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市場調查報告書

嚴肅遊戲的全球市場 ∼2020年:各產業 (教育、企業、醫療、零售、媒體、廣告)、各用途、各平台、各終端用戶、各地區的未來預測

Serious Game Market by Vertical (Education, Corporate, Healthcare, Retail, Media and Advertising), Application (Training, Sales, Human Resource, Marketing), Platform, End-User (Enterprise, Consumer), and Region - Forecast to 2020

出版商 MarketsandMarkets 商品編碼 332604
出版日期 內容資訊 英文 147 Pages
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嚴肅遊戲的全球市場 ∼2020年:各產業 (教育、企業、醫療、零售、媒體、廣告)、各用途、各平台、各終端用戶、各地區的未來預測 Serious Game Market by Vertical (Education, Corporate, Healthcare, Retail, Media and Advertising), Application (Training, Sales, Human Resource, Marketing), Platform, End-User (Enterprise, Consumer), and Region - Forecast to 2020
出版日期: 2015年05月27日 內容資訊: 英文 147 Pages
簡介

所謂嚴肅遊戲,是用於教育、訓練在虛擬空間上模擬現實的動作。其潛在的優點,為自我檢查能力的改善,及問題認識/解決能力的強化,社群技術 (合作、認識、決策等) 的提高等。嚴肅遊戲正於社會的各種領域 (軍事、政府、教育、企業、醫療等)急速普及,2015∼2020年的年複合成長率(CAGR) 預期達到16.38%高的水準。

本報告提供全球嚴肅遊戲市場相關分析、市場基本結構和最新趨勢、主要市場促進、阻礙因素、市場規模趨勢預測 (今後6年份)、各產業、各用途、各平台、各終端用戶、各地區的詳細趨勢、市場競爭的狀態、今後的技術開發、市場發展的方向性、主要企業簡介等調查、考察。

第1章 簡介

第2章 分析方法

第3章 摘要整理

第4章 重要考察

第5章 市場概要

  • 簡介
  • 歷史沿革
  • 市場明細
  • 市場動態
    • 推動因素
      • 嚴肅遊戲提高現實的ROI (投資報酬率)
      • 各種企業、消費者品牌中,強化用戶參與度的必要性
      • 行動設備為基礎的教育遊戲的利用擴大
      • 學習效果的改善造成嚴肅遊戲普及的預測
    • 阻礙因素
      • 不合適的遊戲設計使市場成長率的低迷
      • 嚴肅遊戲的認識度低
      • 缺乏嚴肅遊戲的效果測量的評估工具
    • 市場機會
      • 數位全球爆炸性擴大
      • 社群網路的誕生造成新成長途徑登場
    • 課題
      • 消費者直接連結型嚴肅遊戲的實現困難

第6章 產業趨勢

  • 簡介
  • 價值鏈分析
  • 波特的五力分析
  • 策略性基準
    • 技術整合和產品改良

第7章 各產業市場分析

  • 簡介
  • 航太、國防
  • 汽車
  • 企業
  • 教育
  • 能源
  • 政府
  • 醫療
  • 零售
  • 媒體、廣告
  • 其他

第8章 各用途的市場分析

  • 簡介
  • 緊急服務
  • 人事
  • 行銷
  • 產品開發
  • 銷售
  • 訓練
  • 支援

第9章 平台分析

  • 簡介
  • 手持型
  • 利用行動終端型
  • 利用PC型
  • 利用Web型

第10章 終端用戶分析

  • 簡介
  • 個人客戶
  • 財團客戶

第11章 地區分析

  • 簡介
  • 北美
  • 歐洲
  • 亞太地區 (APAC)
  • 其他的國家 (RoW)

第12章 競爭環境

  • 概要
  • 競爭情形與趨勢
    • 產業聯盟、協定、契約
    • 新產品的開發
    • 新產品的銷售
    • 其他動向

第13章 企業簡介

  • 簡介
  • Cisco Systems Inc.
    • 產業概要
    • 產品系列
    • MnM的見解
      • SWOT分析
  • IBM Corporation
  • Microsoft Corporation.
  • 任天堂
  • Serious Game International
  • Applied Research Associate Inc.
  • Breakaway Ltd.
  • CCS Digital Education
  • Designing Digitally Inc.
  • Serious Game Interactive

第14章 附錄

圖表一覽

目錄
Product Code: SE 3426

The term serious game was coined by Clark Abt in the 1970s in his book "Serious Games". It refers to various digital applications that are developed to impart learning through games. It includes games whose main purpose is not to entertain, but to educate and teach users and create awareness about a subject.

A key driving factor for the growth of the serious game market is the high return on investment (ROI). Besides, several other factors such as the increased need for user engagement across enterprises and consumer brands, growing usage of mobile-based educational games, and improved learning outcomes are also propelling the growth of the market. However, some of the restraining factors for the growth of the serious game market include improper game design, lack of awareness about serious games, and lack of assessment tools to measure serious game effectiveness. The increasing scale of digitization and emergence of social networks are some of the key challenges for the serious game market.

The serious game market report analyzes the market by vertical, application, platform, end user, and region. The serious game market has been segmented based on vertical into aerospace & defence, automotive, corporate, education, energy, government, healthcare, retail, media & advertising, and others. The application includes emergency services, human resources, marketing, product development, sales, training, and support. The platform covers hand-held, mobile-based, PC-based, and web-based platforms. The end-users include consumers and enterprises.

The report also provides the geographic view for the major regions including North America, Europe, Asia-Pacific (APAC), and the Rest of the World (RoW). In this report, the market drivers, restraints, and opportunities have been covered and are described briefly along with their impact on the serious game market. North America is the largest market for serious games; however, APAC is estimated to grow at the highest CAGR between 2015 and 2020. The key players in the market include IBM Corp. (U.S.), Cisco Systems Inc. (U.S.), Microsoft Corp. (U.S.), Nintendo Co. Ltd. (Japan), BreakAway Games (U.S.), and Serious Game International (U.K.) among others.

Key Takeaways:

  • The total market size in terms of value for the serious game market is expected to grow at an estimated CAGR of 16.38% between 2015 and 2020.
  • This report includes the market statistics pertaining to vertical, application, platform, end user, and region along with their respective revenues.
  • Porter's Five Forces framework has been utilized along with the value chain analysis to provide an in-depth insight into the serious game market.
  • Major market drivers, restraints, and opportunities for the serious game market have been detailed in this report.
  • Illustrative segmentation, analysis, and forecast for the markets based on major vertical, application, platform, end user, and region has been conducted to give an overall view of the serious game market.
  • The detailed competitive landscape includes key players, in-depth analysis, and revenue of the respective companies.

Table of Contents

1. Introduction

  • 1.1. Objectives of the Study
  • 1.2. Market Definition
  • 1.3. Scope of the Study
    • 1.3.1. Market By Vertical, Application, Platform, and End-User
    • 1.3.2. Region Analysis
    • 1.3.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Limitations
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Research Data
    • 2.1.1. Secondary Data
      • 2.1.1.1. Key Data From Secondary Sources
    • 2.1.2. Primary Data
      • 2.1.2.1. Key Data From Primary Sources
      • 2.1.2.2. Key Industry Insights
      • 2.1.2.3. Breakdown of Primaries
  • 2.2. Demand-Side Analysis
    • 2.2.1. Introduction
      • 2.2.1.1. the Implementation of Serious Game Would Greatly Help in Cost Saving
      • 2.2.1.2. Death Due to Medical Errors
      • 2.2.1.3. Increasing Proliferation of Mobile Devices and Social Media
  • 2.3. Market Size Estimation
    • 2.3.1. Bottom-Up Approach
    • 2.3.2. Top-Down Approach
  • 2.4. Market Breakdown & Data Triangulation
  • 2.5. Research Assumptions

3. Executive Summary

4. Premium Insight - Serious Game Market

  • 4.1. Market, 2015-2020 (Million USD)
  • 4.2. Market- Application Segment (2015-2020)
  • 4.3. Market, By Region and Platform (2014)
  • 4.4. Market, By Country (2015)
  • 4.5. Top Five Application in Market (2015)
  • 4.6. Market, By Asia-Pacific - 2020

