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市場調査レポート
商品コード
1663895

シリアスゲームの市場規模、シェア、成長分析:ゲームプラットフォーム別、用途別、業界別、地域別 - 産業予測 2025~2032年

Serious Games Market Size, Share, and Growth Analysis, By Gaming Platform (Smartphone, Console), By Application (Simulation and Training, Research and Planning), By Industry Vertical, By Region - Industry Forecast 2025-2032


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=146.08円
シリアスゲームの市場規模、シェア、成長分析:ゲームプラットフォーム別、用途別、業界別、地域別 - 産業予測 2025~2032年
出版日: 2025年02月22日
発行: SkyQuest
ページ情報: 英文 223 Pages
納期: 3~5営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

シリアスゲームの世界市場規模は2023年に94億5,000万米ドルとなり、予測期間(2025-2032年)のCAGRは16.4%で、2024年の110億米ドルから2032年には370億7,000万米ドルに成長する見通しです。

シリアスゲーム市場は、エンターテインメントと教育を融合させ、魅力的でインパクトのあるゲーム体験を提供することで急速に発展しています。ヘルスケア、防衛、教育、企業研修などの業界において、スキル開発におけるゲーミフィケーションの有効性が認識されるようになり、この分野は拡大しています。シリアスゲームは、医療シミュレーションから軍事訓練まで幅広く、インタラクティブなゲームプレイを活用することで、エンゲージメントと知識の定着を高めています。仮想現実(VR)、拡張現実(AR)、人工知能(AI)などの技術革新が学習体験に革命をもたらしています。市場はさまざまな分野にまたがっており、なかでもヘルスケアはトレーニングや治療用ゲームの需要に牽引されて著しい成長を遂げています。しかし、コンテンツの正確性の確保、文化的感性への対応、エンターテインメントと教育目的のバランスといった課題が、初期開発コストとともに根強く残っています。

目次

イントロダクション

  • 調査の目的
  • 調査範囲
  • 定義

調査手法

  • 情報調達
  • 二次と一次データの方法
  • 市場規模予測
  • 市場の前提条件と制限

エグゼクティブサマリー

  • 世界市場の見通し
  • 供給と需要の動向分析
  • セグメント別機会分析

市場力学と見通し

  • 市場概要
  • 市場規模
  • 市場力学
    • 促進要因と機会
    • 抑制要因と課題
  • ポーターの分析

主な市場の考察

  • 重要成功要因
  • 競合の程度
  • 主な投資機会
  • 市場エコシステム
  • 市場の魅力指数(2024年)
  • PESTEL分析
  • マクロ経済指標
  • バリューチェーン分析
  • 価格分析
  • ケーススタディ
  • 規制情勢
  • 顧客と購買基準の分析

シリアスゲーム市場規模:ゲームプラットフォーム別& CAGR(2025-2032)

  • 市場概要
  • スマートフォン
  • コンソール
  • パソコン
  • その他のプラットフォーム

シリアスゲーム市場規模:用途別& CAGR(2025-2032)

  • 市場概要
  • 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
  • その他の用途

シリアスゲーム市場規模:業界別& CAGR(2025-2032)

  • 市場概要
  • 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
  • その他の業界

シリアスゲーム市場規模:地域別& CAGR(2025-2032)

  • 北米
    • 米国
    • カナダ
  • 欧州
    • ドイツ
    • スペイン
    • フランス
    • 英国
    • イタリア
    • その他欧州地域
  • アジア太平洋地域
    • 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
    • GCC諸国
    • 南アフリカ
    • その他中東・アフリカ

競合情報

  • 上位5社の比較
  • 主要企業の市場ポジショニング(2024年)
  • 主な市場企業が採用した戦略
  • 最近の市場動向
  • 企業の市場シェア分析(2024年)
  • 主要企業の企業プロファイル
    • 企業の詳細
    • 製品ポートフォリオ分析
    • 企業のセグメント別シェア分析
    • 収益の前年比比較(2022-2024)

主要企業プロファイル

  • BreakAway, Ltd.(USA)
  • Designing Digitally, Inc.(USA)
  • DIGINEXT(France)
  • IBM Corporation(USA)
  • CISCO Systems Inc.(USA)
  • Virtual Heroes, Inc.(USA)
  • Nintendo Co. Ltd.(Japan)
  • Promotion Software GmbH(Germany)
  • Tata Interactive Systems(India)
  • Applied Research Associates Inc.(USA)
  • Epic Systems Corporation(USA)
  • Triseum LLC(USA)
  • Serious Games Solutions(Germany)
  • MPS Interactive Systems(India)
  • Simcoach Games(USA)
  • PlayGen(UK)
  • Eukleia(UK)
  • Daden Limited(UK)

結論と提言

目次
Product Code: SQMIG25P2012

Global Serious Games Market size was valued at USD 9.45 billion in 2023 and is poised to grow from USD 11.0 billion in 2024 to USD 37.07 billion by 2032, growing at a CAGR of 16.4% during the forecast period (2025-2032).

