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PUBLISHER: The Business Research Company | PRODUCT CODE: 1436671

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PUBLISHER: The Business Research Company | PRODUCT CODE: 1436671

Serious Games Global Market Report 2024

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Serious games are designed to facilitate learning and behavior change, incorporating specific skills, knowledge, and attitudes. They blend learning techniques, game mechanics, and structured knowledge to create captivating, engrossing, and entertaining experiences.

The primary platforms for serious games encompass smartphones, consoles, PCs, and other platforms. The smartphone segment involves the sales of serious games specifically designed for smartphones, which are mobile devices incorporating built-in computers, operating systems, web browsing, and the capacity to run software programs. Serious games find applications in simulation and training, research and planning, advertising and marketing, human resources, and other domains. End users of serious games span education, healthcare, aerospace and defense, government, retail, media and entertainment, and various other verticals.

The serious games market research report is one of a series of new reports from The Business Research Company that provides serious games market statistics, including serious games industry global market size, regional shares, competitors with a serious games market share, detailed serious games market segments, market trends and opportunities, and any further data you may need to thrive in the serious games industry. The serious games market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The serious games market size has grown exponentially in recent years. It will grow from $9.71 billion in 2023 to $11.67 billion in 2024 at a compound annual growth rate (CAGR) of 20.3%. The expansion during the historical period can be attributed to educational initiatives, healthcare training, corporate training, and skill development, as well as military and defense applications, and efforts to enhance employee engagement and productivity.

The serious games market size is expected to see exponential growth in the next few years. It will grow to $25.74 billion in 2028 at a compound annual growth rate (CAGR) of 21.9%. The anticipated growth in the forecast period can be attributed to personalized learning solutions, healthcare patient care, diversity and inclusion training, the global expansion of e-learning, and the rise of gamified assessments. Key trends expected in the forecast period involve integration with artificial intelligence (AI), advancements in virtual reality (VR) and augmented reality (AR), increased access to technology, gamification in corporate training, and cross-platform accessibility.

The growth of the serious games market is anticipated to be driven by the adoption of virtual reality in training and development activities. Virtual reality creates an artificial world through software, immersing users to the extent that they accept it as real. This technology offers a learning environment where individuals can experiment with new skills, safely fail, learn from mistakes, and progress professionally. A study by the Korea World Bank Partnerships Facility in April 2021 demonstrated that VR training can be as effective, if not more, than traditional training in enhancing student learning outcomes. Students who underwent VR training reported a 20% improvement in confidence and self-efficacy after completing their courses. Therefore, the incorporation of virtual reality in training and development activities is expected to fuel the growth of the serious games market.

The growth of the serious games market is anticipated to be fueled by the increasing demand in the aerospace industry. The aerospace industry encompasses the collaborative efforts, development, production, and maintenance of aircraft and spacecraft. Serious games offer a realistic and immersive training environment, enabling aerospace professionals to simulate scenarios closely resembling real-world situations. This enhances the learning experience, provides hands-on training, facilitates safety training, reduces training time, supports cross-functional training, and creates customized training scenarios tailored to specific skills, procedures, or challenges relevant to their roles. For example, in August 2023, Cadrex reported that the aerospace industry revenue was $741 billion in 2022, marking a 3% increase from 2021. Hence, the growing demand in the aerospace sector is a key driver for the serious games market.

The significant trend in the serious games market is the emergence of advanced technological infrastructure. Leading players in this sector are introducing innovations to games by incorporating technologies such as cloud computing, virtual reality, and the metaverse. The metaverse creates a virtual world where users can interact within a computer-generated environment, offering real-time experiences and enhancing game interactivity. A notable example is Amazon's AWS Cloud Quest, a role-playing game introduced in March 2022. This online game simplifies users' learning of cloud computing techniques, allowing cloud practitioners to design avatars and navigate a virtual city to solve cloud-related technological problems, earning character styles, companions, and virtual goods.

The prominent companies in the serious games market are forging partnerships to enhance their market positions and develop innovative products. Collaborations in this sector aim to foster innovation, leverage complementary expertise, and expedite the advancement of advanced therapies. A notable example is the April 2023 partnership between HAVELSAN A.S., a Turkey-based defense and information technology company, and Epic Games, Inc., a US-based video game and software development company. This collaboration utilizes Epic Games' Unreal Engine capabilities, resulting in the creation of "malazgirt," a first-person shooter game developed for the malazgirt Serious Game Infrastructure Project, emphasizing HAVELSAN's focus on serious games for the defense sector.

In October 2021, Wicket Gaming AB, a mobile game developer based in Sweden, entered into a definitive agreement to purchase Wegesrand Group for $4.1 million. This acquisition is expected to broaden Wicket Gaming's media and edtech offerings, enhancing the diversity of its product line. The inclusion of Wegesrand Group, a game development company in Germany, brings valuable knowledge transfer to Wicket Gaming.

Major companies operating in the serious games market report are IBM Corporation, Cisco Systems Inc., Nintendo Co. Ltd., Grendel Games, Tygron BV, MPS Interactive Systems Ltd., Applied Research Associates Inc., Hourblast Games, Cole Engineering Services Inc., Diginext, Alelo TLT LLC, Tata Interactive Systems, Promotion Software GmbH, Next Games Ltd., In-Depth Engineering Corporation, iCivics Inc., Filament Games LLC, Can Studios Ltd., BreakAway Games Ltd., Chaos Theory Games, Learning Nexus Ltd., Akili Interactive Labs, Designing Digitally Inc., Triseum LLC, DFUSION Inc., Revelian Pty Ltd., Open Mind Innovation, Deus Marmota, L.I.B. Businessgames BV, CCS Digital Education Ltd., Vcom3D Inc.

Asia-Pacific was the largest region in the serious games market in 2023. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the serious games market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the serious games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The serious games market consists of revenues earned by entities by providing cognitive training and physical rehabilitation. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Serious Games Global Market Report 2024 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on serious games market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the coronavirus and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war's impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for serious games ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The serious games market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.

The impact of higher inflation in many countries and the resulting spike in interest rates.

The continued but declining impact of covid 19 on supply chains and consumption patterns.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

Markets Covered:

  • 1) By Gaming Platform: Smartphone; Console; PC; Other Platforms
  • 2) By Application: Simulation and Training; Research and Planning; Advertising and Marketing; Human Resources; Other Applications
  • 3) By Industry Vertical: Education; Healthcare; Aerospace and Defense; Government; Retail; Media and Entertainment; Other Verticals
  • Companies Mentioned: IBM Corporation; Cisco Systems Inc.; Nintendo Co. Ltd.; Grendel Games; Tygron BV
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.
Product Code: r16007

Table of Contents

1. Executive Summary

2. Serious Games Market Characteristics

3. Serious Games Market Trends And Strategies

4. Serious Games Market - Macro Economic Scenario

  • 4.1. Impact Of High Inflation On The Market
  • 4.2. Ukraine-Russia War Impact On The Market
  • 4.3. COVID-19 Impact On The Market

5. Global Serious Games Market Size and Growth

  • 5.1. Global Serious Games Market Drivers and Restraints
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints Of The Market
  • 5.2. Global Serious Games Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
  • 5.3. Global Serious Games Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)

6. Serious Games Market Segmentation

  • 6.1. Global Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Smartphone
  • Console
  • PC
  • Other Platforms
  • 6.2. Global Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Simulation and Training
  • Research and Planning
  • Advertising and Marketing
  • Human Resources
  • Other Applications
  • 6.3. Global Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Education
  • Healthcare
  • Aerospace and Defense
  • Government
  • Retail
  • Media and Entertainment
  • Other Verticals

7. Serious Games Market Regional And Country Analysis

  • 7.1. Global Serious Games Market, Split By Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 7.2. Global Serious Games Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

8. Asia-Pacific Serious Games Market

  • 8.1. Asia-Pacific Serious Games Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.3. Asia-Pacific Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.4. Asia-Pacific Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

9. China Serious Games Market

  • 9.1. China Serious Games Market Overview
  • 9.2. China Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.3. China Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.4. China Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion

10. India Serious Games Market

  • 10.1. India Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.2. India Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.3. India Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

11. Japan Serious Games Market

  • 11.1. Japan Serious Games Market Overview
  • 11.2. Japan Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.3. Japan Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.4. Japan Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

12. Australia Serious Games Market

  • 12.1. Australia Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.2. Australia Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.3. Australia Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

13. Indonesia Serious Games Market

  • 13.1. Indonesia Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.2. Indonesia Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.3. Indonesia Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

14. South Korea Serious Games Market

  • 14.1. South Korea Serious Games Market Overview
  • 14.2. South Korea Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.3. South Korea Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.4. South Korea Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

15. Western Europe Serious Games Market

  • 15.1. Western Europe Serious Games Market Overview
  • 15.2. Western Europe Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.3. Western Europe Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.4. Western Europe Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

16. UK Serious Games Market

  • 16.1. UK Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.2. UK Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.3. UK Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

17. Germany Serious Games Market

  • 17.1. Germany Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.2. Germany Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.3. Germany Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

18. France Serious Games Market

  • 18.1. France Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.2. France Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.3. France Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

19. Italy Serious Games Market

  • 19.1. Italy Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.2. Italy Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.3. Italy Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

20. Spain Serious Games Market

  • 20.1. Spain Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.2. Spain Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.3. Spain Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

21. Eastern Europe Serious Games Market

  • 21.1. Eastern Europe Serious Games Market Overview
  • 21.2. Eastern Europe Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.3. Eastern Europe Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.4. Eastern Europe Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

22. Russia Serious Games Market

  • 22.1. Russia Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.2. Russia Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.3. Russia Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

23. North America Serious Games Market

  • 23.1. North America Serious Games Market Overview
  • 23.2. North America Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.3. North America Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.4. North America Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

24. USA Serious Games Market

  • 24.1. USA Serious Games Market Overview
  • 24.2. USA Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.3. USA Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.4. USA Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

25. Canada Serious Games Market

  • 25.1. Canada Serious Games Market Overview
  • 25.2. Canada Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.3. Canada Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.4. Canada Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

26. South America Serious Games Market

  • 26.1. South America Serious Games Market Overview
  • 26.2. South America Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.3. South America Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.4. South America Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

27. Brazil Serious Games Market

  • 27.1. Brazil Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.2. Brazil Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.3. Brazil Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

28. Middle East Serious Games Market

  • 28.1. Middle East Serious Games Market Overview
  • 28.2. Middle East Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.3. Middle East Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.4. Middle East Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

29. Africa Serious Games Market

  • 29.1. Africa Serious Games Market Overview
  • 29.2. Africa Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.3. Africa Serious Games Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.4. Africa Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

30. Serious Games Market Competitive Landscape And Company Profiles

  • 30.1. Serious Games Market Competitive Landscape
  • 30.2. Serious Games Market Company Profiles
    • 30.2.1. IBM Corporation
      • 30.2.1.1. Overview
      • 30.2.1.2. Products and Services
      • 30.2.1.3. Strategy
      • 30.2.1.4. Financial Performance
    • 30.2.2. Cisco Systems Inc.
      • 30.2.2.1. Overview
      • 30.2.2.2. Products and Services
      • 30.2.2.3. Strategy
      • 30.2.2.4. Financial Performance
    • 30.2.3. Nintendo Co. Ltd.
      • 30.2.3.1. Overview
      • 30.2.3.2. Products and Services
      • 30.2.3.3. Strategy
      • 30.2.3.4. Financial Performance
    • 30.2.4. Grendel Games
      • 30.2.4.1. Overview
      • 30.2.4.2. Products and Services
      • 30.2.4.3. Strategy
      • 30.2.4.4. Financial Performance
    • 30.2.5. Tygron BV
      • 30.2.5.1. Overview
      • 30.2.5.2. Products and Services
      • 30.2.5.3. Strategy
      • 30.2.5.4. Financial Performance

31. Serious Games Market Other Major And Innovative Companies

  • 31.1. MPS Interactive Systems Ltd.
  • 31.2. Applied Research Associates Inc.
  • 31.3. Hourblast Games
  • 31.4. Cole Engineering Services Inc.
  • 31.5. Diginext
  • 31.6. Alelo TLT LLC
  • 31.7. Tata Interactive Systems
  • 31.8. Promotion Software GmbH
  • 31.9. Next Games Ltd.
  • 31.10. In-Depth Engineering Corporation
  • 31.11. iCivics Inc.
  • 31.12. Filament Games LLC
  • 31.13. Can Studios Ltd.
  • 31.14. BreakAway Games Ltd.
  • 31.15. Chaos Theory Games

32. Global Serious Games Market Competitive Benchmarking

33. Global Serious Games Market Competitive Dashboard

34. Key Mergers And Acquisitions In The Serious Games Market

35. Serious Games Market Future Outlook and Potential Analysis

  • 35.1 Serious Games Market In 2028 - Countries Offering Most New Opportunities
  • 35.2 Serious Games Market In 2028 - Segments Offering Most New Opportunities
  • 35.3 Serious Games Market In 2028 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
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