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Serious Game Market Increasing Demand with Key Players Cisco, Designing Digitally Inc., IBM Corporation, Microsoft, Diginext SRL, MPS Limited

Global Serious Game Market

Global Serious Game Market, By Application (Advertising & Marketing, Simulation Training, Sales, Emergency Services, Research & Planning, Human Resources, Product Development, Support, Others), By Platforms Covered (Web-Based, PC-Based, Mobile-Based, Hand-Held), By Industry Verticals (Healthcare, Retail, Aerospace & Defense, Government, Education, Media & Entertainment, Automotive, Corporate, Energy, Others), By End-User (Consumers, Enterprise), By Geography (North America, South America, Europe, Asia-Pacific, Middle East and Africa)– Industry Trends and Forecast to 2026 Global Serious Game Market is expected to rise from its initial estimated value of USD 3.86 billion in 2018 to an estimated value of USD 15.31 billion by 2026, registering a CAGR of 18.8% in the forecast period of 2019-2026. This anticipated rise in market value can be attributed to the increase in effectiveness and user engagement in the learning process.

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Some of the major competitors currently working in the serious game market are Applied Research Associates Inc., BreakAway Games, CCS., Cisco, Designing Digitally Inc., IBM Corporation, Microsoft, Diginext SRL, MPS Limited, Intuition, Unity Studios ApS, PLAYER RESEARCH LTD., Savivo, Bohemia Interactive Simulations, Hopelab, Conteneo Inc., Real Project Management Ltd., Epic Systems Corporation., TiER1 Performance Solutions, Virtual Campus, Totem Learning Ltd., and Promotion Software.

Serious games are applications or learning methods that are used to teach instead of entertaining, and are applied for education, aerospace & defense, government purposes and in corporate offices to teach the consumers information about the game is based on; such as flight simulation games are created to teach real-life situations virtually so that there is no harm to anyone or anything.

Market Drivers:

  • Rise in engagement and enthusiasm from the users regarding the learning process being emphasized in the game
  • Return on investment regarding the learning process of individuals and enterprises is anticipated to be driven by serious games which is expected to drive the market growth

Market Restraints:

  • Awareness about the serious games is quite bleak in the market which is expected to act as a restraint to the market growth
  • Absence of any standardization regarding the effectiveness and architecture of serious games is also expected to restrain the market growth

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Segmentation: 

  • By Application
    • Advertising & Marketing
    • Simulation Training
    • Sales
    • Emergency Services
    • Research & Planning
    • Human Resources
    • Product Development
    • Support
    • Others
  • By Platforms Covered
    • Web-Based
    • PC-Based
    • Mobile-Based
    • Hand-Held
  • By Industry Verticals
    • Healthcare
    • Retail
    • Aerospace & Defense
    • Government
    • Education
    • Media & Entertainment
    • Automotive
    • Corporate
    • Energy
    • Others
      • Research
      • Tourism
      • Agriculture
  • By End-User
    • Consumers
    • Enterprise
  • By Geography
    • North America
      • US
      • Canada
      • Mexico
    • South America
      • Brazil
      • Argentina
      • Rest of South America
    • Europe
      • Germany
      • France
      • United Kingdom
      • Italy
      • Spain
      • Russia
      • Turkey
      • Belgium
      • Netherlands
      • Switzerland
      • Rest of Europe
    • Asia-Pacific
      • Japan
      • China
      • South Korea
      • India
      • Australia
      • Singapore
      • Malaysia
      • Indonesia
      • Thailand
      • Philippines
      • Rest of Asia-Pacific
    • Middle East and Africa
      • South Africa
      • Egypt
      • Saudi Arabia
      • United Arab Emirates
      • Israel
      • Rest of Middle East and Africa

Key Developments in the Market:

  • In June 2017, Applied Research Associates Inc., acquired Berrie Hill Research Corporation, expanding its profile and mission in providing solutions to the government and defense agencies.
  • In October 2015, Sealund & Associates were acquired by TiER1 Performance Solutions expanding its market share and development of innovative solutions for the market

Competitive Analysis: Global Serious Game Market

Global serious game market is highly fragmented and the major players have used various strategies such as new product launches, expansions, agreements, joint ventures, partnerships, acquisitions, and others to increase their footprints in this market. The report includes market shares of serious game market for global, Europe, North America, Asia Pacific and South America.

Key Insights in the report:

  • Complete and distinct analysis of the market drivers and restraints
  • Key Market players involved in this industry
  • Detailed analysis of the Market Segmentation
  • Competitive analysis of the key players involved

Table of Content: Global Serious Game Market

Part 01: Executive Summary

Part 02: Scope of The Report

Part 03: Global Serious Game Market Landscape

Part 04: Global Serious Game Market Sizing

Part 05: Global Serious Game Market Segmentation By Product

Part 06: Five Forces Analysis

Part 07: Customer Landscape

Part 08: Geographic Landscape

Part 09: Decision Framework

Part 10: Drivers And Challenges

Part 11: Market Trends

Part 12: Vendor Landscape

Part 13: Vendor Analysis

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