封面
市场调查报告书
商品编码
1663895

严肃游戏市场规模、份额和成长分析(按游戏平台、应用程式、垂直和地区)- 2025-2032 年产业预测

Serious Games Market Size, Share, and Growth Analysis, By Gaming Platform (Smartphone, Console), By Application (Simulation and Training, Research and Planning), By Industry Vertical, By Region - Industry Forecast 2025-2032

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

预计到 2023 年全球严肃游戏市场价值将达到 94.5 亿美元,并从 2024 年的 110 亿美元增长到 2032 年的 370.7 亿美元,预测期内(2025-2032 年)的复合年增长率为 16.4%。

严肃游戏市场透过将娱乐与教育相结合来提供引人入胜且具有影响力的游戏体验,从而迅速增长。随着医疗保健、国防、教育和企业培训等行业认识到游戏化在技能开发中的有效性,该领域正在不断扩大。从医疗模拟到军事训练,严肃游戏使用互动游戏方式来提高参与和知识保留率。虚拟实境(VR)、扩增实境(AR)和人工智慧(AI)等技术创新正在彻底改变学习体验。市场涵盖各个领域,其中医疗保健领域受培训和治疗游戏需求的推动而显着增长。然而,确保内容准确性、解决文化敏感性、平衡娱乐和教育目的等挑战以及初始开发成本仍然存在。

目录

介绍

  • 调查目的
  • 研究范围
  • 定义

调查方法

  • 资讯采购
  • 次要和主要资料方法
  • 市场规模预测
  • 市场假设与限制

执行摘要

  • 全球市场展望
  • 供需趋势分析
  • 细分机会分析

市场动态及展望

  • 市场概况
  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制与挑战
  • 波特的分析

主要市场考察

  • 关键成功因素
  • 竞争程度
  • 主要投资机会
  • 市场生态系统
  • 市场吸引力指数(2024 年)
  • PESTEL 分析
  • 总体经济指标
  • 价值链分析
  • 定价分析
  • 案例研究
  • 监管格局
  • 客户和购买标准分析

严肃游戏市场规模(依游戏平台划分)及复合年增长率(2025-2032)

  • 市场概况
  • 智慧型手机
  • 主机
  • 个人电脑
  • 其他平台

严肃游戏市场规模(按应用划分)及复合年增长率(2025-2032)

  • 市场概况
  • 模拟与训练
  • 研究与规划
  • 广告和行销
  • 人力资源
  • 其他用途

严肃游戏市场规模(依垂直产业划分)及复合年增长率(2025-2032)

  • 市场概况
  • 教育
  • 卫生保健
  • 航太和国防
  • 政府
  • 零售
  • 媒体和娱乐
  • 其他行业

严肃游戏市场规模(按地区)及复合年增长率(2025-2032)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 义大利
    • 其他欧洲国家地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 其他亚太地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲国家
  • 中东和非洲
    • 海湾合作委员会国家
    • 南非
    • 其他中东和非洲地区

竞争资讯

  • 前 5 家公司对比
  • 主要企业市场定位(2024年)
  • 主要市场参与者所采用的策略
  • 近期市场趋势
  • 公司市场占有率分析(2024 年)
  • 主要企业简介
    • 公司详细信息
    • 产品系列分析
    • 公司分部份额分析
    • 收益与前一年同期比较对比(2022-2024 年)

主要企业简介

  • BreakAway, Ltd.(USA)
  • Designing Digitally, Inc.(USA)
  • DIGINEXT(France)
  • IBM Corporation(USA)
  • CISCO Systems Inc.(USA)
  • Virtual Heroes, Inc.(USA)
  • Nintendo Co. Ltd.(Japan)
  • Promotion Software GmbH(Germany)
  • Tata Interactive Systems(India)
  • Applied Research Associates Inc.(USA)
  • Epic Systems Corporation(USA)
  • Triseum LLC(USA)
  • Serious Games Solutions(Germany)
  • MPS Interactive Systems(India)
  • Simcoach Games(USA)
  • PlayGen(UK)
  • Eukleia(UK)
  • Daden Limited(UK)

结论和建议

简介目录
Product Code: SQMIG25P2012

Global Serious Games Market size was valued at USD 9.45 billion in 2023 and is poised to grow from USD 11.0 billion in 2024 to USD 37.07 billion by 2032, growing at a CAGR of 16.4% during the forecast period (2025-2032).

The serious games market is rapidly advancing, merging entertainment with education to deliver engaging, impactful gaming experiences. This sector is expanding as organizations increasingly recognize the effectiveness of gamification in skill development across industries like healthcare, defense, education, and corporate training. Serious games range from medical simulations to military training, leveraging interactive gameplay to boost engagement and knowledge retention. Technological innovations such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are revolutionizing the learning experience. The market spans various sectors, with healthcare experiencing notable growth driven by demand for training and therapeutic games. However, challenges persist in ensuring content accuracy, addressing cultural sensitivities, and balancing entertainment with educational objectives, alongside initial development costs.

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 Segments Analysis

Global Serious Games Market is segmented by Gaming Platform, Application, Industry Vertical and region. Based on Gaming Platform, the market is segmented into Smartphone, Console, PC and Other Platforms. Based on Application, the market is segmented into Simulation and Training, Research and Planning, Advertising and Marketing, Human Resources and Other Applications. Based on Industry Vertical, the market is segmented into Education, Healthcare, Aerospace and Defense, Government, Retail, Media and Entertainment and Other Verticals. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Serious Games Market

The Global Serious Games market is propelled by the demand for engaging and immersive learning experiences that foster improved knowledge retention, skill acquisition, and performance enhancement across diverse sectors including education, healthcare, defense, and corporate training. These innovative gaming solutions provide interactive environments where users can actively participate in their learning journey, making the process more enjoyable and effective. As industries increasingly recognize the value of serious games in developing competencies and driving results, the market continues to expand, offering a promising landscape for growth and investment in the realm of educational technology and workforce development.

Restraints in the Global Serious Games Market

One significant restraint in the Global Serious Games market is the difficulty in maintaining the accuracy, relevance, and educational integrity of the content. Ensuring that the information presented is correct and applicable is crucial; otherwise, the presence of misleading information or poorly designed gamified elements can obstruct effective learning outcomes. This challenge poses a risk to the overall quality of serious games, potentially leading to misunderstandings or ineffective educational experiences for users. As the market continues to grow, addressing these issues will be essential to enhance the credibility and effectiveness of serious games in educational contexts.

Market Trends of the Global Serious Games Market

The Global Serious Games market is poised for significant growth, primarily driven by the rising demand for immersive digital simulations that enhance learning experiences. As educational institutions increasingly recognize the efficacy of gamified learning environments, developers are tasked with creating sophisticated games that incorporate multimodal contexts, engaging interactions, and robust pedagogical frameworks. This evolution is fostering an ecosystem that prioritizes essential instructional elements, including self-regulation, feedback, and cognitive flow, hence making learning more engaging and effective. The integration of game mechanics such as challenges, scores, and competition is further bolstering this trend, making serious games an integral part of modern education strategies.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

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

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Case Studies
  • Regulatory Landscape
  • Customer & Buying Criteria Analysis

Global Serious Games Market Size by Gaming Platform & CAGR (2025-2032)

  • Market Overview
  • Smartphone
  • Console
  • PC
  • Other Platforms

Global Serious Games Market Size by Application & CAGR (2025-2032)

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

Global Serious Games Market Size by Industry Vertical & CAGR (2025-2032)

  • Market Overview
  • Education
  • Healthcare
  • Aerospace and Defense
  • Government
  • Retail
  • Media and Entertainment
  • Other Verticals

Global Serious Games Market Size & CAGR (2025-2032)

  • North America (Gaming Platform, Application, Industry Vertical)
    • US
    • Canada
  • Europe (Gaming Platform, Application, Industry Vertical)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Gaming Platform, Application, Industry Vertical)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Gaming Platform, Application, Industry Vertical)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Gaming Platform, Application, Industry Vertical)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • BreakAway, Ltd. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Designing Digitally, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • DIGINEXT (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • IBM Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • CISCO Systems Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Virtual Heroes, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nintendo Co. Ltd. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Promotion Software GmbH (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Tata Interactive Systems (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Applied Research Associates Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Systems Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Triseum LLC (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Serious Games Solutions (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • MPS Interactive Systems (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Simcoach Games (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • PlayGen (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Eukleia (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Daden Limited (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations