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市场调查报告书
商品编码
1291446

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

出版日期: | 出版商: IMARC | 英文 144 Pages | 商品交期: 2-3个工作天内

价格

市场概述:

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。

严肃游戏的市场趋势:

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。

本报告中回答的关键问题:

  • 迄今为止,全球严肃游戏市场的表现如何,在未来几年将如何表现?
  • 全球严肃游戏市场的驱动因素、限制因素和机会是什么?
  • 每个驱动因素、限制因素和机会对全球严肃游戏市场的影响是什么?
  • 主要的区域市场是什么?
  • 哪些国家代表了最具吸引力的严肃游戏市场?
  • 基于游戏平台的市场细分是什么?
  • 哪个是严肃游戏市场中最有吸引力的游戏平台?
  • 基于应用的市场细分是什么?
  • 哪个是严肃游戏市场中最有吸引力的应用?
  • 基于行业垂直的市场细分是什么?
  • 哪一个是严肃游戏市场中最有吸引力的垂直行业?
  • 全球严肃游戏市场的竞争结构是什么?
  • 谁是全球严肃游戏市场的主要参与者/公司?

目录

第一章:前言

第二章:范围和方法

  • 研究的目标
  • 利益相关者
  • 数据来源
    • 主要来源
    • 二级来源
  • 市场评估
    • 自下而上的方法
    • 自上而下的方法
  • 预测方法

第三章:执行摘要

第四章:简介

  • 概述
  • 主要行业趋势

第五章:全球严肃游戏市场

  • 市场概况
  • 市场表现
  • COVID-19的影响
  • 市场预测

第六章:按游戏平台分類的市场

  • 智能手机
    • 市场趋势
    • 市场预测
  • 控制台
    • 市场趋势
    • 市场预测
  • 个人电脑
    • 市场趋势
    • 市场预测
  • 其他
    • 市场趋势
    • 市场预测

第7章 :按应用分類的市场

  • 仿真和培训
    • 市场趋势
    • 市场预测
  • 研究与规划
    • 市场趋势
    • 市场预测
  • 广告和营销
    • 市场趋势
    • 市场预测
  • 人力资源
    • 市场趋势
    • 市场预测
  • 其他
    • 市场趋势
    • 市场预测

第8章:按行业分类的市场分析

  • 教育行业
    • 市场趋势
    • 市场预测
  • 医疗保健
    • 市场趋势
    • 市场预测
  • 航空航天和国防
    • 市场趋势
    • 市场预测
  • 政府机构
    • 市场趋势
    • 市场预测
  • 零售业
    • 市场趋势
    • 市场预测
  • 媒体和娱乐
    • 市场趋势
    • 市场预测
  • 其他
    • 市场趋势
    • 市场预测

第九章:按地区分類的市场

  • 北美洲
    • 美国
      • 市场趋势
      • 市场预测
    • 加拿大
      • 市场趋势
      • 市场预测
  • 亚太地区
    • 中国
      • 市场趋势
      • 市场预测
    • 日本
      • 市场趋势
      • 市场预测
    • 印度
      • 市场趋势
      • 市场预测
    • 韩国
      • 市场趋势
      • 市场预测
    • 澳大利亚
      • 市场趋势
      • 市场预测
    • 印尼
      • 市场趋势
      • 市场预测
    • 其他国家
      • 市场趋势
      • 市场预测
  • 欧洲
    • 德国
      • 市场趋势
      • 市场预测
    • 法国
      • 市场趋势
      • 市场预测
    • 英国
      • 市场趋势
      • 市场预测
    • 意大利
      • 市场趋势
      • 市场预测
    • 西班牙
      • 市场趋势
      • 市场预测
    • 俄罗斯
      • 市场趋势
      • 市场预测
    • 其他国家
      • 市场趋势
      • 市场预测
  • 拉丁美洲
    • 巴西
      • 市场趋势
      • 市场预测
    • 墨西哥
      • 市场趋势
      • 市场预测
    • 其他国家
      • 市场趋势
      • 市场预测
  • 中东和非洲
    • 市场趋势
    • 按国家分類的市场
    • 市场预测

第十章:SWOT分析

  • 概述
  • 优势
  • 劣势
  • 机会
  • 威胁

第十一章 :价值链分析

第十二章 :波特斯五力分析

  • 概述
  • 买方的讨价还价能力
  • 供应商的讨价还价能力
  • 竞争程度
  • 新进入者的威胁
  • 替代品的威胁

第十三章 :价格分析

第十四章:竞争格局

  • 市场结构
  • 主要参与者
  • 主要参与者的概况
    • 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
Product Code: SR112023A5759

Market Overview:

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.

Serious Games Market Trends:

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.

Key Market Segmentation:

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.

Gaming Platform Insights:

  • Smartphone
  • Console
  • PC
  • Others

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.

Application Insights:

  • Simulation and Training
  • Research and Planning
  • Advertising and Marketing
  • Human Resources
  • Others

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.

Industry Vertical Insights:

  • Education
  • Healthcare
  • Aerospace and Defense
  • Government
  • Retail
  • Media and Entertainment
  • Others

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.

Regional Insights:

  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
    • Others
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
    • Russia
    • Others
  • Latin America
    • Brazil
    • Mexico
    • Others
  • Middle East and Africa

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.

Competitive Landscape:

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.

Key Questions Answered in This Report:

  • How has the global serious games market performed so far, and how will it perform in the coming years?
  • What are the drivers, restraints, and opportunities in the global serious games market?
  • What is the impact of each driver, restraint, and opportunity on the global serious games market?
  • What are the key regional markets?
  • Which countries represent the most attractive serious games market?
  • What is the breakup of the market based on the gaming platform?
  • Which is the most attractive gaming platform in the serious games market?
  • What is the breakup of the market based on the application?
  • Which is the most attractive application in the serious games market?
  • What is the breakup of the market based on the industry vertical?
  • Which is the most attractive industry vertical in the serious games market?
  • What is the competitive structure of the global serious games market?
  • Who are the key players/companies in the global serious games market?

Table of Contents

1   Preface

2   Scope and Methodology

  • 2.1  Objectives of the Study
  • 2.2  Stakeholders
  • 2.3  Data Sources
    • 2.3.1  Primary Sources
    • 2.3.2  Secondary Sources
  • 2.4  Market Estimation
    • 2.4.1  Bottom-Up Approach
    • 2.4.2  Top-Down Approach
  • 2.5  Forecasting Methodology

3   Executive Summary

4   Introduction

  • 4.1  Overview
  • 4.2  Key Industry Trends

5   Global Serious Games Market

  • 5.1  Market Overview
  • 5.2  Market Performance
  • 5.3  Impact of COVID-19
  • 5.4  Market Forecast

6   Market Breakup by Gaming Platform

  • 6.1  Smartphone
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2  Console
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3  PC
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast
  • 6.4  Others
    • 6.4.1 Market Trends
    • 6.4.2 Market Forecast

7   Market Breakup by Application

  • 7.1  Simulation and Training
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2  Research and Planning
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3  Advertising and Marketing
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast
  • 7.4  Human Resources
    • 7.4.1 Market Trends
    • 7.4.2 Market Forecast
  • 7.5  Others
    • 7.5.1 Market Trends
    • 7.5.2 Market Forecast

8   Market Breakup by Industry Vertical

  • 8.1  Education
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2  Healthcare
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3  Aerospace and Defense
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast
  • 8.4  Government
    • 8.4.1 Market Trends
    • 8.4.2 Market Forecast
  • 8.5  Retail
    • 8.5.1 Market Trends
    • 8.5.2 Market Forecast
  • 8.6  Media and Entertainment
    • 8.6.1 Market Trends
    • 8.6.2 Market Forecast
  • 8.7  Others
    • 8.7.1 Market Trends
    • 8.7.2 Market Forecast

9   Market Breakup by Region

  • 9.1  North America
    • 9.1.1 United States
      • 9.1.1.1 Market Trends
      • 9.1.1.2 Market Forecast
    • 9.1.2 Canada
      • 9.1.2.1 Market Trends
      • 9.1.2.2 Market Forecast
  • 9.2  Asia-Pacific
    • 9.2.1 China
      • 9.2.1.1 Market Trends
      • 9.2.1.2 Market Forecast
    • 9.2.2 Japan
      • 9.2.2.1 Market Trends
      • 9.2.2.2 Market Forecast
    • 9.2.3 India
      • 9.2.3.1 Market Trends
      • 9.2.3.2 Market Forecast
    • 9.2.4 South Korea
      • 9.2.4.1 Market Trends
      • 9.2.4.2 Market Forecast
    • 9.2.5 Australia
      • 9.2.5.1 Market Trends
      • 9.2.5.2 Market Forecast
    • 9.2.6 Indonesia
      • 9.2.6.1 Market Trends
      • 9.2.6.2 Market Forecast
    • 9.2.7 Others
      • 9.2.7.1 Market Trends
      • 9.2.7.2 Market Forecast
  • 9.3  Europe
    • 9.3.1 Germany
      • 9.3.1.1 Market Trends
      • 9.3.1.2 Market Forecast
    • 9.3.2 France
      • 9.3.2.1 Market Trends
      • 9.3.2.2 Market Forecast
    • 9.3.3 United Kingdom
      • 9.3.3.1 Market Trends
      • 9.3.3.2 Market Forecast
    • 9.3.4 Italy
      • 9.3.4.1 Market Trends
      • 9.3.4.2 Market Forecast
    • 9.3.5 Spain
      • 9.3.5.1 Market Trends
      • 9.3.5.2 Market Forecast
    • 9.3.6 Russia
      • 9.3.6.1 Market Trends
      • 9.3.6.2 Market Forecast
    • 9.3.7 Others
      • 9.3.7.1 Market Trends
      • 9.3.7.2 Market Forecast
  • 9.4  Latin America
    • 9.4.1 Brazil
      • 9.4.1.1 Market Trends
      • 9.4.1.2 Market Forecast
    • 9.4.2 Mexico
      • 9.4.2.1 Market Trends
      • 9.4.2.2 Market Forecast
    • 9.4.3 Others
      • 9.4.3.1 Market Trends
      • 9.4.3.2 Market Forecast
  • 9.5  Middle East and Africa
    • 9.5.1 Market Trends
    • 9.5.2 Market Breakup by Country
    • 9.5.3 Market Forecast

10  SWOT Analysis

  • 10.1  Overview
  • 10.2  Strengths
  • 10.3  Weaknesses
  • 10.4  Opportunities
  • 10.5  Threats

11  Value Chain Analysis

12  Porters Five Forces Analysis

  • 12.1  Overview
  • 12.2  Bargaining Power of Buyers
  • 12.3  Bargaining Power of Suppliers
  • 12.4  Degree of Competition
  • 12.5  Threat of New Entrants
  • 12.6  Threat of Substitutes

13  Price Analysis

14  Competitive Landscape

  • 14.1  Market Structure
  • 14.2  Key Players
  • 14.3  Profiles of Key Players
    • 14.3.1  Applied Research Associate Inc.
      • 14.3.1.1 Company Overview
      • 14.3.1.2 Product Portfolio
    • 14.3.2  BreakAway Games
      • 14.3.2.1 Company Overview
      • 14.3.2.2 Product Portfolio
    • 14.3.3  Cisco Systems Inc.
      • 14.3.3.1 Company Overview
      • 14.3.3.2 Product Portfolio
      • 14.3.3.3 Financials
      • 14.3.3.4 SWOT Analysis
    • 14.3.4  Designing Digitally Inc.
      • 14.3.4.1 Company Overview
      • 14.3.4.2 Product Portfolio
    • 14.3.5  Diginext SRL (CS Communication & Systemes)
      • 14.3.5.1 Company Overview
      • 14.3.5.2 Product Portfolio
    • 14.3.6  Grendel Games
      • 14.3.6.1 Company Overview
      • 14.3.6.2 Product Portfolio
    • 14.3.7  LIB Businessgames B.V.
      • 14.3.7.1 Company Overview
      • 14.3.7.2 Product Portfolio
    • 14.3.8  MPS Interactive Systems Limited (MPS Ltd.)
      • 14.3.8.1 Company Overview
      • 14.3.8.2 Product Portfolio
    • 14.3.9  Serious Games Interactive
      • 14.3.9.1 Company Overview
      • 14.3.9.2 Product Portfolio
    • 14.3.10  Totem Learning
      • 14.3.10.1 Company Overview
      • 14.3.10.2 Product Portfolio
    • 14.3.11  YES!Delft
      • 14.3.11.1 Company Overview
      • 14.3.11.2 Product Portfolio

List of Figures

  • Figure 1: Global: Serious Games Market: Major Drivers and Challenges
  • Figure 2: Global: Serious Games Market: Sales Value (in Billion US$), 2017-2022
  • Figure 3: Global: Serious Games Market Forecast: Sales Value (in Billion US$), 2023-2028
  • Figure 4: Global: Serious Games Market: Breakup by Gaming Platform (in %), 2022
  • Figure 5: Global: Serious Games Market: Breakup by Application (in %), 2022
  • Figure 6: Global: Serious Games Market: Breakup by Industry Vertical (in %), 2022
  • Figure 7: Global: Serious Games Market: Breakup by Region (in %), 2022
  • Figure 8: Global: Serious Games (Smartphone) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 9: Global: Serious Games (Smartphone) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 10: Global: Serious Games (Console) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 11: Global: Serious Games (Console) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 12: Global: Serious Games (PC) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 13: Global: Serious Games (PC) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 14: Global: Serious Games (Other Gaming Platforms) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 15: Global: Serious Games (Other Gaming Platforms) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 16: Global: Serious Games (Simulation and Training) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 17: Global: Serious Games (Simulation and Training) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 18: Global: Serious Games (Research and Planning) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 19: Global: Serious Games (Research and Planning) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 20: Global: Serious Games (Advertising and Marketing) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 21: Global: Serious Games (Advertising and Marketing) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 22: Global: Serious Games (Human Resources) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 23: Global: Serious Games (Human Resources) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 24: Global: Serious Games (Other Applications) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 25: Global: Serious Games (Other Applications) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 26: Global: Serious Games (Education) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 27: Global: Serious Games (Education) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 28: Global: Serious Games (Healthcare) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 29: Global: Serious Games (Healthcare) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 30: Global: Serious Games (Aerospace and Defense) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 31: Global: Serious Games (Aerospace and Defense) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 32: Global: Serious Games (Government) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 33: Global: Serious Games (Government) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 34: Global: Serious Games (Retail) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 35: Global: Serious Games (Retail) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 36: Global: Serious Games (Media and Entertainment) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 37: Global: Serious Games (Media and Entertainment) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 38: Global: Serious Games (Other Industry Verticals) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 39: Global: Serious Games (Other Industry Verticals) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 40: North America: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 41: North America: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 42: United States: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 43: United States: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 44: Canada: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 45: Canada: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 46: Asia-Pacific: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 47: Asia-Pacific: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 48: China: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 49: China: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 50: Japan: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 51: Japan: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 52: India: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 53: India: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 54: South Korea: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 55: South Korea: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 56: Australia: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 57: Australia: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 58: Indonesia: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 59: Indonesia: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 60: Others: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 61: Others: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 62: Europe: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 63: Europe: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 64: Germany: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 65: Germany: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 66: France: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 67: France: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 68: United Kingdom: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 69: United Kingdom: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 70: Italy: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 71: Italy: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 72: Spain: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 73: Spain: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 74: Russia: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 75: Russia: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 76: Others: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 77: Others: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 78: Latin America: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 79: Latin America: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 80: Brazil: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 81: Brazil: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 82: Mexico: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 83: Mexico: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 84: Others: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 85: Others: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 86: Middle East and Africa: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 87: Middle East and Africa: Serious Games Market: Breakup by Country (in %), 2022
  • Figure 88: Middle East and Africa: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 89: Global: Serious Games Industry: SWOT Analysis
  • Figure 90: Global: Serious Games Industry: Value Chain Analysis
  • Figure 91: Global: Serious Games Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Global: Serious Games Market: Key Industry Highlights, 2022 and 2028
  • Table 2: Global: Serious Games Market Forecast: Breakup by Gaming Platform (in Million US$), 2023-2028
  • Table 3: Global: Serious Games Market Forecast: Breakup by Application (in Million US$), 2023-2028
  • Table 4: Global: Serious Games Market Forecast: Breakup by Industry Vertical (in Million US$), 2023-2028
  • Table 5: Global: Serious Games Market Forecast: Breakup by Region (in Million US$), 2023-2028
  • Table 6: Global: Serious Games Market: Competitive Structure
  • Table 7: Global: Serious Games Market: Key Players