5. Market Overview

  • 5.1. Introduction
  • 5.2. Evolution
  • 5.3. Market Segmentation
    • 5.3.1. By Vertical
    • 5.3.2. By Application
    • 5.3.3. By Platform
    • 5.3.4. By End User
    • 5.3.5. By Region
  • 5.4. Market Dynamics
    • 5.4.1. Drivers
      • 5.4.1.1. Serious Game Drives Real Roi (Return on Investment)
      • 5.4.1.2. Increased Need for User Engagement Across Enterprises and Consumer Brands
      • 5.4.1.3. Growing Usage of Mobile-Based Educational Games
      • 5.4.1.4. Improved Learning Outcomes is Expected to Increase the Adoption of Serious Game Among End Users
    • 5.4.2. Restraints
      • 5.4.2.1. Improper Game Design Could Hinder the Market Growth
      • 5.4.2.2. Lack of Awareness About Serious Game
      • 5.4.2.3. Lack of Assessment Tools to Measure Serious Game Effectiveness
    • 5.4.3. Opportunities
      • 5.4.3.1. Explosion of the Digital World
      • 5.4.3.2. Emergence of Social Networks to Pave New Growth Avenues
    • 5.4.4. Challenges
      • 5.4.4.1. Unavailability of Direct-To-Consumer Based Serious Game

6. Industry Trend

  • 6.1. Introduction
  • 6.2. Value Chain Analysis
  • 6.3. Porter's Five Forces Analysis
    • 6.3.1. Intensity of Rivalry
    • 6.3.2. Threat of Substitutes
    • 6.3.3. Bargaining Power of Buyers
    • 6.3.4. Bargaining Power of Suppliers
    • 6.3.5. Threat of New Entrants
  • 6.1. Strategic Benchmarking
    • 6.1.1. Technology Integration and Product Enhancement

7. Market Analysis, By Vertical

  • 7.1. Introduction
  • 7.2. Aerospace and Defence
  • 7.3. Automotive
  • 7.4. Corporate
  • 7.5. Education
  • 7.6. Energy
  • 7.7. Government
  • 7.8. Healthcare
  • 7.9. Retail
  • 7.10. Media and Advertising
  • 7.11. Others

8. Market Analysis, By Application

  • 8.1. Introduction
  • 8.2. Emergency Services
  • 8.3. Human Resources
  • 8.4. Marketing
  • 8.5. Product Development
  • 8.6. Sales
  • 8.7. Training
  • 8.8. Support

9. Platform Analysis

  • 9.1. Introduction
  • 9.2. Hand-Held
  • 9.3. Mobile-Based
  • 9.4. PC-Based
  • 9.5. Web-Based

10. End User Analysis

  • 10.1. Introduction
  • 10.2. Consumer
  • 10.3. Enterprise

11. Regional Analysis

  • 11.1. Introduction
  • 11.2. North America
  • 11.3. Europe
  • 11.4. Asia-Pacific (APAC)
  • 11.5. Rest of the World (RoW)

12. Competitive Landscape

  • 12.1. Overview
  • 12.2. Competitive Situation and Trends
    • 12.2.1. Partnerships, Agreements, and Contracts
    • 12.2.2. New Product Development
    • 12.2.3. New Product Launch
    • 12.2.4. Other Developments

13. Company Profiles

  • 13.1. Introduction
  • 13.2. Cisco Systems Inc.
    • 13.2.1. Business Overview
    • 13.2.2. Product Portfolio
    • 13.2.3. MnM View
      • 13.2.3.1. SWOT Analysis
  • 13.3. IBM Corporation
    • 13.3.1. Business Overview
    • 13.3.2. Products and Services
    • 13.3.3. MnM View
      • 13.3.3.1. SWOT Analysis
  • 13.4. Microsoft Corporation.
    • 13.4.1. Business Overview
    • 13.4.2. Products and Services
    • 13.4.3. Recent Developments
    • 13.4.4. MnM View
      • 13.4.4.1. SWOT Analysis
  • 13.5. Nintendo Co. Ltd.
    • 13.5.1. Business Overview
    • 13.5.2. Product Portfolio
    • 13.5.3. Recent Developments
    • 13.5.4. MnM View
      • 13.5.4.1. SWOT Analysis
  • 13.6. Serious Game International
    • 13.6.1. Business Overview
    • 13.6.2. Product and Services
    • 13.6.3. Recent Developments
    • 13.6.4. MnM View
      • 13.6.4.1. SWOT Analysis
  • 13.7. Applied Research Associate Inc.
    • 13.7.1. Business Overview
    • 13.7.2. Product Portfolio
    • 13.7.3. Recent Developments
  • 13.8. Breakaway Ltd.
    • 13.8.1. Business Overview
    • 13.8.2. Products and Services
  • 13.9. Ccs Digital Education
    • 13.9.1. Business Overview
    • 13.9.2. Product and Services
  • 13.10. Designing Digitally Inc.
    • 13.10.1. Business Overview
    • 13.10.2. Product Portfolio
    • 13.10.3. Recent Developments
  • 13.11. Serious Game Interactive
    • 13.11.1. Business Overview
    • 13.11.2. Product Portfolio

14. Appendix

  • 14.1. Insights of Industry Experts
  • 14.2. Discussion Guide
  • 14.3. Introducing RT: Real Time Market Intelligence
  • 14.4. Available Customizations
  • 14.5. Related Reports

List of Tables

  • Table 1: Regional Share of Smart Devices and Connections (% of the Regional Total), 2014 vs. 2019
  • Table 2: High Return on Investment is Propelling the Growth of the Market
  • Table 3: Improper Game Design is Restraining the Market Growth
  • Table 4: Explosion of Digital World is Expected to Boost the Market
  • Table 5: Unavailability of Direct-To-Consumer Based Serious Game is Expected to Be A Challenge for End Users
  • Table 6: Market, By Vertical, 2014-2020 (Million USD)
  • Table 7: Aerospace and Defense: Market, By Application, 2014-2020 (Million USD)
  • Table 8: Aerospace and Defense: Market, By Region, 2014-2020 (Million USD)
  • Table 9: Automotive: Market, By Application, 2014-2020 (Million USD)
  • Table 10: Automotive: Market, By Region, 2014-2020 (Million USD)
  • Table 11: Corporate: Market, By Application, 2014-2020 (Million USD)
  • Table 12: Corporate: Market, By Region, 2014-2020 (Million USD)
  • Table 13: Education: Market, By Application, 2014-2020 (Million USD)
  • Table 14: Education: Market, By Region, 2014-2020 (Million USD)
  • Table 15: Energy: Market, By Application, 2014-2020 (Million USD)
  • Table 16: Energy: Market, By Region, 2014-2020 (Million USD)
  • Table 17: Government: Market, By Application, 2014-2020 (Million USD)
  • Table 18: Government: Serious Game Market, By Region, 2014-2020 (Million USD)
  • Table 19: Healthcare: Market, By Application, 2014-2020 (Million USD)
  • Table 20: Healthcare: Market, By Region, 2014-2020 (Million USD)
  • Table 21: Retail: Market, By Application, 2014-2020 (Million USD)
  • Table 22: Retail: Market, By Region, 2014-2020 (Million USD)
  • Table 23: Media & Advertising :Market, By Application, 2014-2020 (Million USD)
  • Table 24: Media & Advertising : Market, By Region, 2014-2020 (Million USD)
  • Table 25: Other Serious Game Market, By Application, 2014-2020 (Million USD)
  • Table 26: Other Market, By Region, 2014-2020 (Million USD)
  • Table 27: Market, By Application, 2014-2020 (Million USD)
  • Table 28: Emergency Services: Serious Game Market, By Vertical, 2014-2020 (Million USD)
  • Table 29: Emergency Services: Market, By End-User, 2014-2020 (Million USD)
  • Table 30: Human Resources: Market, By Vertical, 2014-2020 (Million USD)
  • Table 31: Human Resources: Market, By End-User, 2014-2020 (Million USD)
  • Table 32: Marketing: Market, By Vertical, 2014-2020 (Million USD)
  • Table 33: Marketing: Serious Game Market, By End-User, 2014-2020 (Million USD)
  • Table 34: Product Development: Serious Game Market, By Vertical, 2014-2020 (Million USD)
  • Table 35: Product Development: Market, By End-User, 2014-2020 (Million USD)
  • Table 36: Sales: Market, By Vertical, 2014-2020 (Million USD)
  • Table 37: Sales: Market, By End-User, 2014-2020 (Million USD)
  • Table 38: Training: Market, By Vertical, 2014-2020 (Million USD)
  • Table 39: Training: Market, By End-User, 2014-2020 (Million USD)
  • Table 40: Support: Serious Game Market, By Vertical, 2014-2020 (Million USD)
  • Table 41: Support: Market, By End-User, 2014-2020 (Million USD)
  • Table 42: Serious Game Market, By Platform, 2014-2020 (Million USD)
  • Table 43: Market, By End User, 2014-2020 (Million USD)
  • Table 44: Consumer End User: Serious Game Market, By Vertical, 2014-2020 (Million USD)
  • Table 45: Consumer End User: Market, By Application, 2014-2020 (Million USD)
  • Table 46: Consumer End User: Market, By Region, 2014-2020 (Million USD)
  • Table 47: Enterprise End User: Market, By Vertical, 2014-2020 (Million USD)
  • Table 48: Enterprise End User: Market, By Application, 2014-2020 (Million USD)
  • Table 49: Enterprise End User: Market, By Region, 2014-2020 (Million USD)
  • Table 50: Market, By Region, 2014-2020 (Million USD)
  • Table 51: North America: Serious Game Market, By Country, 2014-2020 (Million USD)
  • Table 52: North America: Market, By Vertical, 2014-2020 (Million USD)
  • Table 53: North America: Market, By Platform, 2014-2020 (Million USD)
  • Table 54: North America: Market, By End User, 2014-2020 (Million USD)
  • Table 55: Europe: Serious Game Market, By Country, 2014-2020 (Million USD)
  • Table 56: Europe: Market, By Vertical, 2014-2020 (Million USD)
  • Table 57: Europe: Market, By Platform, 2014-2020 (Million USD)
  • Table 58: Europe: Market, By End User, 2014-2020 (Million USD)
  • Table 59: APAC: Market, By Country, 2014-2020 (Million USD)
  • Table 60: APAC: Market, By Vertical, 2014-2020 (Million USD)
  • Table 61: APAC: Market, By Platform, 2014-2020 (Million USD)
  • Table 62: APAC: Market, By End User, 2014-2020 (Million USD)
  • Table 63: RoW: Serious Game Market, By Country, 2014-2020 (Million USD)
  • Table 64: RoW: Market, By Vertical, 2014-2020 (Million USD)
  • Table 65: RoW: Market, By Platform, 2014-2020 (Million USD)
  • Table 66: RoW: Market, By End User, 2014-2020 (Million USD)
  • Table 67: Partnerships, Agreements, Collaborations, and Contracts, 2011-2014
  • Table 68: New Product Development, 2012 - 2015
  • Table 69: New Product Launch, 2012 - 2015
  • Table 70: Other Developments, 2012-2015

