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市場調査レポート
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1678355

シリアスゲームの世界市場レポート 2025

Serious Games Global Market Report 2025


出版日
ページ情報
英文 200 Pages
納期
2~10営業日
カスタマイズ可能
適宜更新あり
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=146.82円
シリアスゲームの世界市場レポート 2025
出版日: 2025年03月03日
発行: The Business Research Company
ページ情報: 英文 200 Pages
納期: 2~10営業日
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  • 全表示
  • 概要
  • 目次
概要

シリアスゲーム市場規模は、今後数年で飛躍的な成長が見込まれます。2029年にはCAGR24.1%で323億3,000万米ドルに成長します。予測期間の成長は、パーソナライズされた学習ソリューション、ヘルスケア患者ケア、多様性と包摂のトレーニング、eラーニングの世界的拡大、ゲーム化された評価の台頭に起因しています。予測期間の主な動向には、人工知能(AI)との統合、仮想現実(VR)および拡張現実(AR)の進歩、テクノロジーへのアクセスの増加、企業研修におけるゲーミフィケーション、クロスプラットフォームアクセシビリティなどがあります。

トレーニングや市場開拓活動においてバーチャルリアリティの採用が増加していることが、シリアスゲーム市場の成長を大きく後押しすると予測されます。バーチャルリアリティは、ソフトウェアを通じて人工的な環境を作り出し、ユーザーが現実のように感じられるシミュレートされた世界に没入できるようにします。この技術は、個人が新しいスキルを練習し、間違いを犯し、そこから学び、専門能力を高めることができる安全な学習環境を提供します。例えば、2022年2月、米国の政府機関である国立衛生研究所(NIH)は、拡張現実(AR)および仮想現実(VR)製品に対する総支出額が2021年には2,150億米ドルを超える見込みであり、世界のヘルスケアAR・VR市場は2025年までに51億米ドルに達すると予測していることを示しました。その結果、トレーニングや開発イニシアティブへのバーチャルリアリティの統合が、シリアスゲーム市場の成長を促進すると予測されます。

シリアスゲーム市場の成長は、航空宇宙産業における需要の増加によって促進されると予測されています。航空宇宙産業には、航空機や宇宙船の共同作業、開発、生産、保守が含まれます。シリアスゲームは、現実的で没入感のあるトレーニング環境を提供し、航空宇宙産業の専門家が実際の状況に近いシナリオをシミュレートすることを可能にします。これにより、学習体験の向上、実践的トレーニングの提供、安全トレーニングの促進、トレーニング時間の短縮、部門横断トレーニングのサポート、各自の役割に関連する特定のスキル、手順、課題に合わせたカスタマイズトレーニングシナリオの作成が可能になります。例えば、2023年8月にCadrex社が発表したところによると、2022年の航空宇宙産業の売上は7,410億米ドルで、2021年から3%増加しました。したがって、航空宇宙分野における需要の拡大は、シリアスゲーム市場の主要な促進要因となっています。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場- マクロ経済シナリオ金利、インフレ、地政学、コロナ禍、回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界シリアスゲームPESTEL分析(政治、社会、技術、環境、法的要因、促進要因、抑制要因)
  • 最終用途産業の分析
  • 世界のシリアスゲーム市場:成長率分析
  • 世界のシリアスゲーム市場の実績:規模と成長, 2019-2024
  • 世界のシリアスゲーム市場の予測:規模と成長, 2024-2029, 2034F
  • 世界シリアスゲーム総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界のシリアスゲーム市場ゲームプラットフォーム別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • スマートフォン
  • コンソール
  • PC
  • その他のプラットフォーム
  • 世界のシリアスゲーム市場:用途別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 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
  • 世界のシリアスゲーム市場:業界別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 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
  • その他の業種
  • 世界のシリアスゲーム市場、スマートフォンの種類別のサブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • モバイルアプリ
  • 拡張現実(AR)ゲーム
  • 世界のシリアスゲーム市場、コンソールのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • プレイステーション
  • Xbox
  • ニンテンドースイッチ
  • 世界のシリアスゲーム市場、PCのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ウィンドウズ
  • macOS
  • リナックス
  • 世界のシリアスゲーム市場、その他のプラットフォームのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • バーチャルリアリティ(VR)システム
  • ウェブベースのゲーム

第7章 地域別・国別分析

  • 世界のシリアスゲーム市場:地域別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 世界のシリアスゲーム市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • シリアスゲーム市場:競合情勢
  • シリアスゲーム市場:企業プロファイル
    • IBM Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Cisco Systems Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Grendel Games Overview, Products and Services, Strategy and Financial Analysis
    • Tygron BV Overview, Products and Services, Strategy and Financial Analysis
    • MPS Interactive Systems Ltd. Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • Applied Research Associates Inc.
  • Hourblast Games
  • Cole Engineering Services Inc.
  • Diginext
  • Alelo TLT LLC
  • Tata Interactive Systems
  • Promotion Software GmbH
  • In-Depth Engineering Corporation
  • iCivics Inc.
  • Filament Games LLC
  • Can Studios Ltd.
  • BreakAway Games Ltd.
  • Chaos Theory Games
  • Learning Nexus Ltd.
  • Akili Interactive Labs

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • シリアスゲーム市場2029:新たな機会を提供する国
  • シリアスゲーム市場2029:新たな機会を提供するセグメント
  • シリアスゲーム市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r26994

Serious games are designed to facilitate learning and behavior change, incorporating specific skills, knowledge, and attitudes. They blend learning techniques, game mechanics, and structured knowledge to create captivating, engrossing, and entertaining experiences.

The primary platforms for serious games encompass smartphones, consoles, PCs, and other platforms. The smartphone segment involves the sales of serious games specifically designed for smartphones, which are mobile devices incorporating built-in computers, operating systems, web browsing, and the capacity to run software programs. Serious games find applications in simulation and training, research and planning, advertising and marketing, human resources, and other domains. End users of serious games span education, healthcare, aerospace and defense, government, retail, media and entertainment, and various other verticals.

The serious games market research report is one of a series of new reports from The Business Research Company that provides serious games market statistics, including serious games industry global market size, regional shares, competitors with a serious games market share, detailed serious games market segments, market trends and opportunities, and any further data you may need to thrive in the serious games industry. The serious games market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The serious games market size has grown rapidly in recent years. It will grow from $11.44 billion in 2024 to $13.62 billion in 2025 at a compound annual growth rate (CAGR) of 19.1%. The growth in the historic period can be attributed to educational initiatives, healthcare training, corporate training and skill development, military and defense applications, employee engagement and productivity.

The serious games market size is expected to see exponential growth in the next few years. It will grow to $32.33 billion in 2029 at a compound annual growth rate (CAGR) of 24.1%. The growth in the forecast period can be attributed to personalized learning solutions, healthcare patient care, diversity and inclusion training, global expansion of e-learning, rise of gamified assessments. Major trends in the forecast period include integration with artificial intelligence (AI), advancements in virtual reality (VR) and augmented reality (AR), increased access to technology, gamification in corporate training, cross-platform accessibility.

The increasing adoption of virtual reality in training and development activities is projected to significantly boost the growth of the serious games market. Virtual reality creates an artificial environment through software, allowing users to immerse themselves in a simulated world that feels real. This technology provides a safe learning environment where individuals can practice new skills, make mistakes, learn from them, and enhance their professional capabilities. For instance, in February 2022, the National Institutes of Health (NIH), a US-based government agency, indicated that total spending on augmented reality (AR) and virtual reality (VR) products was expected to exceed $215 billion in 2021, with the global healthcare AR and VR market projected to reach $5.1 billion by 2025. Consequently, the integration of virtual reality into training and development initiatives is anticipated to propel the growth of the serious games market.

The growth of the serious games market is anticipated to be fueled by the increasing demand in the aerospace industry. The aerospace industry encompasses the collaborative efforts, development, production, and maintenance of aircraft and spacecraft. Serious games offer a realistic and immersive training environment, enabling aerospace professionals to simulate scenarios closely resembling real-world situations. This enhances the learning experience, provides hands-on training, facilitates safety training, reduces training time, supports cross-functional training, and creates customized training scenarios tailored to specific skills, procedures, or challenges relevant to their roles. For example, in August 2023, Cadrex reported that the aerospace industry revenue was $741 billion in 2022, marking a 3% increase from 2021. Hence, the growing demand in the aerospace sector is a key driver for the serious games market.

