市場調查報告書
商品編碼
1119076
2022-2028年全球嚴肅遊戲市場規模調查,按遊戲平台、按應用、按終端行業、按地區預測Global Serious Games Market Size study, By Gaming Platform, By Application, By End Use Industry, and Regional Forecasts 2022-2028 |
嚴肅或應用遊戲是指結合學習策略、知識、結構和遊戲元素來教授特定技能、知識和態度的教育應用程序(例如,Microsoft Flight Simulator、Peacemaker)、World無油等)。
對基於遊戲的學習解決方案不斷增長的需求、全球智能手機普及率的提高以及主要市場參與者的戰略舉措是推動全球市場需求的因素。例如,根據 Statista-2021 年的數據,美國(US)基於遊戲的學習市場收入估計為 39 億美元,預計到 2026 年市場將增長到 106 億美元。此外,市場上的主要參與者正在參與戰略計劃,例如合作夥伴關係,以利用對嚴肅遊戲不斷增長的需求。例如,2020 年 10 月,新加坡社會科學大學 (SUSS) 的自治機構成人學習研究所 (IAL) 宣布與新加坡嚴肅遊戲開發商 Playware Studios Pte Limited 建立為期五年的戰略合作夥伴關係。該合作夥伴關係旨在改變新加坡的職業培訓和成人教育(TAE)部門。此外,2022 年 1 月,澳大利亞學習遊戲公司 playEd 宣布了一個新平台,允許教師為他們的課堂創建有趣的定制學習遊戲。此外,後共產主義時代電子學習平台的日益普及以及遊戲行業中增強現實 (AR)、虛擬現實 (VR) 和混合現實 (MR) 等增強現實 (XR) 技術的日益普及預計在此期間有望成為市場需求的催化劑。然而,新興市場缺乏滲透以及缺乏衡量嚴肅遊戲有效性的評估工具正在阻礙 2022-2028 年預測期內的市場增長。
Serious Games 全球市場研究中考慮的主要地區是亞太地區、北美、歐洲、拉丁美洲和世界其他地區。由於強大的市場參與者的存在和增強現實技術的興起,北美已成為全球市場份額的主要地區。另一方面,預計亞太地區將在 2022-2028 年的預測期內呈現顯著的增長率。諸如對開發嚴肅遊戲的關注增加、主要市場參與者的滲透率提高以及該地區電子學習平台的日益普及等因素促進了亞太地區全球嚴肅遊戲市場的增長。創造良好的增長前景。
本報告中包含的主要市場參與者是:
本研究的目的是確定近年來各個細分市場和國家/地區的市場規模,並預測未來八年的價值。本報告旨在捕捉所研究的每個地區和國家的行業的定性和定量方面。此外,它還提供了有關關鍵方面的詳細信息,例如定義市場未來增長的驅動因素和挑戰。此外,報告還應詳細分析主要參與者的競爭格局和產品供應,以及微觀市場中可供利益相關者投資的機會。市場的詳細細分和子細分如下所述。
按遊戲平台
智能手機
家用遊戲機
電腦
雜項
按應用程序
模擬、訓練
調查/規劃
廣告與營銷
人力資源開發
雜項
按最終用戶行業
教育
醫療保健
航空航天與國防
政府機構
零售
媒體和娛樂
雜項
按地區
北美
美國
加拿大
歐洲
英國
德國
法國
西班牙
意大利
其他歐洲
亞太地區
中國
印度
日本
澳大利亞
韓國
其他亞太地區
拉丁美洲
巴西
墨西哥
世界其他地方
此外,本研究考慮的年份是:
實際年份 - 2018 年、2019 年、2020 年
2021 年基準年
預測期 - 2022 年 至 2028 年
本報告的目標受眾是全球嚴肅遊戲市場。
主要諮詢公司和顧問
大公司、中型公司、中小企業
風險投資
增值經銷商 (VAR)
第三方知識提供者
投資銀行家
投資者
Global Serious Games Market is valued approximately USD XX million in 2021 and is anticipated to grow with a healthy growth rate of more than XX % over the forecast period 2022-2028.
The Serious Games or applied games refer to an education application that combine learning strategies, knowledge and structures, and game elements to teach specific skills, knowledge, and attitudes e.g., Microsoft Flight Simulator, Peacemaker, World Without Oil etc. The growing demand for game-based learning solutions and increasing penetration of smartphones worldwide as well as strategic initiatives from leading market players are factors that are accelerating the global market demand. For instance, according to Statista - in 2021, the revenue of game-based learning market in United States (US) was estimated at USD 3.9 billion, and the market is projected to grow to USD 10.6 billion by 2026. Furthermore, leading market players are working towards strategic initiatives such as partnerships to capitalize the growing demand for Serious Games. For instance, in October 2020, The Institute for Adult Learning (IAL), an autonomous institute of Singapore University of Social Sciences (SUSS), announced a Five-Year Strategic partnership with Singapore based serious games developer Playware Studios Pte limited. This partnership intended for transformation of Singapore's Training and Adult Education (TAE) sector. Moreover, in January 2022, Australian learning games company playEd launched a new platform which enables teachers to create fun learning games customized for their classrooms. Also, growing adoption of e-learning platforms in post covid era and increasing emergence of Extended Reality (XR) technologies such as Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR) in gaming industry are anticipated to act as a catalyzing factor for the market demand during the forecast period. However, a lack of penetration in emerging markets coupled with unavailability of assessment tools to measure serious game effectiveness impede the growth of the market over the forecast period of 2022-2028.
The key regions considered for the global Serious Games Market study include Asia Pacific, North America, Europe, Latin America, and the Rest of the World. North America is the leading region across the world in terms of market share owing to the presence of leading market players and growing emergence of extended reality technologies in the region. Whereas, Asia Pacific is anticipated to exhibit a significant growth rate over the forecast period 2022-2028. Factors such as the growing emphasis on the development of serious games and increasing penetration of leading market players as well as rising adoption of e-learning platforms in the region, would create lucrative growth prospects for the global Serious Games Market across the Asia Pacific region.
Major market players included in this report are:
Break Away Limited.
Designing Digitally, Inc.
DIGINEXT
IBM Corporation
CISCO Systems Inc.
Virtual Heroes, Inc.
Nintendo Co. Ltd.
Promotion Software GmbH
Revelian
Tata Interactive Systems
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Gaming Platform
Smartphone
Console
PC
Others
By Application
Simulation and Training
Research and Planning
Advertising and Marketing
Human Resources
Others
By End Use Industry
Education
Healthcare
Aerospace and Defense
Government
Retail
Media and Entertainment
Others
By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE
Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
Rest of the World
Furthermore, years considered for the study are as follows:
Historical year - 2018, 2019, 2020
Base year - 2021
Forecast period - 2022 to 2028
Target Audience of the Global Serious Games Market in Market Study:
Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors
List of figures