (2022-2027)
  • Table 589. Europe Serious Games Sales, by Platform K Units (2022-2027)
  • Table 590. Europe Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 591. Europe Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 592. Europe Serious Games Sales, by End User K Units (2022-2027)
  • Table 593. Germany Serious Games Sales, by Application K Units (2022-2027)
  • Table 594. Germany Serious Games Sales, by Platform K Units (2022-2027)
  • Table 595. Germany Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 596. Germany Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 597. Germany Serious Games Sales, by End User K Units (2022-2027)
  • Table 598. France Serious Games Sales, by Application K Units (2022-2027)
  • Table 599. France Serious Games Sales, by Platform K Units (2022-2027)
  • Table 600. France Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 601. France Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 602. France Serious Games Sales, by End User K Units (2022-2027)
  • Table 603. Italy Serious Games Sales, by Application K Units (2022-2027)
  • Table 604. Italy Serious Games Sales, by Platform K Units (2022-2027)
  • Table 605. Italy Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 606. Italy Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 607. Italy Serious Games Sales, by End User K Units (2022-2027)
  • Table 608. United Kingdom Serious Games Sales, by Application K Units (2022-2027)
  • Table 609. United Kingdom Serious Games Sales, by Platform K Units (2022-2027)
  • Table 610. United Kingdom Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 611. United Kingdom Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 612. United Kingdom Serious Games Sales, by End User K Units (2022-2027)
  • Table 613. Netherlands Serious Games Sales, by Application K Units (2022-2027)
  • Table 614. Netherlands Serious Games Sales, by Platform K Units (2022-2027)
  • Table 615. Netherlands Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 616. Netherlands Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 617. Netherlands Serious Games Sales, by End User K Units (2022-2027)
  • Table 618. Rest of Europe Serious Games Sales, by Application K Units (2022-2027)
  • Table 619. Rest of Europe Serious Games Sales, by Platform K Units (2022-2027)
  • Table 620. Rest of Europe Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 621. Rest of Europe Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 622. Rest of Europe Serious Games Sales, by End User K Units (2022-2027)
  • Table 623. MEA Serious Games Sales, by Country K Units (2022-2027)
  • Table 624. MEA Serious Games Sales, by Application K Units (2022-2027)
  • Table 625. MEA Serious Games Sales, by Platform K Units (2022-2027)
  • Table 626. MEA Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 627. MEA Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 628. MEA Serious Games Sales, by End User K Units (2022-2027)
  • Table 629. Middle East Serious Games Sales, by Application K Units (2022-2027)
  • Table 630. Middle East Serious Games Sales, by Platform K Units (2022-2027)
  • Table 631. Middle East Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 632. Middle East Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 633. Middle East Serious Games Sales, by End User K Units (2022-2027)
  • Table 634. Africa Serious Games Sales, by Application K Units (2022-2027)
  • Table 635. Africa Serious Games Sales, by Platform K Units (2022-2027)
  • Table 636. Africa Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 637. Africa Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 638. Africa Serious Games Sales, by End User K Units (2022-2027)
  • Table 639. North America Serious Games Sales, by Country K Units (2022-2027)
  • Table 640. North America Serious Games Sales, by Application K Units (2022-2027)
  • Table 641. North America Serious Games Sales, by Platform K Units (2022-2027)
  • Table 642. North America Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 643. North America Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 644. North America Serious Games Sales, by End User K Units (2022-2027)
  • Table 645. United States Serious Games Sales, by Application K Units (2022-2027)
  • Table 646. United States Serious Games Sales, by Platform K Units (2022-2027)
  • Table 647. United States Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 648. United States Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 649. United States Serious Games Sales, by End User K Units (2022-2027)
  • Table 650. Canada Serious Games Sales, by Application K Units (2022-2027)
  • Table 651. Canada Serious Games Sales, by Platform K Units (2022-2027)
  • Table 652. Canada Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 653. Canada Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 654. Canada Serious Games Sales, by End User K Units (2022-2027)
  • Table 655. Mexico Serious Games Sales, by Application K Units (2022-2027)
