デフォルト表紙
市場調査レポート
商品コード
1722880

シリアスゲームの市場規模、シェア、動向、予測:ゲームプラットフォーム、用途、業界別、地域別、2025年~2033年

Serious Games Market Size, Share, Trends and Forecast by Gaming Platform, Application, Industry Vertical, and Region, 2025-2033


出版日
発行
IMARC
ページ情報
英文 142 Pages
納期
2~3営業日
カスタマイズ可能
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=144.91円
シリアスゲームの市場規模、シェア、動向、予測:ゲームプラットフォーム、用途、業界別、地域別、2025年~2033年
出版日: 2025年05月01日
発行: IMARC
ページ情報: 英文 142 Pages
納期: 2~3営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

シリアスゲームの世界市場規模は2024年に133億3,000万米ドルとなりました。今後、IMARC Groupは、2033年には691億5,000万米ドルに達し、2025年から2033年にかけて19.07%のCAGRを示すと予測しています。現在、アジア太平洋地域が市場を独占しており、2024年の市場シェアは35.3%を超えています。シリアスゲームの市場のシェアは、教育や企業研修での採用の増加、拡張現実(AR)や仮想現実(VR)の進歩、ゲーミフィケーションに対する政府の支援、インタラクティブな学習に対する需要の高まりによって増加しています。

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絞って設計された、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、多様なオーディエンスに柔軟性を提供します。ユーザーの興味を引き、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。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・エンターテイメント業界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いることが、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、エンゲージメントや知識保持の向上に役立っているため、業界プレイヤーに有利な成長機会をもたらしています。さらに、医療処置、患者とのやりとり、緊急事態などのリアル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でシリアスゲームの採用が増加していることも、市場の成長を後押ししています。これとは別に、各国の行政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注目が高まっていることから、シリアスゲームに対する需要が高まっており、市場の見通しは明るいです。

シリアスゲームの市場の動向と促進要因:

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。従来の教授法では、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ないです。一方、シリアスゲームはインタラクティブで没入感のある体験を提供し、学習者を学習プロセスに積極的に関与させます。ゲームの仕組みや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。また、教育機関では、従来の教育方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することで、生徒が複雑な概念をよりわかりやすく、魅力的な方法で理解することを可能にします。

従業員のトレーニングと能力開発への注目の高まり

従業員の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力を入れる開発企業が増えています。生産性、従業員のエンゲージメントと定着率、そして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の中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研修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した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)といった新たな技術の統合により、より充実した没入体験をユーザーに提供することが、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要素を重ね合わせることで、学習体験を向上させる。シリアスゲームは、学習者が物理的な環境の中でバーチャルなオブジェクトや情報と対話できるようにAR技術を取り入れます。

目次

第1章 序文

第2章 調査範囲と調査手法

  • 調査の目的
  • ステークホルダー
  • 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
  • 調査手法

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
  • 主要業界動向

第5章 世界のシリアスゲーム市場

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

第6章 市場内訳:ゲームプラットフォーム別

  • スマートフォン
  • コンソール
  • パソコン
  • その他

第7章 市場内訳:用途別

  • シミュレーションとトレーニング
  • 調査と計画
  • 広告とマーケティング
  • 人事
  • その他

第8章 市場内訳:業種別

  • 教育
  • ヘルスケア
  • 航空宇宙および防衛
  • 政府
  • 小売り
  • メディアとエンターテイメント
  • その他

第9章 市場内訳:地域別

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

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
  • 競合の程度
  • 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 USD), 2019-2024
  • Figure 3: Global: Serious Games Market Forecast: Sales Value (in Billion USD), 2025-2033
  • Figure 4: Global: Serious Games Market: Breakup by Gaming Platform (in %), 2024
  • Figure 5: Global: Serious Games Market: Breakup by Application (in %), 2024
  • Figure 6: Global: Serious Games Market: Breakup by Industry Vertical (in %), 2024
  • Figure 7: Global: Serious Games Market: Breakup by Region (in %), 2024
  • Figure 8: Global: Serious Games (Smartphone) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 9: Global: Serious Games (Smartphone) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 10: Global: Serious Games (Console) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 11: Global: Serious Games (Console) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 12: Global: Serious Games (PC) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 13: Global: Serious Games (PC) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 14: Global: Serious Games (Other Gaming Platforms) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 15: Global: Serious Games (Other Gaming Platforms) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 16: Global: Serious Games (Simulation and Training) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 17: Global: Serious Games (Simulation and Training) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 18: Global: Serious Games (Research and Planning) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 19: Global: Serious Games (Research and Planning) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 20: Global: Serious Games (Advertising and Marketing) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 21: Global: Serious Games (Advertising and Marketing) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 22: Global: Serious Games (Human Resources) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 23: Global: Serious Games (Human Resources) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 24: Global: Serious Games (Other Applications) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 25: Global: Serious Games (Other Applications) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 26: Global: Serious Games (Education) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 27: Global: Serious Games (Education) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 28: Global: Serious Games (Healthcare) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 29: Global: Serious Games (Healthcare) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 30: Global: Serious Games (Aerospace and Defense) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 31: Global: Serious Games (Aerospace and Defense) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 32: Global: Serious Games (Government) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 33: Global: Serious Games (Government) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 34: Global: Serious Games (Retail) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 35: Global: Serious Games (Retail) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 36: Global: Serious Games (Media and Entertainment) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 37: Global: Serious Games (Media and Entertainment) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 38: Global: Serious Games (Other Industry Verticals) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 39: Global: Serious Games (Other Industry Verticals) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 40: North America: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 41: North America: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 42: United States: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 43: United States: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 44: Canada: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 45: Canada: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 46: Asia-Pacific: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 47: Asia-Pacific: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 48: China: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 49: China: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 50: Japan: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 51: Japan: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 52: India: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 53: India: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 54: South Korea: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 55: South Korea: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 56: Australia: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 57: Australia: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 58: Indonesia: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 59: Indonesia: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 60: Others: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 61: Others: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 62: Europe: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 63: Europe: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 64: Germany: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 65: Germany: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 66: France: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 67: France: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 68: United Kingdom: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 69: United Kingdom: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 70: Italy: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 71: Italy: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 72: Spain: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 73: Spain: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 74: Russia: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 75: Russia: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 76: Others: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 77: Others: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 78: Latin America: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 79: Latin America: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 80: Brazil: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 81: Brazil: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 82: Mexico: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 83: Mexico: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 84: Others: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 85: Others: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 86: Middle East and Africa: Serious Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 87: Middle East and Africa: Serious Games Market: Breakup by Country (in %), 2024
  • Figure 88: Middle East and Africa: Serious Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • 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, 2024 and 2033
  • Table 2: Global: Serious Games Market Forecast: Breakup by Gaming Platform (in Million USD), 2025-2033
  • Table 3: Global: Serious Games Market Forecast: Breakup by Application (in Million USD), 2025-2033
  • Table 4: Global: Serious Games Market Forecast: Breakup by Industry Vertical (in Million USD), 2025-2033
  • Table 5: Global: Serious Games Market Forecast: Breakup by Region (in Million USD), 2025-2033
  • Table 6: Global: Serious Games Market: Competitive Structure
  • Table 7: Global: Serious Games Market: Key Players
目次
Product Code: SR112025A5759

The global serious games market size was valued at USD 13.33 Billion in 2024. Looking forward, IMARC Group estimates the market to reach USD 69.15 Billion by 2033, exhibiting a CAGR of 19.07% from 2025-2033. Asia Pacific currently dominates the market, holding a market share of over 35.3% in 2024. The serious games market share is increasing due to the rising adoption in education and corporate training, advancements in augmented reality (AR) and virtual reality (VR), government support for gamification, and the growing demand for interactive learning.

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.

Serious Games Market Trends/Drivers:

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.

Serious Games Industry Segmentation:

Breakup by Gaming Platform:

  • Smartphone
  • Console
  • PC
  • Others

Smartphone represents the largest market 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.

Breakup by Application:

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

Simulation and training accounts for the majority of the market share

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.

Breakup by Industry Vertical:

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

Education holds the biggest market share

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.

Breakup by Region:

  • 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.

Competitive Landscape:

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.

The report has provided a comprehensive analysis of the competitive landscape in the market. Detailed profiles of all major companies have also been provided. Some of the key players in the market 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

Recent Developments:

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).

Key Questions Answered in This Report

  • 1.How big is the serious games market?
  • 2.What is the future outlook of serious games market?
  • 3.What are the key factors driving the serious games market?
  • 4.Which region accounts for the largest serious games market share?
  • 5.Which are the leading 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