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Global Serious Games Market Research Report 2024

Global Serious Games Market Research Report 2024

Publishing Date : Jan, 2024

License Type :
 

Report Code : 1884053

No of Pages : 81

Synopsis

The global Serious Games market was valued at US$ 3766.6 million in 2023 and is anticipated to reach US$ 8005.3 million by 2030, witnessing a CAGR of 10.9% during the forecast period 2024-2030.

North American market for Serious Games is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.

Asia-Pacific market for Serious Games is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.

The global market for Serious Games in Healthcare is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.

The major global companies of Serious Games include BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Intuition, Learning Nexus Ltd, Nintendo Co., Ltd., Promotion Software GmbH and Revelian, etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.

This report aims to provide a comprehensive presentation of the global market for Serious Games, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Serious Games.

Report Scope

The Serious Games market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Serious Games market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.

For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.

The report will help the Serious Games companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.

Market Segmentation

By Company

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

Segment by Type

  • Enterprises
  • Consumers

Segment by Application

  • Healthcare
  • Aerospace & defense
  • Government
  • Education
  • Retail
  • Media & Entertainment
  • Others

By Region

  • North America (United States, Canada)
  • Europe (Germany, France, U.K., Italy, Russia)
  • Asia-Pacific (China, Japan, South Korea, India, Australia, China Taiwan, Indonesia, Thailand, Malaysia)
  • Latin America (Mexico, Brazil, Argentina)
  • Middle East & Africa (Turkey, Saudi Arabia, UAE)

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Serious Games companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.

Index

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Serious Games Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Enterprises
1.2.3 Consumers
1.3 Market by Application
1.3.1 Global Serious Games Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Healthcare
1.3.3 Aerospace & defense
1.3.4 Government
1.3.5 Education
1.3.6 Retail
1.3.7 Media & Entertainment
1.3.8 Others
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Serious Games Market Perspective (2019-2030)
2.2 Serious Games Growth Trends by Region
2.2.1 Global Serious Games Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Serious Games Historic Market Size by Region (2019-2024)
2.2.3 Serious Games Forecasted Market Size by Region (2025-2030)
2.3 Serious Games Market Dynamics
2.3.1 Serious Games Industry Trends
2.3.2 Serious Games Market Drivers
2.3.3 Serious Games Market Challenges
2.3.4 Serious Games Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Serious Games Players by Revenue
3.1.1 Global Top Serious Games Players by Revenue (2019-2024)
3.1.2 Global Serious Games Revenue Market Share by Players (2019-2024)
3.2 Global Serious Games Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Serious Games Revenue
3.4 Global Serious Games Market Concentration Ratio
3.4.1 Global Serious Games Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Serious Games Revenue in 2023
3.5 Serious Games Key Players Head office and Area Served
3.6 Key Players Serious Games Product Solution and Service
3.7 Date of Enter into Serious Games Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Serious Games Breakdown Data by Type
4.1 Global Serious Games Historic Market Size by Type (2019-2024)
4.2 Global Serious Games Forecasted Market Size by Type (2025-2030)
5 Serious Games Breakdown Data by Application
5.1 Global Serious Games Historic Market Size by Application (2019-2024)
5.2 Global Serious Games Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Serious Games Market Size (2019-2030)
6.2 North America Serious Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Serious Games Market Size by Country (2019-2024)
6.4 North America Serious Games Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Serious Games Market Size (2019-2030)
7.2 Europe Serious Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Serious Games Market Size by Country (2019-2024)
7.4 Europe Serious Games Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Serious Games Market Size (2019-2030)
8.2 Asia-Pacific Serious Games Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Serious Games Market Size by Region (2019-2024)
8.4 Asia-Pacific Serious Games Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Serious Games Market Size (2019-2030)
9.2 Latin America Serious Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Serious Games Market Size by Country (2019-2024)
9.4 Latin America Serious Games Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Serious Games Market Size (2019-2030)
10.2 Middle East & Africa Serious Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Serious Games Market Size by Country (2019-2024)
10.4 Middle East & Africa Serious Games Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 BreakAway, Ltd.
11.1.1 BreakAway, Ltd. Company Detail
11.1.2 BreakAway, Ltd. Business Overview
11.1.3 BreakAway, Ltd. Serious Games Introduction
11.1.4 BreakAway, Ltd. Revenue in Serious Games Business (2019-2024)
11.1.5 BreakAway, Ltd. Recent Development
11.2 Designing Digitally, Inc.
11.2.1 Designing Digitally, Inc. Company Detail
11.2.2 Designing Digitally, Inc. Business Overview
11.2.3 Designing Digitally, Inc. Serious Games Introduction
11.2.4 Designing Digitally, Inc. Revenue in Serious Games Business (2019-2024)
11.2.5 Designing Digitally, Inc. Recent Development
11.3 DIGINEXT
11.3.1 DIGINEXT Company Detail
11.3.2 DIGINEXT Business Overview
11.3.3 DIGINEXT Serious Games Introduction
11.3.4 DIGINEXT Revenue in Serious Games Business (2019-2024)
11.3.5 DIGINEXT Recent Development
11.4 IBM Corporation
11.4.1 IBM Corporation Company Detail
11.4.2 IBM Corporation Business Overview
11.4.3 IBM Corporation Serious Games Introduction
11.4.4 IBM Corporation Revenue in Serious Games Business (2019-2024)
11.4.5 IBM Corporation Recent Development
11.5 Intuition
11.5.1 Intuition Company Detail
11.5.2 Intuition Business Overview
11.5.3 Intuition Serious Games Introduction
11.5.4 Intuition Revenue in Serious Games Business (2019-2024)
11.5.5 Intuition Recent Development
11.6 Learning Nexus Ltd
11.6.1 Learning Nexus Ltd Company Detail
11.6.2 Learning Nexus Ltd Business Overview
11.6.3 Learning Nexus Ltd Serious Games Introduction
11.6.4 Learning Nexus Ltd Revenue in Serious Games Business (2019-2024)
11.6.5 Learning Nexus Ltd Recent Development
11.7 Nintendo Co., Ltd.
11.7.1 Nintendo Co., Ltd. Company Detail
11.7.2 Nintendo Co., Ltd. Business Overview
11.7.3 Nintendo Co., Ltd. Serious Games Introduction
11.7.4 Nintendo Co., Ltd. Revenue in Serious Games Business (2019-2024)
11.7.5 Nintendo Co., Ltd. Recent Development
11.8 Promotion Software GmbH
11.8.1 Promotion Software GmbH Company Detail
11.8.2 Promotion Software GmbH Business Overview
11.8.3 Promotion Software GmbH Serious Games Introduction
11.8.4 Promotion Software GmbH Revenue in Serious Games Business (2019-2024)
11.8.5 Promotion Software GmbH Recent Development
11.9 Revelian
11.9.1 Revelian Company Detail
11.9.2 Revelian Business Overview
11.9.3 Revelian Serious Games Introduction
11.9.4 Revelian Revenue in Serious Games Business (2019-2024)
11.9.5 Revelian Recent Development
11.10 Tata Interactive Systems
11.10.1 Tata Interactive Systems Company Detail
11.10.2 Tata Interactive Systems Business Overview
11.10.3 Tata Interactive Systems Serious Games Introduction
11.10.4 Tata Interactive Systems Revenue in Serious Games Business (2019-2024)
11.10.5 Tata Interactive Systems Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details

Published By : QY Research

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