Global Serious Game Market Size, Status and Forecast 2019-2025

Published On: Jun 2019

Format: PDF

Publisher: QY Research

Pages: 93

Report ID: 1769

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 products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion, and politics.
The education segment accounts for the major share of the market.
APAC is expected to be the fastest-growing region in the serious game market at a CAGR between 2018 and 2023. The growing interest of manufacturers in serious games and the increasing emphasis on the development of serious games are propelling the growth of the market in the APAC region.
In 2018, the global Serious Game market size was 2770 million US$ and it is expected to reach 9840 million US$ by the end of 2025, with a CAGR of 17.2% during 2019-2025.

This report focuses on the global Serious Game status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Serious Game development in United States, Europe and China.

The key players covered in this study
Cisco
IBM
Microsoft
Nintendo
Serious Game International
Applied Research Associates
BreakAway Games
CCS Education
Designing Digitally
Serious Game Interactive

Market segment by Type, the product can be split into
Mobile-based
PC-based
Web-based

Market segment by Application, split into
Aerospace and Defence
Automotive
Education
Energy
Government
Healthcare
Media and Advertising
Others

Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America

The study objectives of this report are:
To analyze global Serious Game status, future forecast, growth opportunity, key market and key players.
To present the Serious Game development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.

In this study, the years considered to estimate the market size of Serious Game are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Table of Contents

1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global Serious Game Market Size Growth Rate by Type (2014-2025)
1.4.2 Mobile-based
1.4.3 PC-based
1.4.4 Web-based
1.5 Market by Application
1.5.1 Global Serious Game Market Share by Application (2014-2025)
1.5.2 Aerospace and Defence
1.5.3 Automotive
1.5.4 Education
1.5.5 Energy
1.5.6 Government
1.5.7 Healthcare
1.5.8 Media and Advertising
1.5.9 Others
1.6 Study Objectives
1.7 Years Considered

2 Global Growth Trends
2.1 Serious Game Market Size
2.2 Serious Game Growth Trends by Regions
2.2.1 Serious Game Market Size by Regions (2014-2025)
2.2.2 Serious Game Market Share by Regions (2014-2019)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities

3 Market Share by Key Players
3.1 Serious Game Market Size by Manufacturers
3.1.1 Global Serious Game Revenue by Manufacturers (2014-2019)
3.1.2 Global Serious Game Revenue Market Share by Manufacturers (2014-2019)
3.1.3 Global Serious Game Market Concentration Ratio (CR5 and HHI)
3.2 Serious Game Key Players Head office and Area Served
3.3 Key Players Serious Game Product/Solution/Service
3.4 Date of Enter into Serious Game Market
3.5 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type and Application
4.1 Global Serious Game Market Size by Type (2014-2019)
4.2 Global Serious Game Market Size by Application (2014-2019)

5 United States
5.1 United States Serious Game Market Size (2014-2019)
5.2 Serious Game Key Players in United States
5.3 United States Serious Game Market Size by Type
5.4 United States Serious Game Market Size by Application

6 Europe
6.1 Europe Serious Game Market Size (2014-2019)
6.2 Serious Game Key Players in Europe
6.3 Europe Serious Game Market Size by Type
6.4 Europe Serious Game Market Size by Application

7 China
7.1 China Serious Game Market Size (2014-2019)
7.2 Serious Game Key Players in China
7.3 China Serious Game Market Size by Type
7.4 China Serious Game Market Size by Application

8 Japan
8.1 Japan Serious Game Market Size (2014-2019)
8.2 Serious Game Key Players in Japan
8.3 Japan Serious Game Market Size by Type
8.4 Japan Serious Game Market Size by Application

9 Southeast Asia
9.1 Southeast Asia Serious Game Market Size (2014-2019)
9.2 Serious Game Key Players in Southeast Asia
9.3 Southeast Asia Serious Game Market Size by Type
9.4 Southeast Asia Serious Game Market Size by Application

10 India
10.1 India Serious Game Market Size (2014-2019)
10.2 Serious Game Key Players in India
10.3 India Serious Game Market Size by Type
10.4 India Serious Game Market Size by Application

11 Central & South America
11.1 Central & South America Serious Game Market Size (2014-2019)
11.2 Serious Game Key Players in Central & South America
11.3 Central & South America Serious Game Market Size by Type
11.4 Central & South America Serious Game Market Size by Application

12 International Players Profiles
12.1 Cisco
12.1.1 Cisco Company Details
12.1.2 Company Description and Business Overview
12.1.3 Serious Game Introduction
12.1.4 Cisco Revenue in Serious Game Business (2014-2019)
12.1.5 Cisco Recent Development
12.2 IBM
12.2.1 IBM Company Details
12.2.2 Company Description and Business Overview
12.2.3 Serious Game Introduction
12.2.4 IBM Revenue in Serious Game Business (2014-2019)
12.2.5 IBM Recent Development
12.3 Microsoft
12.3.1 Microsoft Company Details
12.3.2 Company Description and Business Overview
12.3.3 Serious Game Introduction
12.3.4 Microsoft Revenue in Serious Game Business (2014-2019)
12.3.5 Microsoft Recent Development
12.4 Nintendo
12.4.1 Nintendo Company Details
12.4.2 Company Description and Business Overview
12.4.3 Serious Game Introduction
12.4.4 Nintendo Revenue in Serious Game Business (2014-2019)
12.4.5 Nintendo Recent Development
12.5 Serious Game International
12.5.1 Serious Game International Company Details
12.5.2 Company Description and Business Overview
12.5.3 Serious Game Introduction
12.5.4 Serious Game International Revenue in Serious Game Business (2014-2019)
12.5.5 Serious Game International Recent Development
12.6 Applied Research Associates
12.6.1 Applied Research Associates Company Details
12.6.2 Company Description and Business Overview
12.6.3 Serious Game Introduction
12.6.4 Applied Research Associates Revenue in Serious Game Business (2014-2019)
12.6.5 Applied Research Associates Recent Development
12.7 BreakAway Games
12.7.1 BreakAway Games Company Details
12.7.2 Company Description and Business Overview
12.7.3 Serious Game Introduction
12.7.4 BreakAway Games Revenue in Serious Game Business (2014-2019)
12.7.5 BreakAway Games Recent Development
12.8 CCS Education
12.8.1 CCS Education Company Details
12.8.2 Company Description and Business Overview
12.8.3 Serious Game Introduction
12.8.4 CCS Education Revenue in Serious Game Business (2014-2019)
12.8.5 CCS Education Recent Development
12.9 Designing Digitally
12.9.1 Designing Digitally Company Details
12.9.2 Company Description and Business Overview
12.9.3 Serious Game Introduction
12.9.4 Designing Digitally Revenue in Serious Game Business (2014-2019)
12.9.5 Designing Digitally Recent Development
12.10 Serious Game Interactive
12.10.1 Serious Game Interactive Company Details
12.10.2 Company Description and Business Overview
12.10.3 Serious Game Introduction
12.10.4 Serious Game Interactive Revenue in Serious Game Business (2014-2019)
12.10.5 Serious Game Interactive Recent Development

13 Market Forecast 2019-2025
13.1 Market Size Forecast by Regions
13.2 United States
13.3 Europe
13.4 China
13.5 Japan
13.6 Southeast Asia
13.7 India
13.8 Central & South America
13.9 Market Size Forecast by Product (2019-2025)
13.10 Market Size Forecast by Application (2019-2025)

14 Analyst's Viewpoints/Conclusions

15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.1.1 Research Programs/Design
15.1.1.2 Market Size Estimation
12.1.1.3 Market Breakdown and Data Triangulation
15.1.2 Data Source
15.1.2.1 Secondary Sources
15.1.2.2 Primary Sources
15.2 Disclaimer
15.3 Author Details