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严肃游戏市场:2023-2028年全球行业趋势、份额、规模、增长、机会和预测Serious Games Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028 |
全球严肃游戏市场规模在2022年达到91亿美元。展望未来,IMARC集团预计,到2028年,市场规模将达到318亿美元,在2023-2028年期间呈现21.6%的增长率(CAGR)。虚拟现实(VR)在改善游戏体验方面的日益整合,企业对保持健康工作环境的日益关注,以及管理机构和私营公司在各个领域的投资增加,代表了推动市场发展的一些关键因素。
严肃游戏是指各种各样的活动,使个人能够从事有意义的事业,使他们能够练习不同的技能和实现目标,而不是享受一种休闲活动。它们是有趣的、有吸引力的、身临其境的,并有助于给个人带来行为上的改变。它们还帮助康复中心将练习转化为游戏,咨询机构教授团队合作的各个方面,企业发展社会和物流的动力。它们使个人能够了解自己的长处和短处,并通过严格的练习和持续的测试增强自信。它们使信息令人难忘,学习效率高,从而提高个人的知识保留率。它们还提供一个安全的虚拟环境,改善学习体验,令人兴奋的奖励,以及故事进展或其他反馈系统。它们鼓励人们在娱乐性和参与性的背景下更好地进行大脑活动,并增加个人尝试新概念的动力,而不必担心。
目前,对严肃游戏的需求不断增加,以促进全球各种企业的用户参与,这是积极影响市场的主要因素之一。除此之外,虚拟现实(VR)在改善游戏体验和为组织中的受训者和雇员的培训和发展创造逼真的功能方面不断增加的整合正在推动市场的增长。此外,企业越来越重视维护健康的工作环境,为员工提供全面的培训体验,这为市场前景提供了有利条件。除此之外,在学校的教学课程中纳入严肃游戏作为有效的学习工具的情况也在增加。再加上教师越来越多地利用严肃游戏来消除说教的方法,鼓励学生进行实验和学习,这些都支持了市场的增长。此外,管理机构和私营公司在医疗、国防和教育部门的投资增加,也促进了市场的增长。此外,有效的严肃游戏提供的各种好处,如更好的决策、自我监控、谈判和加强问题识别,正在加强市场的增长。此外,严肃游戏日益积极的翻新和有利的投资回报率(ROI)正在支持市场的增长。
The global serious games market size reached US$ 9.1 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 31.8 Billion by 2028, exhibiting a growth rate (CAGR) of 21.6% during 2023-2028. The growing integration of virtual reality (VR) in improving the gaming experience, increasing focus of companies on maintaining a healthy work environment, and rising investment by governing agencies and private companies in various sectors represent some of the key factors driving the market.
Serious games refer to a wide variety of activities enabling individuals to engage in meaningful ventures that allow them to practice different skills and attain goals rather than enjoying a leisure activity. They are interesting, engaging, and immersive and assist in bringing behavioral changes in individuals. They also help rehabilitation centers translate exercises into games, consultancy agencies teach aspects of teamwork, and businesses develop social and logistic dynamics. They enable individuals to understand their strengths and weaknesses and boost self-confidence through rigorous practice and continuous testing. They make information memorable and learning efficient, thereby increasing knowledge retention in individuals. They also offer a safe virtual environment, improved learning experience, exciting rewards, and story progression or other feedback systems. They encourage better brain activity in entertaining and engaging contexts and increase the motivation in individuals to experiment with new concepts without fear.
At present, the increasing demand for serious games to facilitate user engagement in various enterprises across the globe represents one of the primary factors influencing the market positively. Besides this, the rising integration of virtual reality (VR) in improving the gaming experience and creating realistic features for the training and development of trainees and employees in organizations is propelling the growth of the market. In addition, the growing focus of companies on maintaining a healthy work environment and providing a holistic training experience to their employees is offering a favorable market outlook. Apart from this, there is an increase in the incorporation of serious games in the teaching curriculum of schools as effective learning tools. This, coupled with the rising utilization of serious games by teachers to eliminate didactic approaches and encourage students to experiment and learn, is supporting the growth of the market. Additionally, increasing investments by governing agencies and private companies in the healthcare, defense, and education sectors is contributing to the growth of the market. Moreover, various benefits offered by effective serious games, such as better decision-making, self-monitoring, negotiation, and enhanced problem recognition, are strengthening the growth of the market. Furthermore, the increasing positive refurbishments and a favorable return on investment (ROI) of serious games are bolstering the market growth.
IMARC Group provides an analysis of the key trends in each sub-segment of the global serious games market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on gaming platform, application and industry vertical.
The report has provided a detailed breakup and analysis of the serious games market based on the gaming platform. This includes smartphone, console, PC, and others. According to the report, smartphone represented the largest segment.
A detailed breakup and analysis of the serious games market based on the application has also been provided in the report. This includes simulation and training, research and planning, advertising and marketing, human resources, and others. According to the report, simulation and training accounted for the largest market share.
A detailed breakup and analysis of the serious games market based on the industry vertical has also been provided in the report. This includes education, healthcare, aerospace and defense, government, retail, media and entertainment, and others. According to the report, education accounted for the largest market share.
The report has also provided a comprehensive analysis of all the major regional markets, which North America (the United States and Canada); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (the United Kingdom, Germany, France, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, Asia Pacific was the largest market for serious games. Some of the factors driving the Asia Pacific serious games market included the growing investment in the educational sector, technological advancements, rising demand for better user engagement platforms across organizations, etc.
The report has also provided a comprehensive analysis of the competitive landscape in the global serious games market. Competitive analysis such as market structure, market share by key players, player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided. Some of the companies covered include Applied Research Associate Inc., BreakAway Games, Cisco Systems Inc., Designing Digitally Inc., Diginext SRL (CS Communication & Systemes), Grendel Games, LIB Businessgames B.V., MPS Interactive Systems Limited (MPS Ltd.), Serious Games Interactive, Totem Learning, YES!Delft, etc. Kindly note that this only represents a partial list of companies, and the complete list has been provided in the report.