デフォルト表紙
市場調査レポート
商品コード
1452765

シリアスゲームの世界市場規模、シェア、成長分析、ゲームプラットフォーム別、用途別 - 産業予測(2024~2031年)

Global Serious Games Market Size, Share, Growth Analysis, By Gaming Platform(Smartphone, Console), By Application(Simulation and Training, Research and Planning) - Industry Forecast 2024-2031

出版日: | 発行: SkyQuest | ページ情報: 英文 223 Pages | 納期: 3~5営業日

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=157.14円
シリアスゲームの世界市場規模、シェア、成長分析、ゲームプラットフォーム別、用途別 - 産業予測(2024~2031年)
出版日: 2024年03月08日
発行: SkyQuest
ページ情報: 英文 223 Pages
納期: 3~5営業日
  • 全表示
  • 概要
  • 目次
概要

シリアスゲームの世界市場規模は2022年に90億米ドルと評価され、予測期間(2024~2031年)のCAGRは5.8%で、2023年の95億2,000万米ドルから2031年には149億5,000万米ドルに成長する見通しです。

シリアスゲームの市場は、教育とエンターテインメントを融合させ、没入感のある有意義なゲーム体験を生み出す産業として急速に開拓されています。これらのゲームは、単なる娯楽にとどまらず、教育、訓練、治療、問題解決を念頭に置いて作られています。特にヘルスケア、軍事、教育、企業研修などの業界で、ゲーミフィケーションが学習や能力開発に役立つという認識が高まっていることが、市場拡大を促進する要因のひとつとなっています。

シリアスゲームの用途は数多く、軍人向けの没入型トレーニングプログラムからヘルスケア専門家向けの医療シミュレーターまで多岐にわたります。インタラクティブなゲームは、知識の定着、実社会での応用性、エンゲージメントを向上させます。シリアスゲームは、技術の進歩に伴い、より魅力的で生産的な学習環境を作り出すために、仮想現実(VR)、拡張現実(AR)、人工知能(AI)を使用しています。

ヘルスケア、教育、企業、政府、エンターテインメントなどの業界別は、世界市場に多様性をもたらしています。治療用ゲームや医療トレーニング・シミュレーションのニーズは、ヘルスケア分野での拡大を大いに牽引しています。

とはいえ、教材の正確さの確認、文化的感性の取り扱い、楽しさと学習目的のバランスの取り方など、考慮すべき問題は多いです。さらに、優れたシリアスゲームを制作するための初期費用が、市場の拡大を妨げる可能性もあります。

目次

エグゼクティブサマリー

  • 市場概要
  • 運命の輪

調査手法

  • 情報調達
  • セカンダリおよびプライマリデータソース
  • 市場規模の推定
  • 市場の前提条件と制限

親市場の分析

  • 市場概要
  • 市場規模
  • 市場力学
    • 促進要因
    • 機会
    • 抑制要因
    • 課題

主な市場の考察

  • 技術分析
  • 価格分析
  • サプライチェーン分析
  • バリューチェーン分析
  • 市場のエコシステム
  • IP分析
  • 貿易分析
  • スタートアップ分析
  • 原材料の分析
  • イノベーションマトリクス
  • パイプライン製品の分析
  • マクロ経済指標
  • 主な投資の分析
  • 主な成功要因
  • 競合の程度

市場力学と見通し

  • 市場力学
    • 促進要因
    • 機会
    • 抑制要因
    • 課題
  • 規制情勢
  • ポーターの分析
  • 将来の混乱についての特別な考察

シリアスゲームの世界市場:ゲームプラットフォーム別

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

シリアスゲームの世界市場:用途別

  • 市場概要
  • シミュレーションとトレーニング
  • 調査と企画
  • 広告とマーケティング
  • 人事
  • その他

シリアスゲームの世界市場規模:地域別

  • 市場概要
  • 北米
    • 米国
    • カナダ
  • 欧州
    • ドイツ
    • スペイン
    • フランス
    • 英国
    • その他欧州地域
  • アジア太平洋
    • 中国
    • インド
    • 日本
    • 韓国
    • その他アジア太平洋地域
  • ラテンアメリカ
    • ブラジル
    • その他ラテンアメリカ地域
  • 中東・アフリカ(MEA)
    • GCC諸国
    • 南アフリカ
    • その他中東・アフリカ地域

競合情勢

  • 上位5社の比較
  • 主要企業の市場ポジショニング(2021年)
  • 主な市場企業が採用した戦略
  • 主要成功戦略
  • 市場における最近の活動
  • 主要企業の市場シェア(2021年)

主要企業プロファイル

  • BreakAway, Ltd.
  • Designing Digitally, Inc.
  • DIGINEXT
  • IBM Corporation
  • CISCO Systems Inc.
  • Virtual Heroes, Inc.
  • Nintendo Co. Ltd.
  • Promotion Software GmbH
  • Revelian
  • Tata Interactive Systems
目次
Product Code: SQMIG25P2012

Global Serious Games Market size was valued at USD 9 billion in 2022 and is poised to grow from USD 9.52 billion in 2023 to USD 14.95 billion by 2031, growing at a CAGR of 5.8% in the forecast period (2024-2031).

