Global Serious Games Market - Industry Analysis Size Share Growth Trends and Forecast 2022 - 2030

Global Serious Games Market - Industry Analysis Size Share Growth Trends and Forecast 2022 - 2030

  • SKU :
    SAC2045553
  • Published Date :
    June 1, 2022
  • Number of Pages :
    300.0

Product Description

A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition.
The Serious Games market revenue was xx Million USD in 2018, grew to xx Million USD in 2021, and will reach xx Million USD in 2030, with a CAGR of xx during 2022-2030.

Considering the influence of COVID-19 on the global Serious Games market, this report analyzed the impact from both global and regional perspectives. From production end to consumption end in regions such as North America, Europe, China, and Japan, the report put emphasis on analysis of market under COVID-19 and corresponding response policy in different regions.

This report also analyzes the strategies for different companies to deal with the impact of COVID-19 in detail to seek a path to recovery.

Under COVID-19 Outbreak, how the Serious Games Industry will develop is also analyzed in detail in Chapter 1.8 of this report.

Major Players in Serious Games market are:
Cisco Systems Inc.
Designing Digitally, Inc.
BreakAway, Ltd.
Revelian
Microsoft Corp.
IBM Corporation

Most important types of Serious Games products covered in this report are:
Enterprises
Consumers

Most widely used downstream fields of Serious Games market covered in this report are:
Healthcare
Retail
Aerospace & Defense
Government
Education
Media & Entertainment
Automotive
Corporate
Energy
Others

Major Regions or countries covered in this report:
North America
Europe
China
Japan
Middle East and Africa
South America
India
South Korea
Southeast Asia
Others

In Chapter 3.4, the report provides analysis of the reasons behind price fluctuations.

In chapters 5, 6, and 7, the impact of COVID-19 on the different regions in both production and consumption end and SWOT analysis are pointed out.

In Chapters 8, the report presents company's recent development and strategies to deal with the impact of COVID-19.





Table of Content

Table of Content

1 Serious Games Introduction and Market Overview
1.1 Objectives of the Study
1.2 Overview of Serious Games
1.3 Serious Games Market Scope and Market Size Estimation
1.3.1 Market Concentration Ratio and Market Maturity Analysis
1.3.2 Global Serious Games Revenue and Growth Rate from 2018-2030
1.4 Market Segmentation
1.4.1 Types of Serious Games
1.4.2 Applications of Serious Games
1.4.3 Research Regions
1.5 Market Dynamics
1.5.1 Serious Games Industry Trends
1.5.2 Serious Games Drivers
1.5.3 Serious Games Market Challenges
1.5.4 Serious Games Market Restraints
1.6 Industry News and Policies by Regions
1.6.1 Industry News
1.6.2 Industry Policies
1.7 Mergers & Acquisitions, Expansion Plans
1.8 Serious Games Industry Development Trends under COVID-19 Outbreak
1.8.1 Global COVID-19 Status Overview
1.8.2 Influence of COVID-19 Outbreak on Serious Games Industry Development

2 Industry Chain Analysis
2.1 Upstream Raw Material Supply and Demand Analysis
2.1.1 Global Serious Games Major Upstream Raw Material and Suppliers
2.1.2 Raw Material Source Analysis
2.2 Major Players of Serious Games
2.2.1 Major Players Manufacturing Base of Serious Games in 2020
2.2.2 Major Players Market Distribution in 2020
2.3 Serious Games Manufacturing Cost Structure Analysis
2.3.1 Production Process Analysis
2.3.2 Manufacturing Cost Structure of Serious Games
2.3.3 Labor Cost of Serious Games
2.4 Market Channel Analysis of Serious Games
2.5 Major Down Stream Customers by Application

3 Global Serious Games Market, by Type
3.1 Global Serious Games Revenue and Market Share by Type (2018-2021)
3.2 Global Serious Games Production and Market Share by Type (2018-2021)
3.3 Global Serious Games Revenue and Growth Rate by Type (2018-2021)
3.3.1 Global Serious Games Revenue and Growth Rate of Enterprises
3.3.2 Global Serious Games Revenue and Growth Rate of Consumers
3.4 Global Serious Games Price Analysis by Type (2018-2021)
3.4.1 Explanation of Different Type Product Price Trends