The serious games market is rapidly advancing, merging entertainment with education to deliver engaging, impactful gaming experiences. This sector is expanding as organizations increasingly recognize the effectiveness of gamification in skill development across industries like healthcare, defense, education, and corporate training. Serious games range from medical simulations to military training, leveraging interactive gameplay to boost engagement and knowledge retention. Technological innovations such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are revolutionizing the learning experience. The market spans various sectors, with healthcare experiencing notable growth driven by demand for training and therapeutic games. However, challenges persist in ensuring content accuracy, addressing cultural sensitivities, and balancing entertainment with educational objectives, alongside initial development costs.

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 Segments Analysis

Global Serious Games Market is segmented by Gaming Platform, Application, Industry Vertical and region. Based on Gaming Platform, the market is segmented into Smartphone, Console, PC and Other Platforms. Based on Application, the market is segmented into Simulation and Training, Research and Planning, Advertising and Marketing, Human Resources and Other Applications. Based on Industry Vertical, the market is segmented into Education, Healthcare, Aerospace and Defense, Government, Retail, Media and Entertainment and Other Verticals. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Serious Games Market

The Global Serious Games market is propelled by the demand for engaging and immersive learning experiences that foster improved knowledge retention, skill acquisition, and performance enhancement across diverse sectors including education, healthcare, defense, and corporate training. These innovative gaming solutions provide interactive environments where users can actively participate in their learning journey, making the process more enjoyable and effective. As industries increasingly recognize the value of serious games in developing competencies and driving results, the market continues to expand, offering a promising landscape for growth and investment in the realm of educational technology and workforce development.

Restraints in the Global Serious Games Market

One significant restraint in the Global Serious Games market is the difficulty in maintaining the accuracy, relevance, and educational integrity of the content. Ensuring that the information presented is correct and applicable is crucial; otherwise, the presence of misleading information or poorly designed gamified elements can obstruct effective learning outcomes. This challenge poses a risk to the overall quality of serious games, potentially leading to misunderstandings or ineffective educational experiences for users. As the market continues to grow, addressing these issues will be essential to enhance the credibility and effectiveness of serious games in educational contexts.

Market Trends of the Global Serious Games Market

The Global Serious Games market is poised for significant growth, primarily driven by the rising demand for immersive digital simulations that enhance learning experiences. As educational institutions increasingly recognize the efficacy of gamified learning environments, developers are tasked with creating sophisticated games that incorporate multimodal contexts, engaging interactions, and robust pedagogical frameworks. This evolution is fostering an ecosystem that prioritizes essential instructional elements, including self-regulation, feedback, and cognitive flow, hence making learning more engaging and effective. The integration of game mechanics such as challenges, scores, and competition is further bolstering this trend, making serious games an integral part of modern education strategies.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

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

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Case Studies
  • Regulatory Landscape
  • Customer & Buying Criteria Analysis

Global Serious Games Market Size by Gaming Platform & CAGR (2025-2032)

  • Market Overview
  • Smartphone
  • Console
  • PC
  • Other Platforms

Global Serious Games Market Size by Application & CAGR (2025-2032)

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

Global Serious Games Market Size by Industry Vertical & CAGR (2025-2032)

  • Market Overview
  • Education
  • Healthcare
  • Aerospace and Defense
  • Government
  • Retail
  • Media and Entertainment
  • Other Verticals

Global Serious Games Market Size & CAGR (2025-2032)

  • North America (Gaming Platform, Application, Industry Vertical)
    • US
    • Canada
  • Europe (Gaming Platform, Application, Industry Vertical)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Gaming Platform, Application, Industry Vertical)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Gaming Platform, Application, Industry Vertical)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Gaming Platform, Application, Industry Vertical)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • BreakAway, Ltd. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Designing Digitally, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • DIGINEXT (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • IBM Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • CISCO Systems Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Virtual Heroes, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nintendo Co. Ltd. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Promotion Software GmbH (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Tata Interactive Systems (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Applied Research Associates Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Systems Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Triseum LLC (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Serious Games Solutions (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • MPS Interactive Systems (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Simcoach Games (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • PlayGen (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Eukleia (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Daden Limited (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations