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1291446

シリアスゲーム市場:世界の産業動向、シェア、規模、成長機会、2023-2028年予測

Serious Games Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028

出版日: | 発行: IMARC | ページ情報: 英文 144 Pages | 納期: 2~3営業日

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価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=156.53円
シリアスゲーム市場:世界の産業動向、シェア、規模、成長機会、2023-2028年予測
出版日: 2023年05月29日
発行: IMARC
ページ情報: 英文 144 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

市場概要:

世界のシリアスゲーム市場規模は、2022年に91億米ドルに達しました。今後、IMARC Groupは、2023年から2028年の間に21.6%の成長率(CAGR)を示し、2028年までに318億米ドルに達すると予測しています。ゲーム体験の向上におけるバーチャルリアリティ(VR)の普及、健康的な職場環境の維持に対する企業の関心の高まり、政府機関や民間企業によるさまざまな分野への投資の増加が、市場を牽引する主な要因の1つとなっています。

シリアスゲームとは、個人がレジャーを楽しむのではなく、さまざまなスキルを練習し、目標を達成するための有意義な事業に従事することを可能にするさまざまな活動を指します。シリアスゲームは、興味深く、魅力的で、没入感があり、個人の行動変容を促す効果があります。また、リハビリテーションセンターではエクササイズをゲームに変換し、コンサルタント会社ではチームワークを教え、企業では社会的・物流的なダイナミクスを開発するのに役立ちます。厳しい練習と継続的なテストを通じて、自分の長所と短所を理解し、自信を高めることができます。情報を記憶にとどめ、効率的に学習することで、個人の知識の定着度を高めることができます。安全な仮想環境、学習体験の向上、刺激的な報酬、ストーリーの進行などのフィードバックシステムも提供します。エンターテインメント性の高い魅力的なコンテクストで脳の活性化を促し、新しいコンセプトを恐れずに試すモチベーションを高める。

シリアスゲームの市場動向:

現在、世界中のさまざまな企業において、ユーザーのエンゲージメントを促進するシリアスゲームへの需要が高まっており、これが市場にプラスの影響を与える主要因の一つとなっています。また、ゲーム体験の向上や、研修生や従業員の訓練・市場開拓のための現実的な機能を実現するために、バーチャルリアリティ(VR)の統合が進んでいることも、市場の成長を後押ししています。また、健康的な職場環境を維持し、従業員に全体的なトレーニング体験を提供することに企業が重点を置くようになっていることも、市場の見通しを良好なものにしています。このほか、効果的な学習ツールとして、学校の教育カリキュラムにシリアスゲームを取り入れるケースも増えています。これは、教師が教訓的なアプローチを排除し、学生に実験と学習を奨励するためにシリアスゲームを利用することが増加していることと相まって、市場の成長を支えています。また、政府機関や非公開会社がヘルスケア、防衛、教育分野への投資を増やしていることも、市場の成長に寄与しています。さらに、意思決定の向上、自己監視、交渉、問題認識の強化など、効果的なシリアスゲームが提供するさまざまな利点が、市場の成長を強化しています。さらに、シリアスゲームの積極的な改修の増加や有利な投資収益率(ROI)が、市場の成長を後押ししています。

本レポートで回答した主な質問

  • シリアスゲームの世界市場はこれまでどのように推移し、今後数年間はどのように推移するのか?
  • 世界のシリアスゲーム市場における市場促進要因、抑制要因、および機会は何か?
  • 各 促進要因、抑制要因、機会が世界のシリアスゲーム市場に与える影響は?
  • 主要な地域市場とは?
  • 最も魅力的なシリアスゲーム市場を形成している国はどこか?
  • ゲームプラットフォームに基づく市場内訳は?
  • シリアスゲーム市場において最も魅力的なゲームプラットフォームはどこか?
  • アプリケーション別の市場内訳は?
  • シリアスゲーム市場において最も魅力的なアプリケーションは何か?
  • 業界別市場内訳は?
  • シリアスゲーム市場において最も魅力的な業界別はどこか?
  • 世界のシリアスゲーム市場の競争構造は?
  • シリアスゲームの世界市場における主要企業は?

目次

第1章 序文

第2章 調査範囲と調査手法

  • 調査目的
  • 利害関係者について
  • データソース
    • 一次情報
    • 二次情報
  • 市場推定
    • ボトムアップアプローチ
    • トップダウンアプローチ
  • 予測手法

第3章 エグゼクティブサマリー

第4章 イントロダクション

  • 概要
  • 主要産業動向

第5章 シリアスゲームの世界市場

  • 市場概要
  • 市場実績
  • COVID-19の影響
  • 市場予測

第6章 ゲーミングプラットフォーム別市場内訳

  • スマートフォン
    • 市場動向
    • 市場予測
  • ゲーム機
    • 市場動向
    • 市場予測
  • PC
    • 市場動向
    • 市場予測
  • その他
    • 市場動向
    • 市場予測

第7章 アプリケーション別市場内訳

  • シミュレーション・トレーニング
    • 市場動向
    • 市場予測
  • 調査と計画
    • 市場動向
    • 市場予測
  • 広告・マーケティング
    • 市場動向
    • 市場予測
  • ヒューマンリソース
    • 市場動向
    • 市場予測
  • その他
    • 市場動向
    • 市場予測

第8章 産業分野別市場内訳

  • 教育分野
    • 市場動向
    • 市場予測
  • ヘルスケア
    • 市場動向
    • 市場予測
  • 航空宇宙・防衛
    • 市場動向
    • 市場予測
  • 官公庁
    • 市場動向
    • 市場予測
  • 小売業
    • 市場動向
    • 市場予測
  • メディア・エンターテイメント
    • 市場動向
    • 市場予測
  • その他
    • 市場動向
    • 市場予測

第9章 地域別市場内訳

  • 北米
    • 米国
      • 市場動向
      • 市場予測
    • カナダ
      • 市場動向
      • 市場予測
  • アジア太平洋地域
    • 中国
      • 市場動向
      • 市場予測
    • 日本
      • 市場動向
      • 市場予測
    • インド
      • 市場動向
      • 市場予測
    • 韓国
      • 市場動向
      • 市場予測
    • オーストラリア
      • 市場動向
      • 市場予測
    • インドネシア
      • 市場動向
      • 市場予測
    • その他
      • 市場動向
      • 市場予測
  • 欧州
    • ドイツ
      • 市場動向
      • 市場予測
    • フランス
      • 市場動向
      • 市場予測
    • 英国
      • 市場動向
      • 市場予測
    • イタリア
      • 市場動向
      • 市場予測
    • スペイン
      • 市場動向
      • 市場予測
    • ロシア
      • 市場動向
      • 市場予測
    • その他
      • 市場動向
      • 市場予測
  • ラテンアメリカ
    • ブラジル
      • 市場動向
      • 市場予測
    • メキシコ
      • 市場動向
      • 市場予測
    • その他
      • 市場動向
      • 市場予測
  • 中東・アフリカ地域
    • 市場動向
    • 国別市場内訳
    • 市場予測

第10章 SWOT分析

  • 概要
  • 強み
  • 弱み
  • 機会
  • 脅威

第11章 バリューチェーン分析

第12章 ポーターのファイブフォース分析

  • 概要
  • 買い手の交渉力
  • 供給企業の交渉力
  • 競合の度合い
  • 新規参入業者の脅威
  • 代替品の脅威

第13章 価格分析

第14章 競合情勢

  • 市場構造
  • 主要企業
  • 主要企業のプロファイル
    • Applied Research Associate Inc.
    • BreakAway Games
    • Cisco Systems Inc.
    • Designing Digitally Inc.
    • Diginext SRL(CS Communication & Systemes)
    • Grendel Games
    • LIB Businessgames B.V.
    • MPS Interactive Systems Limited(MPS Ltd.)
    • Serious Games Interactive
    • Totem Learning
    • YES!Delft
図表