The significant trend in the serious games market is the emergence of advanced technological infrastructure. Leading players in this sector are introducing innovations to games by incorporating technologies such as cloud computing, virtual reality, and the metaverse. The metaverse creates a virtual world where users can interact within a computer-generated environment, offering real-time experiences and enhancing game interactivity. A notable example is Amazon's AWS Cloud Quest, a role-playing game introduced in March 2022. This online game simplifies users' learning of cloud computing techniques, allowing cloud practitioners to design avatars and navigate a virtual city to solve cloud-related technological problems, earning character styles, companions, and virtual goods.

The prominent companies in the serious games market are forging partnerships to enhance their market positions and develop innovative products. Collaborations in this sector aim to foster innovation, leverage complementary expertise, and expedite the advancement of advanced therapies. A notable example is the April 2023 partnership between HAVELSAN A.S., a Turkey-based defense and information technology company, and Epic Games, Inc., a US-based video game and software development company. This collaboration utilizes Epic Games' Unreal Engine capabilities, resulting in the creation of 'malazgirt,' a first-person shooter game developed for the malazgirt Serious Game Infrastructure Project, emphasizing HAVELSAN's focus on serious games for the defense sector.

In April 2023, Savvy Games Group, a video game industry company based in Saudi Arabia, acquired Scopely, Inc., for an undisclosed amount. This acquisition was aimed at leveraging Savvy's strategic resources to enhance Scopely's growth, allowing the company to deepen its franchises, expand its player base, and explore cross-platform opportunities in PC and console gaming. This initiative is intended to foster innovation and bolster Savvy's position in the global gaming market. Scopely, Inc., a US-based interactive entertainment company, specializes in mobile-first video game development and offers serious games.

Major companies operating in the serious games market include IBM Corporation, Cisco Systems Inc., Grendel Games, Tygron BV, MPS Interactive Systems Ltd., Applied Research Associates Inc., Hourblast Games, Cole Engineering Services Inc., Diginext, Alelo TLT LLC, Tata Interactive Systems, Promotion Software GmbH, In-Depth Engineering Corporation, iCivics Inc., Filament Games LLC, Can Studios Ltd., BreakAway Games Ltd., Chaos Theory Games, Learning Nexus Ltd., Akili Interactive Labs, Designing Digitally Inc., Triseum LLC, DFUSION Inc., Revelian Pty Ltd., Open Mind Innovation, Deus Marmota, L.I.B. Businessgames BV, CCS Digital Education Ltd., Vcom3D Inc.

Asia-Pacific was the largest region in the serious games market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the serious games market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the serious games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The serious games market consists of revenues earned by entities by providing cognitive training and physical rehabilitation. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Serious Games Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on serious games market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for serious games ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The serious games market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Gaming Platform: Smartphone; Console; PC; Other Platforms
  • 2) By Application: Simulation and Training; Research and Planning; Advertising and Marketing; Human Resources; Other Applications
  • 3) By Industry Vertical: Education; Healthcare; Aerospace and Defense; Government; Retail; Media and Entertainment; Other Verticals
  • Subsegments:
  • 1) By Smartphone: Mobile Apps; Augmented Reality (AR) Games
  • 2) By Console: PlayStation; Xbox; Nintendo Switch
  • 3) By PC: Windows; macOS; Linux
  • 4) By Other Platforms: Virtual Reality (VR) Systems; Web-Based Games
  • Companies Mentioned: IBM Corporation; Cisco Systems Inc.; Grendel Games; Tygron BV; MPS Interactive Systems Ltd.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Serious Games Market Characteristics

3. Serious Games Market Trends And Strategies

4. Serious Games Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Serious Games Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Serious Games PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Serious Games Market Growth Rate Analysis
  • 5.4. Global Serious Games Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Serious Games Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Serious Games Total Addressable Market (TAM)

6. Serious Games Market Segmentation

  • 6.1. Global Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Smartphone
  • Console
  • PC
  • Other Platforms
  • 6.2. Global Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Simulation and Training
  • Research and Planning
  • Advertising and Marketing
  • Human Resources
  • Other Applications
  • 6.3. Global Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Education
  • Healthcare
  • Aerospace and Defense
  • Government
  • Retail
  • Media and Entertainment
  • Other Verticals
  • 6.4. Global Serious Games Market, Sub-Segmentation Of Smartphone, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Mobile Apps
  • Augmented Reality (AR) Games
  • 6.5. Global Serious Games Market, Sub-Segmentation Of Console, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • PlayStation
  • Xbox
  • Nintendo Switch
  • 6.6. Global Serious Games Market, Sub-Segmentation Of PC, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Windows
  • macOS
  • Linux
  • 6.7. Global Serious Games Market, Sub-Segmentation Of Other Platforms, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality (VR) Systems
  • Web-Based Games

7. Serious Games Market Regional And Country Analysis

  • 7.1. Global Serious Games Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Serious Games Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Serious Games Market

  • 8.1. Asia-Pacific Serious Games Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Serious Games Market

  • 9.1. China Serious Games Market Overview
  • 9.2. China Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Serious Games Market

  • 10.1. India Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Serious Games Market

  • 11.1. Japan Serious Games Market Overview
  • 11.2. Japan Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Serious Games Market

  • 12.1. Australia Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Serious Games Market

  • 13.1. Indonesia Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Serious Games Market

  • 14.1. South Korea Serious Games Market Overview
  • 14.2. South Korea Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Serious Games Market

  • 15.1. Western Europe Serious Games Market Overview
  • 15.2. Western Europe Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Serious Games Market

  • 16.1. UK Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Serious Games Market

  • 17.1. Germany Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Serious Games Market

  • 18.1. France Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Serious Games Market

  • 19.1. Italy Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Serious Games Market

  • 20.1. Spain Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Serious Games Market

  • 21.1. Eastern Europe Serious Games Market Overview
  • 21.2. Eastern Europe Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Serious Games Market

  • 22.1. Russia Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Serious Games Market

  • 23.1. North America Serious Games Market Overview
  • 23.2. North America Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Serious Games Market

  • 24.1. USA Serious Games Market Overview
  • 24.2. USA Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Serious Games Market

  • 25.1. Canada Serious Games Market Overview
  • 25.2. Canada Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Serious Games Market

  • 26.1. South America Serious Games Market Overview
  • 26.2. South America Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Serious Games Market

  • 27.1. Brazil Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Serious Games Market

  • 28.1. Middle East Serious Games Market Overview
  • 28.2. Middle East Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Serious Games Market

  • 29.1. Africa Serious Games Market Overview
  • 29.2. Africa Serious Games Market, Segmentation By Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Serious Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Serious Games Market, Segmentation By Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Serious Games Market Competitive Landscape And Company Profiles

  • 30.1. Serious Games Market Competitive Landscape
  • 30.2. Serious Games Market Company Profiles
    • 30.2.1. IBM Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Cisco Systems Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Grendel Games Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Tygron BV Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. MPS Interactive Systems Ltd. Overview, Products and Services, Strategy and Financial Analysis

31. Serious Games Market Other Major And Innovative Companies

  • 31.1. Applied Research Associates Inc.
  • 31.2. Hourblast Games
  • 31.3. Cole Engineering Services Inc.
  • 31.4. Diginext
  • 31.5. Alelo TLT LLC
  • 31.6. Tata Interactive Systems
  • 31.7. Promotion Software GmbH
  • 31.8. In-Depth Engineering Corporation
  • 31.9. iCivics Inc.
  • 31.10. Filament Games LLC
  • 31.11. Can Studios Ltd.
  • 31.12. BreakAway Games Ltd.
  • 31.13. Chaos Theory Games
  • 31.14. Learning Nexus Ltd.
  • 31.15. Akili Interactive Labs

32. Global Serious Games Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Serious Games Market

34. Recent Developments In The Serious Games Market

35. Serious Games Market High Potential Countries, Segments and Strategies

  • 35.1 Serious Games Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Serious Games Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Serious Games Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer