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市场调查报告书
商品编码
1452765

全球严肃游戏市场规模、份额、成长分析,按游戏平台(智慧型手机、游戏机)、按应用(模拟和培训、研究和规划)- 2024-2031 年产业预测

Global Serious Games Market Size, Share, Growth Analysis, By Gaming Platform(Smartphone, Console), By Application(Simulation and Training, Research and Planning) - Industry Forecast 2024-2031

出版日期: | 出版商: SkyQuest | 英文 223 Pages | 商品交期: 3-5个工作天内

价格
简介目录

2022 年全球严肃游戏市场规模为 90 亿美元,预计将从 2023 年的 95.2 亿美元成长到 2031 年的 149.5 亿美元,预测期内(2024-2031 年)复合年增长率为 5.8%。

严肃游戏市场是一个快速发展的行业,它将教育和娱乐融为一体,产生身临其境且有意义的游戏体验。除了简单的娱乐之外,这些游戏的製作还考虑了教学、训练、治疗和解决问题。人们越来越认识到游戏化对学习和技能发展的好处,特别是在医疗保健、军事、教育和企业培训等行业,这是推动市场扩张的驱动力之一。

严肃游戏的应用有很多,从针对军人的沉浸式训练计画到针对医疗保健专业人员的医疗模拟器。互动游戏可以提高知识保留率、现实世界中的适用性和参与度。随着技术的进步,严肃的游戏使用虚拟实境 (VR)、扩增实境 (AR) 和人工智慧 (AI) 来创造更具吸引力和生产力的学习环境。

医疗保健、教育、企业、政府和娱乐等垂直产业为全球市场提供了多样性。对治疗游戏和医疗训练模拟的需求正在推动医疗保健产业的显着扩张。

儘管如此,仍有许多问题需要考虑,包括确保教育材料正确、处理文化敏感度以及在享受和学习目标之间取得平衡。此外,与製作优质严肃游戏相关的前期费用可能会阻碍市场的扩张。

目录

执行摘要

  • 市场概况
  • 命运之轮

研究方法论

  • 资讯采购
  • 二手和主要资料来源
  • 市场规模估计
  • 市场假设与限制

母公司市场分析

  • 市场概况
  • 市场规模
  • 市场动态
    • 司机
    • 机会
    • 限制
    • 挑战

主要市场洞察

  • 技术分析
  • 定价分析
  • 供应链分析
  • 价值链分析
  • 市场生态系统
  • 智慧财产权分析
  • 贸易分析
  • 启动分析
  • 原料分析
  • 创新矩阵
  • 管道产品分析
  • 总体经济指标
  • 顶级投资分析
  • 成功的关键因素
  • 竞争程度

市场动态与展望

  • 市场动态
    • 司机
    • 机会
    • 限制
    • 挑战
  • 监管环境
  • 波特分析
  • 对未来颠覆的特别见解

按游戏平台分類的全球严肃游戏市场

  • 市场概况
  • 智慧型手机
  • 安慰
  • 个人电脑
  • 其他的

全球严肃游戏市场(按应用)

  • 市场概况
  • 模拟与训练
  • 研究与规划
  • 广告与行销
  • 人力资源
  • 和别的

全球严肃游戏市场规模(按地区)

  • 市场概况
  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 欧洲其他地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 亚太其他地区
  • 拉丁美洲
    • 巴西
    • 拉丁美洲其他地区
  • 中东和非洲 (MEA)
    • 海湾合作委员会国家
    • 南非
    • MEA 的其余部分

竞争格局

  • 前 5 名玩家比较
  • 2021 年关键参与者的市场定位
  • 主要市场参与者所采取的策略
  • 最佳制胜策略
  • 近期市集活动
  • 主要公司市占率(%),2021年

主要公司简介

  • BreakAway, Ltd.
  • Designing Digitally, Inc.
  • DIGINEXT
  • IBM Corporation
  • CISCO Systems Inc.
  • Virtual Heroes, Inc.
  • Nintendo Co. Ltd.
  • Promotion Software GmbH
  • Revelian
  • Tata Interactive Systems
简介目录
Product Code: SQMIG25P2012

Global Serious Games Market size was valued at USD 9 billion in 2022 and is poised to grow from USD 9.52 billion in 2023 to USD 14.95 billion by 2031, growing at a CAGR of 5.8% in the forecast period (2024-2031).

The market for serious games is a quickly developing industry that blends education and entertainment to produce immersive and meaningful gaming experiences. Beyond simple amusement, these games are made with teaching, training, therapy, and problem-solving in mind. The growing awareness of gamification's benefits for learning and skill development, particularly in industries like healthcare, military, education, and corporate training, is one of the drivers propelling the market's expansion.

Applications for serious games are numerous, ranging from immersive training programs for military people to medical simulators for healthcare professionals. Interactive gaming improves knowledge retention, applicability in real-world situations, and engagement. Serious games use virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) to produce more engaging and productive learning environments as technology advances.

Industry verticals such as healthcare, education, corporate, government, and entertainment provide diversity to the global market. The need for therapeutic games and medical training simulations is driving significant expansion in the healthcare sector.

Nonetheless, there are a number of issues to take into account, including making sure that the educational material is correct, handling cultural sensitivities, and striking a balance between enjoyment and learning objectives. Moreover, the upfront expenses linked to creating superior serious games may impede the market's expansion.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Serious Games Market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Serious Games Market Segmental Analysis

The gaming platform, application, industry vertical, and geography are the segments that make up the CT scanner market. The market is divided into four segments based on gaming platforms: Smartphone, Console, PC, and Others. The market is divided into the following segments based on application: human resources, research and planning, simulation and training, advertising and marketing, and others. The market is divided into the following end-user segments: retail, media and entertainment, government, healthcare, education, and aerospace and defense. The market is divided into four regions: North America, Europe, Asia Pacific, and LAMEA.

Drivers of the Global Serious Games Market

In a variety of fields, including education, healthcare, the military, and corporate training, serious games provide captivating and immersive learning experiences that improve knowledge retention, skill development, and performance results.

Restraints in the Global Serious Games Market

It can be difficult to ensure that serious game content is accurate, relevant, and instructional since gamified or inaccurate information can impede the achievement of desired learning objectives.

Market Trends of the Global Serious Games Market

Applications for Learning and Education to See Significant Growth: In recent times, digital games and simulations have become increasingly popular as the most effective and engaging learning environments. The total creation of these serious games requires dynamic and sophisticated constructions with appropriate multimodal context designs, engaging interactions, and successful educational tactics in order to sustain the overall learning efficacy. Manufacturers are also being compelled by the ecosystem surrounding education and learning to develop products that take into account and handle the essential pedagogical functional factors, including cognitive flow, assessment, self-regulation, guiding, instruction support, and attention. This is because game concepts-like stages, rules, competition, challenges, and scores-are very necessary.

Table of Contents

Executive Summary

  • Market Overview
  • Wheel of Fortune

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Sources
  • Market Size Estimation
  • Market Assumptions & Limitations

Parent Market Analysis

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers
    • Opportunities
    • Restraints
    • Challenges

Key Market Insights

  • Technology Analysis
  • Pricing Analysis
  • Supply Chain Analysis
  • Value Chain Analysis
  • Ecosystem of the Market
  • IP Analysis
  • Trade Analysis
  • Startup Analysis
  • Raw Material Analysis
  • Innovation Matrix
  • Pipeline Product Analysis
  • Macroeconomic Indicators
  • Top Investment Analysis
  • Key Success Factor
  • Degree of Competition

Market Dynamics & Outlook

  • Market Dynamics
    • Drivers
    • Opportunities
    • Restraints
    • Challenges
  • Regulatory Landscape
  • Porters Analysis
    • Competitive rivalry
    • Threat of Substitute Products
    • Bargaining Power of Buyers
    • Threat of New Entrants
    • Bargaining Power of Suppliers
  • Skyquest Special Insights on Future Disruptions
    • Political Impact
    • Economic Impact
    • Social Impact
    • Technical Impact
    • Environmental Impact
    • Legal Impact

Global Serious Games Market by Gaming Platform

  • Market Overview
  • Smartphone
  • Console
  • PC
  • and Others

Global Serious Games Market by Application

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

Global Serious Games Market Size by Region

  • Market Overview
  • North America
    • USA
    • Canada
  • Europe
    • Germany
    • Spain
    • France
    • UK
    • Rest of Europe
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (MEA)
    • GCC Countries
    • South Africa
    • Rest of MEA

Competitive Landscape

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2021
  • Strategies Adopted by Key Market Players
  • Top Winning Strategies
    • By Development
    • By Company
    • By Year
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2021

Key Company Profiles

  • BreakAway, Ltd.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Designing Digitally, Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • DIGINEXT
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • IBM Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • CISCO Systems Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Virtual Heroes, Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nintendo Co. Ltd.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Promotion Software GmbH
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Revelian
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Tata Interactive Systems
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments