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シリアスゲーム市場レポート:ゲームプラットフォーム、用途、業界別、地域別、2024年~2032年Serious Games Market Report by Gaming Platform, Application, Industry Vertical, and Region 2024-2032 |
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シリアスゲーム市場レポート:ゲームプラットフォーム、用途、業界別、地域別、2024年~2032年 |
出版日: 2024年07月01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2023年に111億米ドルに達しました。今後、IMARC Groupは、2024年から2032年にかけて20.1%の成長率(CAGR)を示し、2032年までに594億米ドルに達すると予測しています。個人の間で効果的な学習ソリューションに対する需要が高まっていること、従業員のトレーニングと市場開拓への注目が高まっていること、仮想現実(VR)と拡張現実(AR)の出現が増加していることなどが、市場を推進している主な要因の1つです。
シリアスゲームとは、特定の教育、トレーニング、行動目標の達成に焦点を当てるように設計されたデジタルまたはアナログのインタラクティブな体験を指します。コンピュータ、コンソール、モバイル機器など、さまざまなプラットフォームから簡単にアクセスでき、多様な利用者に柔軟性を提供します。ユーザーを惹きつけ、積極的な参加を促し、知識の習得や個人の能力開発を促進します。シリアスゲームは、安全で管理された環境の中で、問題解決能力、意思決定能力、批判的思考能力を高めるのに役立つ現実世界のシナリオを作成します。その結果、シリアスゲームは、世界中の教育、ヘルスケア、航空宇宙・防衛、メディア・娯楽産業で広く活用されています。
現在、世界中の大衆の間でノートパソコン、スマートフォン、タブレットなどの様々な電子機器の利用が増加しており、市場の成長を強化しています。これに加えて、シリアスゲームの採用が増加しており、ゲームへの参加意欲の向上や知識の定着に役立っていることから、業界プレイヤーに有利な成長機会がもたらされています。さらに、医療処置、患者とのやり取り、緊急事態のための現実的なシミュレーションを提供するために、ヘルスケアや医療トレーニングにおけるシリアスゲームの採用が増加していることが、市場の成長を強化しています。これとは別に、各国の政府機関が学校や大学での教育技術の統合を推進しており、これが市場の成長に寄与しています。これに伴い、個人のソフトスキル開拓への関心が高まり、シリアスゲームへの需要が高まっていることも、市場の見通しに明るさをもたらしています。
効果的な学習ソリューションに対する需要の高まり
世界中の大衆の間で、効果的な学習ソリューションに対する需要が高まっています。従来の教育方法では、学習者の興味を十分に引き出せず、知識の最適な定着も望めません。一方、シリアスゲームは、学習者を学習プロセスに積極的に参加させるインタラクティブで没入感のある体験を提供します。ゲームメカニクス、ストーリーテリング、インタラクティブな要素を取り入れることで、楽しく魅力的な環境を作り出し、積極的な参加を促し、学習効果を高めます。さらに教育機関では、従来の教授法に代わるものとしてシリアスゲームを採用するケースが増えています。このようなゲームは、さまざまな学習スタイルに対応し、個人に合わせた学習体験を提供し、学生が複雑な概念をよりわかりやすく魅力的な方法で理解できるようにします。
従業員のトレーニングと能力開発への注目の高まり
組織は、ビジネス関連分野への取り組みを強化するため、従業員のトレーニングと能力開発にますます力を入れるようになっています。生産性、従業員のエンゲージメントと定着率、全体的な業績を向上させるために、継続的なスキル開発に力を入れています。シリアスゲームは、従業員が刺激的な環境で必要なスキルを習得し、向上させることができる、ダイナミックでインタラクティブなトレーニングのプラットフォームを提供します。さらに、従業員が自分の役割に関連するタスクやシナリオを実践できるようにすることで、実践的な学習アプローチを提供します。さらに、複雑な仕事の状況、意思決定プロセス、顧客とのやり取りをシミュレートすることもできます。また、失敗から学び、貴重な経験を得るための安全な空間を従業員に提供します。
シリアスゲームにおける技術の進歩
仮想現実(VR)や拡張現実(AR)などの新しい技術を統合して、ユーザーに強化された没入体験を提供することは、市場にプラスの影響を与えています。VR技術は、実社会の状況を再現したシミュレーション環境をユーザーに提供します。学習者はVRヘッドセットを装着することで、管理された環境で実践的な経験を積むことができます。さらに、VR技術はヘルスケア業界で広く利用されており、医療従事者は複雑な処置や緊急事態の練習を行うことができます。一方、ARは現実世界にデジタルの要素を重ねることで、学習体験を向上させる。シリアスゲームではAR技術を取り入れ、学習者が物理的環境の中で仮想オブジェクトや情報と対話できるようにしています。
The global serious games market size reached US$ 11.1 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 59.4 Billion by 2032, exhibiting a growth rate (CAGR) of 20.1% during 2024-2032. The growing demand for effective learning solutions among individuals, rising focus on employee training and development, and increasing emergence of virtual reality (VR) and augmented reality (AR) are some of the major factors propelling the market.
Serious games refer to digital or analog interactive experiences that are designed to focus on achieving specific educational, training, or behavioral objectives. They can be easily accessed through various platforms, such as computers, consoles, and mobile devices, and offer flexibility to a diverse audience. They engage users and promote active participation, enhance knowledge acquisition, and skill development in individuals. They create real-world scenarios that benefit in enhancing problem-solving, decision-making, and critical thinking skills in a safe and controlled environment. As a result, serious games are widely utilized in education, healthcare, aerospace and defense, and media and entertainment industries across the globe.
At present, the increasing utilization of various electronic devices, such as laptops, smartphones, and tablets, among the masses around the world is strengthening the market growth. Besides this, the rising adoption of serious games, as they assist in improving engagement and knowledge retention, is providing lucrative growth opportunities to industry players. In addition, the increasing employment of serious games in healthcare and medical training for providing realistic simulations for medical procedures, patient interactions, and emergency situations is bolstering the growth of the market. Apart from this, governing agencies of various countries are promoting the integration of educational technology in schools and universities, which is contributing to the growth of the market. In line with this, the growing demand for serious games due to the increasing focus on soft skill development among individuals is offering a positive market outlook.
Rising demand for effective learning solutions
There is an increase in the demand for effective learning solutions among the masses around the world. Traditional teaching methods do not fully engage learners or ensure optimal knowledge retention. On the other hand, serious games provide interactive and immersive experiences that actively involve learners in the learning process. They create an enjoyable and engaging environment by incorporating game mechanics, storytelling, and interactive elements, that promote active participation and enhance learning outcomes. Moreover, educational institutions are increasingly adopting serious games as an alternative to traditional teaching methods. These games cater to different learning styles and offer personalized learning experiences and allow students to grasp complex concepts in a more accessible and engaging manner.
Increasing focus on employee training and development
Organizations are increasingly focusing on employee training and development to enhance their engagement in business related areas. They are focusing on continuous skill development to improve productivity, employee engagement and retention, and overall business performance. Serious games provide a dynamic and interactive platform for training that allows employees to acquire and improve essential skills in a stimulating environment. In addition, they offer a hands-on approach to learning by allowing employees to practice tasks and scenarios relevant to their roles. Furthermore, they assist in simulating complex work situations, decision-making processes, and customer interactions. They also provide employees with a safe space to learn from their mistakes and gain valuable experience.
Technological advancements in serious games
The integration of emerging technologies, such as virtual reality (VR) and augmented reality (AR), to provide an enhanced and immersive experience to users is positively influencing the market. VR technology provides users with a simulated environment that replicates real-world situations. Learners can gain practical experience in a controlled setting by wearing a VR headset. In addition, VR technology is widely used in the healthcare industry, where medical professionals can practice complex procedures or emergency situations. On the other hand, AR enhances the learning experience by overlaying digital elements in the real world. Serious games incorporate AR technology to allow learners to interact with virtual objects and information in their physical environment.
IMARC Group provides an analysis of the key trends in each segment of the global serious games market report, along with forecasts at the global, regional and country levels from 2024-2032. Our report has categorized the market based on gaming platform, application and industry vertical.
Smartphone
Console
PC
Others
Smartphone represents the largest market segment
The report has provided a detailed breakup and analysis of the market based on the gaming platform. This includes smartphone, console, PC, and others. According to the report, smartphone represented the largest segment.
The rising adoption of smartphones for serious games due to their convenient nature is contributing to the growth of the market. In addition, there is wide availability and accessibility of smartphones across the globe. As a result, people are increasingly preferring smartphones for accessing and playing serious games on account of their portability. Apart from this, the integration of touchscreens, motion sensors, and augmented reality capabilities in smartphones provides immersive and interactive experiences for serious game players, which is offering a positive market outlook.
Simulation and Training
Research and Planning
Advertising and Marketing
Human Resources
Others
Simulation and training accounts for the majority of the market share
The report has provided a detailed breakup and analysis of the market based on the application. This includes simulation and training, research and planning, advertising and marketing, human resources, and others. According to the report, simulation and training represented the largest segment.
Serious games are widely utilized for simulation and training purposes to provide realistic and immersive environments for training individuals in various industries, such as healthcare, aviation, defense, manufacturing, and emergency services. Apart from this, simulation and training serious games enable users to practice skills, decision-making, and critical thinking in simulated scenarios. In line with this, these games help individuals in developing enhance expertise, increase performance, and improve their ability to handle complex tasks and situations easily and in an efficient way.
Education
Healthcare
Aerospace and Defense
Government
Retail
Media and Entertainment
Others
Education holds the biggest market share
The report has provided a detailed breakup and analysis of the market based on the industry vertical. This includes education, healthcare, aerospace and defense, government, retail, media and entertainment, and others. According to the report, education represented the largest segment.
In the education industry these games are widely used in educational institutions, such as schools, colleges, universities, and online learning platforms. They focus on subjects, such as math, science, language learning, history, and skill development. In line with this, these games offer interactive and engaging learning experiences that enhance student engagement, knowledge retention, and academic performance. In addition, the rising adoption of these games in the education system, as they can be used by learners of all age groups, from early childhood education to higher education and professional training, is propelling the growth of the market.
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
Asia Pacific exhibits a clear dominance, accounting for the largest serious games market share
The report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, Asia Pacific represented the largest market
Asia Pacific held the biggest market share due to the increasing demand for quality education and training. In addition, the rising adoption of smartphones and gaming consoles among individuals is contributing to the growth of the market in the Asia Pacific region. Apart from this, increasing advancements in the gaming industry are propelling the growth of the market. In line with this, favorable government initiatives in educational technology and digital learning are bolstering the growth of the market in the region.
Key players in the industry are focusing on incorporating gamification techniques, interactive storytelling, realistic simulations, and cutting-edge technologies to deliver high-quality games. In line with this, they are employing game designers, developers, and content creators to design and build games that cater to the specific industries and learning objectives. Apart from this, companies are closely working with educational institutions, corporate organizations, and government entities to understand their requirements and develop customized games that support their learning goals, target audience, and industry-specific scenarios. In addition, major manufacturers are investing in research and development (R&D) activities to improve game mechanics, graphics, user interfaces, and pedagogical approaches, which is offering a positive market outlook.
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
In May 2022, MPS Interactive Systems Limited (MPS Ltd.) announced the completion of the acquisition of EI Design, one of the most respected names in the custom eLearning content development industry to create a global eLearning powerhouse and provide superior experience to customers.
In 2017, Applied Research Associate Inc has 'The Virtual Heroes Division' that deployed Virtual Nuclear Security, a 3D game set in a nuclear power plant. Virtual Heroes created the game as a training tool for the International Atomic Energy Agency (IAEA).