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市場調查報告書
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1452765

全球嚴肅遊戲市場規模、佔有率、成長分析,依遊戲平台(智慧型手機、遊戲機)、依應用(模擬和培訓、研究和規劃)- 2024-2031 年產業預測

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個工作天內

價格
簡介目錄

2022 年全球嚴肅遊戲市場規模為 90 億美元,預計將從 2023 年的 95.2 億美元成長到 2031 年的 149.5 億美元,預測期內(2024-2031 年)複合年成長率為 5.8%。

嚴肅遊戲市場是一個快速發展的行業,它將教育和娛樂融為一體,產生身臨其境且有意義的遊戲體驗。除了簡單的娛樂之外,這些遊戲的製作還考慮了教學、訓練、治療和解決問題。人們越來越認知到遊戲化對學習和技能發展的好處,特別是在醫療保健、軍事、教育和企業培訓等行業,這是推動市場擴張的驅動力之一。

嚴肅遊戲的應用有很多,從針對軍人的沉浸式訓練計畫到針對醫療保健專業人員的醫療模擬器。互動遊戲可以提高知識保留率、現實世界中的適用性和參與度。隨著技術的進步,嚴肅的遊戲使用虛擬實境 (VR)、擴增實境 (AR) 和人工智慧 (AI) 來創造更具吸引力和生產力的學習環境。

醫療保健、教育、企業、政府和娛樂等垂直產業為全球市場提供了多樣性。對治療遊戲和醫療訓練模擬的需求正在推動醫療保健產業的顯著擴張。

儘管如此,仍有許多問題需要考慮,包括確保教育材料正確、處理文化敏感度以及在享受和學習目標之間取得平衡。此外,與製作優質嚴肅遊戲相關的前期費用可能會阻礙市場的擴張。

目錄

執行摘要

  • 市場概況
  • 命運之輪

研究方法論

  • 資訊採購
  • 二手和主要資料來源
  • 市場規模估計
  • 市場假設與限制

母公司市場分析

  • 市場概況
  • 市場規模
  • 市場動態
    • 促進要素
    • 機會
    • 限制
    • 課題

主要市場洞察

  • 技術分析
  • 定價分析
  • 供應鏈分析
  • 價值鏈分析
  • 市場生態系統
  • 智慧財產權分析
  • 貿易分析
  • 啟動分析
  • 原料分析
  • 創新矩陣
  • 管道產品分析
  • 總體經濟指標
  • 頂級投資分析
  • 成功的關鍵因素
  • 競爭程度

市場動態與展望

  • 市場動態
    • 促進要素
    • 機會
    • 限制
    • 課題
  • 監管環境
  • 波特分析
  • 對未來顛覆的特別見解

依遊戲平台分類的全球嚴肅遊戲市場

  • 市場概況
  • 智慧型手機
  • 安慰
  • 個人電腦
  • 其他

全球嚴肅遊戲市場(依應用)

  • 市場概況
  • 模擬與訓練
  • 研究與規劃
  • 廣告與行銷
  • 人力資源
  • 和別的

全球嚴肅遊戲市場規模(依地區)

  • 市場概況
  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 歐洲其他地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 亞太其他地區
  • 拉丁美洲
    • 巴西
    • 拉丁美洲其他地區
  • 中東和非洲 (MEA)
    • 海灣合作理事會國家
    • 南非
    • MEA 的其餘部分

競爭格局

  • 前 5 名企業比較
  • 2021 年關鍵參與者的市場定位
  • 主要市場參與者所採取的策略
  • 最佳制勝策略
  • 近期市集活動
  • 主要公司市佔率(%),2021年

主要公司簡介

  • BreakAway, Ltd.
  • Designing Digitally, Inc.
  • DIGINEXT
  • IBM Corporation
  • CISCO Systems Inc.
  • Virtual Heroes, Inc.
  • Nintendo Co. Ltd.
  • Promotion Software GmbH
  • Revelian
  • Tata Interactive Systems
簡介目錄
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