The market for serious games is a quickly developing industry that blends education and entertainment to produce immersive and meaningful gaming experiences. Beyond simple amusement, these games are made with teaching, training, therapy, and problem-solving in mind. The growing awareness of gamification's benefits for learning and skill development, particularly in industries like healthcare, military, education, and corporate training, is one of the drivers propelling the market's expansion.

Applications for serious games are numerous, ranging from immersive training programs for military people to medical simulators for healthcare professionals. Interactive gaming improves knowledge retention, applicability in real-world situations, and engagement. Serious games use virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) to produce more engaging and productive learning environments as technology advances.

Industry verticals such as healthcare, education, corporate, government, and entertainment provide diversity to the global market. The need for therapeutic games and medical training simulations is driving significant expansion in the healthcare sector.

Nonetheless, there are a number of issues to take into account, including making sure that the educational material is correct, handling cultural sensitivities, and striking a balance between enjoyment and learning objectives. Moreover, the upfront expenses linked to creating superior serious games may impede the market's expansion.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Serious Games Market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Serious Games Market Segmental Analysis

The gaming platform, application, industry vertical, and geography are the segments that make up the CT scanner market. The market is divided into four segments based on gaming platforms: Smartphone, Console, PC, and Others. The market is divided into the following segments based on application: human resources, research and planning, simulation and training, advertising and marketing, and others. The market is divided into the following end-user segments: retail, media and entertainment, government, healthcare, education, and aerospace and defense. The market is divided into four regions: North America, Europe, Asia Pacific, and LAMEA.

Drivers of the Global Serious Games Market

In a variety of fields, including education, healthcare, the military, and corporate training, serious games provide captivating and immersive learning experiences that improve knowledge retention, skill development, and performance results.

Restraints in the Global Serious Games Market

It can be difficult to ensure that serious game content is accurate, relevant, and instructional since gamified or inaccurate information can impede the achievement of desired learning objectives.

Market Trends of the Global Serious Games Market

Applications for Learning and Education to See Significant Growth: In recent times, digital games and simulations have become increasingly popular as the most effective and engaging learning environments. The total creation of these serious games requires dynamic and sophisticated constructions with appropriate multimodal context designs, engaging interactions, and successful educational tactics in order to sustain the overall learning efficacy. Manufacturers are also being compelled by the ecosystem surrounding education and learning to develop products that take into account and handle the essential pedagogical functional factors, including cognitive flow, assessment, self-regulation, guiding, instruction support, and attention. This is because game concepts-like stages, rules, competition, challenges, and scores-are very necessary.

Table of Contents

Executive Summary

  • Market Overview
  • Wheel of Fortune

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Sources
  • Market Size Estimation
  • Market Assumptions & Limitations

Parent Market Analysis

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers
    • Opportunities
    • Restraints
    • Challenges

Key Market Insights

  • Technology Analysis
  • Pricing Analysis
  • Supply Chain Analysis
  • Value Chain Analysis
  • Ecosystem of the Market
  • IP Analysis
  • Trade Analysis
  • Startup Analysis
  • Raw Material Analysis
  • Innovation Matrix
  • Pipeline Product Analysis
  • Macroeconomic Indicators
  • Top Investment Analysis
  • Key Success Factor
  • Degree of Competition

Market Dynamics & Outlook

  • Market Dynamics
    • Drivers
    • Opportunities
    • Restraints
    • Challenges
  • Regulatory Landscape
  • Porters Analysis
    • Competitive rivalry
    • Threat of Substitute Products
    • Bargaining Power of Buyers
    • Threat of New Entrants
    • Bargaining Power of Suppliers
  • Skyquest Special Insights on Future Disruptions
    • Political Impact
    • Economic Impact
    • Social Impact
    • Technical Impact
    • Environmental Impact
    • Legal Impact

Global Serious Games Market by Gaming Platform

  • Market Overview
  • Smartphone
  • Console
  • PC
  • and Others

Global Serious Games Market by Application

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

Global Serious Games Market Size by Region

  • Market Overview
  • North America
    • USA
    • Canada
  • Europe
    • Germany
    • Spain
    • France
    • UK
    • Rest of Europe
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (MEA)
    • GCC Countries
    • South Africa
    • Rest of MEA

Competitive Landscape

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2021
  • Strategies Adopted by Key Market Players
  • Top Winning Strategies
    • By Development
    • By Company
    • By Year
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2021

Key Company Profiles

  • BreakAway, Ltd.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Designing Digitally, Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • DIGINEXT
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • IBM Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • CISCO Systems Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Virtual Heroes, Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nintendo Co. Ltd.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Promotion Software GmbH
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Revelian
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Tata Interactive Systems
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments