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市場調查報告書

嚴肅遊戲

Serious Gaming

出版商 IDATE
出版日期 2011年11月 商品編碼 224508
內容資訊 英文  
價格
US $ 4550 PDF by E-mail (Report plus Slideshow)


嚴肅遊戲 是由出版商IDATE在2011年11月所出版的。 這份英文市場調查報告書價格從美金4550起跳。

簡介

本報告提供就各最終用戶部門調查分析嚴肅遊戲市場發展前景、彙整嚴肅遊戲的實行技術、影響嚴肅遊戲發展的各種因素、在教育、培訓、醫療、資訊通訊、國防部門上的嚴肅遊戲引入案例、技術與事業、經濟上的課題、主要企業等,為您概述為以下內容。

第1章 摘要整理

第2章 調查手法

第3章 開發的展望

  • 技術上展望
    • HMI
    • 影像處理
    • 線上遊戲
    • 行動
    • 機器人工學
    • 其他
      • 軟體系統
      • 遊戲工廠
      • 標準
  • 產業上的展望
    • 職業和培訓
    • 專案管理支援
  • 經濟上的展望
    • 德國
    • 比利時
    • 中國
    • 西班牙
    • 美國
    • 法國
    • 英國

第4章 教育

  • 定義
  • 技術上的課題
  • 產業上的課題
  • 經濟上的課題
  • 相關案例研究

第5章 培訓

  • 定義
  • 技術上的課題
  • 產業上的課題
  • 經濟上的課題
  • 相關案例研究

第6章 醫療

  • 定義
  • 技術上的課題
  • 產業上的課題
  • 經濟上的課題
  • 相關案例研究

第7章 資訊·通訊

  • 定義
  • 技術上的課題
  • 產業上的課題
  • 經濟上的課題
  • 相關案例研究

第8章 國防

  • 定義
  • 技術上的課題
  • 產業上的課題
  • 經濟上的課題
  • 相關案例研究

目錄

Abstract

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Education - Training - Health Care - Information & Communication - Defence (3rd Edition)

This study examines the various market segments of Serious Gaming based on detailed case studies and a systematic presentation of the corresponding technologies, practices and know-how, while emphasising on the key stages of the design, development and dissemination phases. It also provides technology and business prospects for each market segment

Key Questions

  • What are the stakes associated with the development of this industry: know-how, development costs, economic models, industrial and publishing strategies?
  • What are the recent changes in the value chain of the Serious Gaming industry?
  • Who are the main players involved in Serious Gaming?
  • What practices and audiences are being targeted by Serious Games?
  • What are the latest trends in terms of content and gameplay?
  • What are the prospects by market segment?

Presentation of the 34 key projects of the Serious Gaming market

Case Studies

For each project:

  • Description: Year of creation - Objectives - Partners - Designer/Editor
  • Company: Activity - Number of employees - Turnover - Localization
  • Partnerships: Technological - Trade - Sales
  • Game description: History - Gameplay - Technology - Feedback - Screenshots
  • Economics of the project: Develoment costs - Profession's contribution to development costs - Sponsors (if any) and degree of involvement
  • Business model: Princing strategy - Revenue sharing - Sales target - Target breakeven point
  • Marketing: Strategy - Budget - Sales force - Geographical coverage

Projects studied

Training & Teaching

  • Diversite - Daesign
  • Entretien de recadrage - ITycom
  • History Games - Interaction Games
  • EDF - Real Fusio
  • Houthoff Buruma The Game - Ranj Serious Games
  • Infinity - Crossroads Digital Media
  • Mondokiddo - Mutant Labs
  • Olympe - 3DDUO
  • The Plague - Serious Games Interactive
  • Sauver Ada - Belle Prod
  • Sea Sim Crisis - VirDys
  • Smartkwizz - C-Servces
  • The Mindty Ant - Macrotellect Ltd
  • Wingineer 3 - Esica

Mass Media Communication

  • Bulletproof - Mobigame
  • Memorial de Caen - Highfive
  • L'Experience - Actiplay
  • Forrestia - Creo
  • Neurodyssee - Belle Prod.
  • Ping - Grin Multimedia
  • Portal Places - Taatu Studio
  • Rallye Place Royale - Ideeclic
  • Stat'Ecologie - Playsoft

Corporate Communication

  • Energy Wise - PIXELearning
  • Jeu Serai - Wizarbox
  • Largo Winch - Entropic Synergies
  • My Cyber Auto-Entreprise - Succubus Interactive
  • Suez Environnement Ambassador - KTM Advance

Healthcare

  • Elude - MIT GAMBIT Game Lab
  • eMotion 1.0 - VirtualWare
  • Ludomedic - CCCP
  • My Quit Kit&Khemia - Hoozinga Game Media
  • Replay - Brainstrom

Table of Contents

1. Executive Summary

2. Methodology

3. Development Prospects

  • 3.1. Technological Prospects
    • 3.1.1. HMI
    • 3.1.2. Image Processing
    • 3.1.3. Network Gaming
    • 3.1.4. Mobility
    • 3.1.5. Robotics
    • 3.1.6. Other
      • Software systems
      • Game factories
      • Metrics
  • 3.2. Business Prospects
    • Jobs and training
    • Project management assistance
  • 3.3. Economic Prospects
    • 3.3.1. Germany
    • 3.3.2. Belgium
    • 3.3.3. China
    • 3.3.4. Spain
    • 3.3.7. United States
    • 3.3.5. France
    • 3.3.6. United Kingdom

4. Education

  • 4.1. Definition
  • 4.2. Technology Issues
    • Use of 3D
    • Accessories
    • Development tools
  • 4.3. Business Issues
  • 4.4. Economic Issues
    • Economic models of the academic sector
    • Low-price SG: a complex approach
    • Towards new models?
    • Market perspectives
  • 4.5. Case Studies

5. Training

  • 5.1. Definition
  • 5.2. Methodological Issues
    • Introduction to 3D
    • The leading role of mobile devices
    • Development tools
  • 5.3. Business Issues
    • Barriers to SG
    • Participation of teachers in the development of SGs
  • 5.4. Economic Issues
    • Key accounts, major clients
    • Market perspectives
  • 5.5. Case Studies

6. Health Care

  • 6.1. Definition
  • 6.2. Technology Issues
    • An industry sensitive to technological innovation
    • User-friendly interfaces
    • The functional and economic value of Microsoft Kinect
  • 6.3. Business Issues
    • Value of SG for disease prevention
    • Capture of expertise from health professionals
  • 6.4. Economic Issues
    • A big budget B2B model and mainstream paramedical health teaching
    • Market perspectives
  • 6.5. Case Studes

7. Information & Communication

  • 7.1. Definition
  • 7.2. Technology Issues
    • Cross-media communication to generate buzz
    • Game applications and the Fun Theory
  • 7.3. Business Issues
    • Impact analysis
  • 7.4. Economic Issues
    • The search for profitable economic models
    • Market perspectives
  • 7.5. Case Studies

8. Defence

  • 8.1. Definitions
  • 8.2. Technology Issues
    • 2D SGs
    • Cultivating the disruption
  • 8.3. Business Issues
  • 8.4. Economic Issues
  • 8.5. Case Studies
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