  • Table 656. Mexico Serious Games Sales, by Platform K Units (2022-2027)
  • Table 657. Mexico Serious Games Sales, by Age Group K Units (2022-2027)
  • Table 658. Mexico Serious Games Sales, by Element of Serious Game K Units (2022-2027)
  • Table 659. Mexico Serious Games Sales, by End User K Units (2022-2027)
  • Table 660. Research Programs/Design for This Report
  • Table 661. Key Data Information from Secondary Sources
  • Table 662. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Serious Games: by Application USD Million (2016-2021)
  • Figure 5. Global Serious Games: by Platform USD Million (2016-2021)
  • Figure 6. Global Serious Games: by Age Group USD Million (2016-2021)
  • Figure 7. Global Serious Games: by Element of Serious Game USD Million (2016-2021)
  • Figure 8. Global Serious Games: by End User USD Million (2016-2021)
  • Figure 9. South America Serious Games Share (%), by Country
  • Figure 10. Asia Pacific Serious Games Share (%), by Country
  • Figure 11. Europe Serious Games Share (%), by Country
  • Figure 12. MEA Serious Games Share (%), by Country
  • Figure 13. North America Serious Games Share (%), by Country
  • Figure 14. Global Serious Games: by Application K Units (2016-2021)
  • Figure 15. Global Serious Games: by Platform K Units (2016-2021)
  • Figure 16. Global Serious Games: by Age Group K Units (2016-2021)
  • Figure 17. Global Serious Games: by Element of Serious Game K Units (2016-2021)
  • Figure 18. Global Serious Games: by End User K Units (2016-2021)
  • Figure 19. South America Serious Games Share (%), by Country
  • Figure 20. Asia Pacific Serious Games Share (%), by Country
  • Figure 21. Europe Serious Games Share (%), by Country
  • Figure 22. MEA Serious Games Share (%), by Country
  • Figure 23. North America Serious Games Share (%), by Country
  • Figure 24. Global Serious Games share by Players 2021 (%)
  • Figure 25. Global Serious Games share by Players (Top 3) 2021(%)
  • Figure 26. BCG Matrix for key Companies
  • Figure 27. IBM Corp. (United States) Revenue, Net Income and Gross profit
  • Figure 28. IBM Corp. (United States) Revenue: by Geography 2021
  • Figure 29. Cisco Systems Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 30. Cisco Systems Inc. (United States) Revenue: by Geography 2021
  • Figure 31. Microsoft Corp. (United States) Revenue, Net Income and Gross profit
  • Figure 32. Microsoft Corp. (United States) Revenue: by Geography 2021
  • Figure 33. Nintendo Co. Ltd. (Japan) Revenue, Net Income and Gross profit
  • Figure 34. Nintendo Co. Ltd. (Japan) Revenue: by Geography 2021
  • Figure 35. BreakAway Games (United States) Revenue, Net Income and Gross profit
  • Figure 36. BreakAway Games (United States) Revenue: by Geography 2021
  • Figure 37. Serious Game International (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 38. Serious Game International (United Kingdom) Revenue: by Geography 2021
  • Figure 39. Revelian (Australia) Revenue, Net Income and Gross profit
  • Figure 40. Revelian (Australia) Revenue: by Geography 2021
  • Figure 41. Global Serious Games: by Application USD Million (2022-2027)
  • Figure 42. Global Serious Games: by Platform USD Million (2022-2027)
  • Figure 43. Global Serious Games: by Age Group USD Million (2022-2027)
  • Figure 44. Global Serious Games: by Element of Serious Game USD Million (2022-2027)
  • Figure 45. Global Serious Games: by End User USD Million (2022-2027)
  • Figure 46. South America Serious Games Share (%), by Country
  • Figure 47. Asia Pacific Serious Games Share (%), by Country
  • Figure 48. Europe Serious Games Share (%), by Country
  • Figure 49. MEA Serious Games Share (%), by Country
  • Figure 50. North America Serious Games Share (%), by Country
  • Figure 51. Global Serious Games: by Application K Units (2022-2027)
  • Figure 52. Global Serious Games: by Platform K Units (2022-2027)
  • Figure 53. Global Serious Games: by Age Group K Units (2022-2027)
  • Figure 54. Global Serious Games: by Element of Serious Game K Units (2022-2027)
  • Figure 55. Global Serious Games: by End User K Units (2022-2027)
  • Figure 56. South America Serious Games Share (%), by Country
  • Figure 57. Asia Pacific Serious Games Share (%), by Country
  • Figure 58. Europe Serious Games Share (%), by Country
  • Figure 59. MEA Serious Games Share (%), by Country
  • Figure 60. North America Serious Games Share (%), by Country
List of companies from research coverage that are profiled in the study
  • IBM Corp. (United States)
  • Cisco Systems Inc. (United States)
  • Microsoft Corp. (United States)
  • Nintendo Co. Ltd. (Japan)
  • BreakAway Games (United States)
  • Serious Game International (United Kingdom)
  • Revelian (Australia)
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"Growing Usage of Mobile-Based Educational Games " is seen as one of major growth factors of Serious Games Market in years to come.
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