List of Figures

  • Figure 1: Global: Serious Games Market: Major Drivers and Challenges
  • Figure 2: Global: Serious Games Market: Sales Value (in Billion US$), 2017-2022
  • Figure 3: Global: Serious Games Market Forecast: Sales Value (in Billion US$), 2023-2028
  • Figure 4: Global: Serious Games Market: Breakup by Gaming Platform (in %), 2022
  • Figure 5: Global: Serious Games Market: Breakup by Application (in %), 2022
  • Figure 6: Global: Serious Games Market: Breakup by Industry Vertical (in %), 2022
  • Figure 7: Global: Serious Games Market: Breakup by Region (in %), 2022
  • Figure 8: Global: Serious Games (Smartphone) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 9: Global: Serious Games (Smartphone) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 10: Global: Serious Games (Console) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 11: Global: Serious Games (Console) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 12: Global: Serious Games (PC) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 13: Global: Serious Games (PC) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 14: Global: Serious Games (Other Gaming Platforms) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 15: Global: Serious Games (Other Gaming Platforms) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 16: Global: Serious Games (Simulation and Training) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 17: Global: Serious Games (Simulation and Training) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 18: Global: Serious Games (Research and Planning) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 19: Global: Serious Games (Research and Planning) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 20: Global: Serious Games (Advertising and Marketing) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 21: Global: Serious Games (Advertising and Marketing) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 22: Global: Serious Games (Human Resources) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 23: Global: Serious Games (Human Resources) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 24: Global: Serious Games (Other Applications) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 25: Global: Serious Games (Other Applications) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 26: Global: Serious Games (Education) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 27: Global: Serious Games (Education) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 28: Global: Serious Games (Healthcare) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 29: Global: Serious Games (Healthcare) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 30: Global: Serious Games (Aerospace and Defense) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 31: Global: Serious Games (Aerospace and Defense) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 32: Global: Serious Games (Government) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 33: Global: Serious Games (Government) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 34: Global: Serious Games (Retail) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 35: Global: Serious Games (Retail) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 36: Global: Serious Games (Media and Entertainment) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 37: Global: Serious Games (Media and Entertainment) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 38: Global: Serious Games (Other Industry Verticals) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 39: Global: Serious Games (Other Industry Verticals) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 40: North America: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 41: North America: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 42: United States: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 43: United States: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 44: Canada: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 45: Canada: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 46: Asia-Pacific: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 47: Asia-Pacific: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 48: China: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 49: China: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 50: Japan: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 51: Japan: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 52: India: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 53: India: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 54: South Korea: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 55: South Korea: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 56: Australia: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 57: Australia: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 58: Indonesia: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 59: Indonesia: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 60: Others: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 61: Others: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 62: Europe: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 63: Europe: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 64: Germany: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 65: Germany: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 66: France: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 67: France: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 68: United Kingdom: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 69: United Kingdom: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 70: Italy: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 71: Italy: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 72: Spain: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 73: Spain: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 74: Russia: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 75: Russia: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 76: Others: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 77: Others: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 78: Latin America: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 79: Latin America: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 80: Brazil: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 81: Brazil: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 82: Mexico: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 83: Mexico: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 84: Others: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 85: Others: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 86: Middle East and Africa: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 87: Middle East and Africa: Serious Games Market: Breakup by Country (in %), 2022
  • Figure 88: Middle East and Africa: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 89: Global: Serious Games Industry: SWOT Analysis
  • Figure 90: Global: Serious Games Industry: Value Chain Analysis
  • Figure 91: Global: Serious Games Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Global: Serious Games Market: Key Industry Highlights, 2022 and 2028
  • Table 2: Global: Serious Games Market Forecast: Breakup by Gaming Platform (in Million US$), 2023-2028
  • Table 3: Global: Serious Games Market Forecast: Breakup by Application (in Million US$), 2023-2028
  • Table 4: Global: Serious Games Market Forecast: Breakup by Industry Vertical (in Million US$), 2023-2028
  • Table 5: Global: Serious Games Market Forecast: Breakup by Region (in Million US$), 2023-2028
  • Table 6: Global: Serious Games Market: Competitive Structure
  • Table 7: Global: Serious Games Market: Key Players
目次
Product Code: SR112023A5759

Market Overview:

The global serious games market size reached US$ 9.1 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 31.8 Billion by 2028, exhibiting a growth rate (CAGR) of 21.6% during 2023-2028. The growing integration of virtual reality (VR) in improving the gaming experience, increasing focus of companies on maintaining a healthy work environment, and rising investment by governing agencies and private companies in various sectors represent some of the key factors driving the market.

Serious games refer to a wide variety of activities enabling individuals to engage in meaningful ventures that allow them to practice different skills and attain goals rather than enjoying a leisure activity. They are interesting, engaging, and immersive and assist in bringing behavioral changes in individuals. They also help rehabilitation centers translate exercises into games, consultancy agencies teach aspects of teamwork, and businesses develop social and logistic dynamics. They enable individuals to understand their strengths and weaknesses and boost self-confidence through rigorous practice and continuous testing. They make information memorable and learning efficient, thereby increasing knowledge retention in individuals. They also offer a safe virtual environment, improved learning experience, exciting rewards, and story progression or other feedback systems. They encourage better brain activity in entertaining and engaging contexts and increase the motivation in individuals to experiment with new concepts without fear.

Serious Games Market Trends:

At present, the increasing demand for serious games to facilitate user engagement in various enterprises across the globe represents one of the primary factors influencing the market positively. Besides this, the rising integration of virtual reality (VR) in improving the gaming experience and creating realistic features for the training and development of trainees and employees in organizations is propelling the growth of the market. In addition, the growing focus of companies on maintaining a healthy work environment and providing a holistic training experience to their employees is offering a favorable market outlook. Apart from this, there is an increase in the incorporation of serious games in the teaching curriculum of schools as effective learning tools. This, coupled with the rising utilization of serious games by teachers to eliminate didactic approaches and encourage students to experiment and learn, is supporting the growth of the market. Additionally, increasing investments by governing agencies and private companies in the healthcare, defense, and education sectors is contributing to the growth of the market. Moreover, various benefits offered by effective serious games, such as better decision-making, self-monitoring, negotiation, and enhanced problem recognition, are strengthening the growth of the market. Furthermore, the increasing positive refurbishments and a favorable return on investment (ROI) of serious games are bolstering the market growth.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the global serious games market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on gaming platform, application and industry vertical.

Gaming Platform Insights:

  • Smartphone
  • Console
  • PC
  • Others

The report has provided a detailed breakup and analysis of the serious games market based on the gaming platform. This includes smartphone, console, PC, and others. According to the report, smartphone represented the largest segment.

Application Insights:

  • Simulation and Training
  • Research and Planning
  • Advertising and Marketing
  • Human Resources
  • Others

A detailed breakup and analysis of the serious games market based on the application has also been provided in the report. This includes simulation and training, research and planning, advertising and marketing, human resources, and others. According to the report, simulation and training accounted for the largest market share.

Industry Vertical Insights:

  • Education
  • Healthcare
  • Aerospace and Defense
  • Government
  • Retail
  • Media and Entertainment
  • Others

A detailed breakup and analysis of the serious games market based on the industry vertical has also been provided in the report. This includes education, healthcare, aerospace and defense, government, retail, media and entertainment, and others. According to the report, education accounted for the largest market share.

Regional Insights:

  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
    • Others
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
    • Russia
    • Others
  • Latin America
    • Brazil
    • Mexico
    • Others
  • Middle East and Africa

The report has also provided a comprehensive analysis of all the major regional markets, which North America (the United States and Canada); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (the United Kingdom, Germany, France, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, Asia Pacific was the largest market for serious games. Some of the factors driving the Asia Pacific serious games market included the growing investment in the educational sector, technological advancements, rising demand for better user engagement platforms across organizations, etc.

Competitive Landscape:

The report has also provided a comprehensive analysis of the competitive landscape in the global serious games market. Competitive analysis such as market structure, market share by key players, player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided. Some of the companies covered include Applied Research Associate Inc., BreakAway Games, Cisco Systems Inc., Designing Digitally Inc., Diginext SRL (CS Communication & Systemes), Grendel Games, LIB Businessgames B.V., MPS Interactive Systems Limited (MPS Ltd.), Serious Games Interactive, Totem Learning, YES!Delft, etc. Kindly note that this only represents a partial list of companies, and the complete list has been provided in the report.

Key Questions Answered in This Report:

  • How has the global serious games market performed so far, and how will it perform in the coming years?
  • What are the drivers, restraints, and opportunities in the global serious games market?
  • What is the impact of each driver, restraint, and opportunity on the global serious games market?
  • What are the key regional markets?
  • Which countries represent the most attractive serious games market?
  • What is the breakup of the market based on the gaming platform?
  • Which is the most attractive gaming platform in the serious games market?
  • What is the breakup of the market based on the application?
  • Which is the most attractive application in the serious games market?
  • What is the breakup of the market based on the industry vertical?
  • Which is the most attractive industry vertical in the serious games market?
  • What is the competitive structure of the global serious games market?
  • Who are the key players/companies in the global serious games market?

Table of Contents

1   Preface

2   Scope and Methodology

  • 2.1  Objectives of the Study
  • 2.2  Stakeholders
  • 2.3  Data Sources
    • 2.3.1  Primary Sources
    • 2.3.2  Secondary Sources
  • 2.4  Market Estimation
    • 2.4.1  Bottom-Up Approach
    • 2.4.2  Top-Down Approach
  • 2.5  Forecasting Methodology

3   Executive Summary

4   Introduction

  • 4.1  Overview
  • 4.2  Key Industry Trends

5   Global Serious Games Market

  • 5.1  Market Overview
  • 5.2  Market Performance
  • 5.3  Impact of COVID-19
  • 5.4  Market Forecast

6   Market Breakup by Gaming Platform

  • 6.1  Smartphone
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2  Console
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3  PC
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast
  • 6.4  Others
    • 6.4.1 Market Trends
    • 6.4.2 Market Forecast

7   Market Breakup by Application

  • 7.1  Simulation and Training
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2  Research and Planning
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3  Advertising and Marketing
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast
  • 7.4  Human Resources
    • 7.4.1 Market Trends
    • 7.4.2 Market Forecast
  • 7.5  Others
    • 7.5.1 Market Trends
    • 7.5.2 Market Forecast

8   Market Breakup by Industry Vertical

  • 8.1  Education
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2  Healthcare
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3  Aerospace and Defense
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast
  • 8.4  Government
    • 8.4.1 Market Trends
    • 8.4.2 Market Forecast
  • 8.5  Retail
    • 8.5.1 Market Trends
    • 8.5.2 Market Forecast
  • 8.6  Media and Entertainment
    • 8.6.1 Market Trends
    • 8.6.2 Market Forecast
  • 8.7  Others
    • 8.7.1 Market Trends
    • 8.7.2 Market Forecast

