Serious games are digital applications designed for education with fun. The primary function of serious games is to provide knowledge, train, inform, memorize, and teach end users, rather than mere entertainment. It enables advertisers to optimize brand awareness by increasing receptiveness of message, target more audience, and generate additional traffic to their websites. It also helps students to learn with fun as it bridges gap between theory and practical. Serious games are also used in inspection, technical training, competency evaluation, fault finding & rectification, and other applications.
The global serious games market was valued at $2,731 million in 2016, and is expected to reach $9,167 million by 2023, growing at a CAGR of 19.2% from 2017 to 2023. The major factors that drive the market growth are increased need for user engagement across enterprises, growth in usage of mobile-based educational games, and improvement in learning outcomes. Improper game design and lack of awareness about serious games hinder the growth of the market. Large-scale digitization and emergence of social networks pave new opportunities in the market.
Major Key Players of the Serious Games Market are:
BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Intuition, Learning Nexus Ltd, Nintendo Co., Ltd., Promotion Software GmbH, Revelian, and Tata Interactive Systems.
BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Intuition, Learning Nexus Ltd, Nintendo Co., Ltd., Promotion Software GmbH, Revelian, and Tata Interactive Systems.
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By User Type:Enterprises
Consumers
Consumers
By Application:Advertising & Marketing
Simulation Training
Research & Planning
Human resources
Others
Simulation Training
Research & Planning
Human resources
Others
By Industry Vertical:Healthcare
Aerospace & defense
Government
Education
Retail
Media & Entertainment
Others
Aerospace & defense
Government
Education
Retail
Media & Entertainment
Others

Research objectives:-– To study and analyze the global Serious Games consumption (value & volume) by key regions/countries, product type and application, history data.
– To understand the structure of the Serious Games market by identifying its various sub-segments.
– Focuses on the key global Serious Games manufacturers, to define, describe and analyze the sales volume, value, market share, market competitive landscape, SWOT analysis, and development plans in the next few years.
– To analyze the Serious Games with respect to individual growth trends, future prospects, and their contribution to the total market.
– To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
– To understand the structure of the Serious Games market by identifying its various sub-segments.
– Focuses on the key global Serious Games manufacturers, to define, describe and analyze the sales volume, value, market share, market competitive landscape, SWOT analysis, and development plans in the next few years.
– To analyze the Serious Games with respect to individual growth trends, future prospects, and their contribution to the total market.
– To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
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Table of Content
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.5 Market by Application
1.6 Study Objectives
1.7 Years Considered
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.5 Market by Application
1.6 Study Objectives
1.7 Years Considered
2 Global Growth Trends
2.1 Serious Games Market Size
2.2 Serious Games Growth Trends by Regions
2.3 Industry Trends
2.1 Serious Games Market Size
2.2 Serious Games Growth Trends by Regions
2.3 Industry Trends
3 Market Share by Key Players
3.1 Serious Games Market Size by Manufacturers
3.2 Serious Games Key Players Head office and Area Served
3.3 Key Players Serious Games Product/Solution/Service
3.4 Date of Enter into Serious Games Market
3.5 Mergers & Acquisitions, Expansion Plans
3.1 Serious Games Market Size by Manufacturers
3.2 Serious Games Key Players Head office and Area Served
3.3 Key Players Serious Games Product/Solution/Service
3.4 Date of Enter into Serious Games Market
3.5 Mergers & Acquisitions, Expansion Plans
4 Breakdown Data by Product
4.1 Global Serious Games Sales by Product
4.2 Global Serious Games Revenue by Product
4.3 Serious Games Price by Product
4.1 Global Serious Games Sales by Product
4.2 Global Serious Games Revenue by Product
4.3 Serious Games Price by Product
5 Breakdown Data by End User
5.1 Overview
5.2 Global Serious Games Breakdown Data by End User
5.1 Overview
5.2 Global Serious Games Breakdown Data by End User
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In the end, Serious Games industry report specifics the major regions, market scenarios with the product price, volume, supply, revenue, production, market growth rate, demand, forecast and so on. This report also presents SWOT analysis, investment feasibility analysis, and investment return analysis.
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