List of Figures

  • Figure 1: Serious Game Market, By Vertical
  • Figure 2: Research Design
  • Figure 3: Bottom-Up Approach
  • Figure 4: Top-Down Approach
  • Figure 5: Data Triangulation
  • Figure 6: Assumptions of the Research Study
  • Figure 7: Attractive Opportunity in the Market
  • Figure 8: Training Application Accounted for the Highest Market Share in Serious Game Market
  • Figure 9: Mobile-Based Serious Game Accounted for the Highest Market Share
  • Figure 10: The U.S. Had the Highest Share in the Market in 2015
  • Figure 11: The Serious Game in Corporate and Education Sector is Expected to Be the Highest in North America
  • Figure 12: India is Expected to Grow at A Higher CAGR Between 2015 and 2020
  • Figure 13: Evolution of Serious Game
  • Figure 14: Serious Game Market Segmentation: By Vertical
  • Figure 15: Market Segmentation: By Application
  • Figure 16: Market Segmentation: By Platform
  • Figure 17: Market Segmentation: By End User
  • Figure 18: Market Segmentation: By Region
  • Figure 19: The Return on Investment is Expected to Spur the Demand for the Serious Game Market
  • Figure 20: Value Chain Analysis: Major Value is Added During the Development of Serious Game
  • Figure 21: Porter's Five Forces Analysis
  • Figure 22: Intensity of Rivalry
  • Figure 23: Threat of Substitutes
  • Figure 24: Bargaining Power of Buyers
  • Figure 25: Bargaining Power of Suppliers
  • Figure 26: Threat of New Entrants
  • Figure 27: Strategic Benchmarking: Microsoft and Nintendo Largely Adopted Organic Growth Strategies for Technology Integration and Product Enhancement
  • Figure 28: Serious Game Market Segmentation: By Vertical
  • Figure 29: North America Dominated the Aerospace and Defense Serious Game Market
  • Figure 30: Sales Application is Expected to Grow at A Higher CAGR Between 2015 and 2020 in Corporate Sector
  • Figure 31: APAC is Expected to Grow at the Highest CAGR During the Forecast Period in Education Sector
  • Figure 32: Training Application is Expected to Dominate the Government Sector Between 2015 and 2020
  • Figure 33: Sales Application is Expected to Grow at A Higher CAGR During 2015 and 2020 in Retail Sector
  • Figure 34: North America Accounted for A Major Market Share of the Media and Advertising Serious Game Market
  • Figure 35: Serious Game Market Segmentation: By Platform
  • Figure 36: Mobile-Based Games are Expected to Dominate the Serious Game Market During Forecast Period
  • Figure 37: Market Segmentation: By End User
  • Figure 38: Education Dominates the Consumer End User Market Between 2015 and 2020
  • Figure 39: Sales Application Accounted for A Major Market Share of the Enterprise End User Market
  • Figure 40: Geographic Snapshot (2014) - Rapid Growth Markets are Emerging as New Hot Spots
  • Figure 41: North America Dominates the Serious Game Market During 2015 and 2020
  • Figure 42: North America Snapshot (2014-2020): Demand Will Be Driven By Strong Support From U.S. Government
  • Figure 43: Enterprise Segment is Expected to Dominate North American Serious Game Market
  • Figure 44: Web-Based Serious Games are Expected to Grow at A Higher CAGR in the European Market
  • Figure 45: Asia Pacific Serious Game Market Snapshot - China is the Most Lucrative Market
  • Figure 46: Healthcare Dominates the APAC Serious Game Market Between 2015 and 2020
  • Figure 47: South America is Expected to Dominate as Well as Grow at A Higher Rate During 2015 and 2020
  • Figure 48: Mobile-Based Serious Game Accounted for A Major Market Share of the RoW Market
  • Figure 49: Companies Adopted Partnerships, Agreements, and Contracts as Key Growth Strategies During 2012 and 2015
  • Figure 50: Microsoft Corp. Grew at the Fastest Rate Between 2012 and 2014
  • Figure 51: Market Evolution Framework-Significant Partnerships, Agreements, and Contracts Have Fuelled the Growth and Innovation in 2014
  • Figure 52: Battle for Market Share: Partnerships, Agreements, and Contracts Was the Key Strategy
  • Figure 53: Geographic Revenue Mix of Top Five Market Players
  • Figure 54: Cisco Systems Inc.: Company Snapshot
  • Figure 55: Cisco Systems Inc.: SWOT Analysis
  • Figure 56: IBM Corporation: Company Snapshot
  • Figure 57: IBM Corporation: SWOT Analysis
  • Figure 58: Microsoft Corporation: Company Snapshot
  • Figure 59: Microsoft Corporation: SWOT Analysis
  • Figure 60: Nintendo Co. Ltd.: Company Snapshot
  • Figure 61: Nintendo Co. Ltd.: SWOT Analysis
  • Figure 62: Serious Game International: Company Snapshot
  • Figure 63: Serious Game International: SWOT Analysis
  • Figure 64: Applied Research Associate Inc.: Company Snapshot
  • Figure 65: Breakaway Ltd.: Company Snapshot
  • Figure 66: Designing Digitally Inc.: Company Snapshot
  • Figure 67: Serious Game Interactive: Company Snapshot
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