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市場調査レポート
商品コード
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 |
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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
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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。
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。
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.
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.
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.
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.
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.
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.
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.
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.