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
Attributes | Details |
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Study Period | 2017-2027 |
Base Year | 2021 |
Unit | Value (USD Million) |
Key Companies Profiled | 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) |
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:
Scope | Sub-Segments |
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Application / End User | Healthcare, Retail, Aerospace & Defense, Government, Education, Media & Entertainment, Automotive, Corporate, Energy and 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 |
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