9   Market Breakup by Region

  • 9.1  North America
    • 9.1.1 United States
      • 9.1.1.1 Market Trends
      • 9.1.1.2 Market Forecast
    • 9.1.2 Canada
      • 9.1.2.1 Market Trends
      • 9.1.2.2 Market Forecast
  • 9.2  Asia-Pacific
    • 9.2.1 China
      • 9.2.1.1 Market Trends
      • 9.2.1.2 Market Forecast
    • 9.2.2 Japan
      • 9.2.2.1 Market Trends
      • 9.2.2.2 Market Forecast
    • 9.2.3 India
      • 9.2.3.1 Market Trends
      • 9.2.3.2 Market Forecast
    • 9.2.4 South Korea
      • 9.2.4.1 Market Trends
      • 9.2.4.2 Market Forecast
    • 9.2.5 Australia
      • 9.2.5.1 Market Trends
      • 9.2.5.2 Market Forecast
    • 9.2.6 Indonesia
      • 9.2.6.1 Market Trends
      • 9.2.6.2 Market Forecast
    • 9.2.7 Others
      • 9.2.7.1 Market Trends
      • 9.2.7.2 Market Forecast
  • 9.3  Europe
    • 9.3.1 Germany
      • 9.3.1.1 Market Trends
      • 9.3.1.2 Market Forecast
    • 9.3.2 France
      • 9.3.2.1 Market Trends
      • 9.3.2.2 Market Forecast
    • 9.3.3 United Kingdom
      • 9.3.3.1 Market Trends
      • 9.3.3.2 Market Forecast
    • 9.3.4 Italy
      • 9.3.4.1 Market Trends
      • 9.3.4.2 Market Forecast
    • 9.3.5 Spain
      • 9.3.5.1 Market Trends
      • 9.3.5.2 Market Forecast
    • 9.3.6 Russia
      • 9.3.6.1 Market Trends
      • 9.3.6.2 Market Forecast
    • 9.3.7 Others
      • 9.3.7.1 Market Trends
      • 9.3.7.2 Market Forecast
  • 9.4  Latin America
    • 9.4.1 Brazil
      • 9.4.1.1 Market Trends
      • 9.4.1.2 Market Forecast
    • 9.4.2 Mexico
      • 9.4.2.1 Market Trends
      • 9.4.2.2 Market Forecast
    • 9.4.3 Others
      • 9.4.3.1 Market Trends
      • 9.4.3.2 Market Forecast
  • 9.5  Middle East and Africa
    • 9.5.1 Market Trends
    • 9.5.2 Market Breakup by Country
    • 9.5.3 Market Forecast

10  SWOT Analysis

  • 10.1  Overview
  • 10.2  Strengths
  • 10.3  Weaknesses
  • 10.4  Opportunities
  • 10.5  Threats

11  Value Chain Analysis

12  Porters Five Forces Analysis

  • 12.1  Overview
  • 12.2  Bargaining Power of Buyers
  • 12.3  Bargaining Power of Suppliers
  • 12.4  Degree of Competition
  • 12.5  Threat of New Entrants
  • 12.6  Threat of Substitutes

13  Price Analysis

14  Competitive Landscape

  • 14.1  Market Structure
  • 14.2  Key Players
  • 14.3  Profiles of Key Players
    • 14.3.1  Applied Research Associate Inc.
      • 14.3.1.1 Company Overview
      • 14.3.1.2 Product Portfolio
    • 14.3.2  BreakAway Games
      • 14.3.2.1 Company Overview
      • 14.3.2.2 Product Portfolio
    • 14.3.3  Cisco Systems Inc.
      • 14.3.3.1 Company Overview
      • 14.3.3.2 Product Portfolio
      • 14.3.3.3 Financials
      • 14.3.3.4 SWOT Analysis
    • 14.3.4  Designing Digitally Inc.
      • 14.3.4.1 Company Overview
      • 14.3.4.2 Product Portfolio
    • 14.3.5  Diginext SRL (CS Communication & Systemes)
      • 14.3.5.1 Company Overview
      • 14.3.5.2 Product Portfolio
    • 14.3.6  Grendel Games
      • 14.3.6.1 Company Overview
      • 14.3.6.2 Product Portfolio
    • 14.3.7  LIB Businessgames B.V.
      • 14.3.7.1 Company Overview
      • 14.3.7.2 Product Portfolio
    • 14.3.8  MPS Interactive Systems Limited (MPS Ltd.)
      • 14.3.8.1 Company Overview
      • 14.3.8.2 Product Portfolio
    • 14.3.9  Serious Games Interactive
      • 14.3.9.1 Company Overview
      • 14.3.9.2 Product Portfolio
    • 14.3.10  Totem Learning
      • 14.3.10.1 Company Overview
      • 14.3.10.2 Product Portfolio
    • 14.3.11  YES!Delft
      • 14.3.11.1 Company Overview
      • 14.3.11.2 Product Portfolio