4 Serious Games Market, by Application
4.1 Downstream Market Overview
4.2 Global Serious Games Consumption and Market Share by Application (2018-2021)
4.3 Global Serious Games Consumption and Growth Rate by Application (2018-2021)
4.3.1 Global Serious Games Consumption and Growth Rate of Healthcare (2018-2021)
4.3.2 Global Serious Games Consumption and Growth Rate of Retail (2018-2021)
4.3.3 Global Serious Games Consumption and Growth Rate of Aerospace & Defense (2018-2021)
4.3.4 Global Serious Games Consumption and Growth Rate of Government (2018-2021)
4.3.5 Global Serious Games Consumption and Growth Rate of Education (2018-2021)
4.3.6 Global Serious Games Consumption and Growth Rate of Media & Entertainment (2018-2021)
4.3.7 Global Serious Games Consumption and Growth Rate of Automotive (2018-2021)
4.3.8 Global Serious Games Consumption and Growth Rate of Corporate (2018-2021)
4.3.9 Global Serious Games Consumption and Growth Rate of Energy (2018-2021)
4.3.10 Global Serious Games Consumption and Growth Rate of Others (2018-2021)

5 Global Serious Games Consumption, Revenue ($) by Region (2018-2021)
5.1 Global Serious Games Revenue and Market Share by Region (2018-2021)
5.2 Global Serious Games Consumption and Market Share by Region (2018-2021)
5.3 Global Serious Games Consumption, Revenue, Price and Gross Margin (2018-2021)
5.4 North America Serious Games Consumption, Revenue, Price and Gross Margin (2018-2021)
5.4.1 North America Serious Games Market Under COVID-19
5.4.2 North America Serious Games SWOT Analysis
5.5 Europe Serious Games Consumption, Revenue, Price and Gross Margin (2018-2021)
5.5.1 Europe Serious Games Market Under COVID-19
5.5.2 Europe Serious Games SWOT Analysis
5.6 China Serious Games Consumption, Revenue, Price and Gross Margin (2018-2021)
5.6.1 China Serious Games Market Under COVID-19
5.6.2 China Serious Games SWOT Analysis
5.7 Japan Serious Games Consumption, Revenue, Price and Gross Margin (2018-2021)
5.7.1 Japan Serious Games Market Under COVID-19
5.7.2 Japan Serious Games SWOT Analysis
5.8 Middle East and Africa Serious Games Consumption, Revenue, Price and Gross Margin (2018-2021)
5.8.1 Middle East and Africa Serious Games Market Under COVID-19
5.8.2 Middle East and Africa Serious Games SWOT Analysis
5.9 India Serious Games Consumption, Revenue, Price and Gross Margin (2018-2021)
5.9.1 India Serious Games Market Under COVID-19
5.9.2 India Serious Games SWOT Analysis
5.10 South America Serious Games Consumption, Revenue, Price and Gross Margin (2018-2021)
5.10.1 South America Serious Games Market Under COVID-19
5.10.2 South America Serious Games SWOT Analysis
5.11 South Korea Serious Games Consumption, Revenue, Price and Gross Margin (2018-2021)
5.11.1 South Korea Serious Games Market Under COVID-19
5.11.2 South Korea Serious Games SWOT Analysis
5.12 Southeast Asia Serious Games Consumption, Revenue, Price and Gross Margin (2018-2021)
5.12.1 Southeast Asia Serious Games Market Under COVID-19
5.12.2 Southeast Asia Serious Games SWOT Analysis

6 Global Serious Games Production by Top Regions (2018-2021)
6.1 Global Serious Games Production by Top Regions (2018-2021)
6.2 North America Serious Games Production and Growth Rate
6.3 Europe Serious Games Production and Growth Rate
6.4 China Serious Games Production and Growth Rate
6.5 Japan Serious Games Production and Growth Rate
6.6 India Serious Games Production and Growth Rate

7 Global Serious Games Consumption by Regions (2018-2021)
7.1 Global Serious Games Consumption by Regions (2018-2021)
7.2 North America Serious Games Consumption and Growth Rate
7.3 Europe Serious Games Consumption and Growth Rate
7.4 China Serious Games Consumption and Growth Rate
7.5 Japan Serious Games Consumption and Growth Rate
7.6 Middle East & Africa Serious Games Consumption and Growth Rate
7.7 India Serious Games Consumption and Growth Rate
7.8 South America Serious Games Consumption and Growth Rate
7.9 South Korea Serious Games Consumption and Growth Rate
7.10 Southeast Asia Serious Games Consumption and Growth Rate

8 Competitive Landscape
8.1 Competitive Profile
8.2 Cisco Systems Inc. Market Performance Analysis
8.2.1 Company Profiles
8.2.2 Serious Games Product Profiles, Application and Specification
8.2.3 Cisco Systems Inc. Sales, Revenue, Price, Gross Margin 2018-2021
8.2.4 Company Recent Development
8.2.5 Strategies for Company to Deal with the Impact of COVID-19
8.3 Designing Digitally, Inc. Market Performance Analysis
8.3.1 Company Profiles
8.3.2 Serious Games Product Profiles, Application and Specification
8.3.3 Designing Digitally, Inc. Sales, Revenue, Price, Gross Margin 2018-2021
8.3.4 Company Recent Development
8.3.5 Strategies for Company to Deal with the Impact of COVID-19
8.4 BreakAway, Ltd. Market Performance Analysis
8.4.1 Company Profiles
8.4.2 Serious Games Product Profiles, Application and Specification
8.4.3 BreakAway, Ltd. Sales, Revenue, Price, Gross Margin 2018-2021
8.4.4 Company Recent Development
8.4.5 Strategies for Company to Deal with the Impact of COVID-19
8.5 Revelian Market Performance Analysis
8.5.1 Company Profiles
8.5.2 Serious Games Product Profiles, Application and Specification
8.5.3 Revelian Sales, Revenue, Price, Gross Margin 2018-2021
8.5.4 Company Recent Development
8.5.5 Strategies for Company to Deal with the Impact of COVID-19
8.6 Microsoft Corp. Market Performance Analysis
8.6.1 Company Profiles
8.6.2 Serious Games Product Profiles, Application and Specification
8.6.3 Microsoft Corp. Sales, Revenue, Price, Gross Margin 2018-2021
8.6.4 Company Recent Development
8.6.5 Strategies for Company to Deal with the Impact of COVID-19
8.7 IBM Corporation Market Performance Analysis
8.7.1 Company Profiles
8.7.2 Serious Games Product Profiles, Application and Specification
8.7.3 IBM Corporation Sales, Revenue, Price, Gross Margin 2018-2021
8.7.4 Company Recent Development
8.7.5 Strategies for Company to Deal with the Impact of COVID-19

9 Global Serious Games Market Analysis and Forecast by Type and Application
9.1 Global Serious Games Market Revenue & Volume Forecast, by Type (2021-2026)
9.1.1 Enterprises Market Revenue and Volume Forecast (2021-2026)
9.1.2 Consumers Market Revenue and Volume Forecast (2021-2026)
9.2 Global Serious Games Market Revenue & Volume Forecast, by Application (2021-2026)
9.2.1 Healthcare Market Revenue and Volume Forecast (2021-2026)
9.2.2 Retail Market Revenue and Volume Forecast (2021-2026)
9.2.3 Aerospace & Defense Market Revenue and Volume Forecast (2021-2026)
9.2.4 Government Market Revenue and Volume Forecast (2021-2026)
9.2.5 Education Market Revenue and Volume Forecast (2021-2026)
9.2.6 Media & Entertainment Market Revenue and Volume Forecast (2021-2026)
9.2.7 Automotive Market Revenue and Volume Forecast (2021-2026)
9.2.8 Corporate Market Revenue and Volume Forecast (2021-2026)
9.2.9 Energy Market Revenue and Volume Forecast (2021-2026)
9.2.10 Others Market Revenue and Volume Forecast (2021-2026)

10 Serious Games Market Supply and Demand Forecast by Region
10.1 North America Market Supply and Demand Forecast (2021-2026)
10.2 Europe Market Supply and Demand Forecast (2021-2026)
10.3 China Market Supply and Demand Forecast (2021-2026)
10.4 Japan Market Supply and Demand Forecast (2021-2026)
10.5 Middle East and Africa Market Supply and Demand Forecast (2021-2026)
10.6 India Market Supply and Demand Forecast (2021-2026)
10.7 South America Market Supply and Demand Forecast (2021-2026)
10.8 South Korea Market Supply and Demand Forecast (2021-2026)
10.9 Southeast Asia Market Supply and Demand Forecast (2021-2026)
10.10 Explanation of Market Size Trends by Region
10.11 Serious Games Market Trends Analysis

11 New Project Feasibility Analysis
11.1 Industry Barriers and New Entrants SWOT Analysis
11.2 Analysis and Suggestions on New Project Investment

12 Expert Interview Record
13 Research Finding and Conclusion
14 Appendix
14.1 Methodology
14.2 Research Data Source
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