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
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

出版日期: | 出版商: Bizwit Research & Consulting LLP | 英文 | 商品交期: 2-3個工作天內

價格

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:

  • Break Away Limited。
  • Designing Digital, Inc.
  • DIGIEXT
  • IBM 公司
  • 思科系統公司
  • 虛擬英雄公司
  • 任天堂有限公司
  • 促銷軟件有限公司
  • Revelian
  • 塔塔互動系統

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

內容

第 1 章執行摘要

  • 市場快照
  • 2020-2028 年全球市場細分估計與預測
    • 嚴肅遊戲市場(按地區):2020-2028
    • 嚴肅遊戲市場(按遊戲平台):2020-2028
    • 嚴肅遊戲市場(按應用):2020-2028
    • 嚴肅遊戲市場:按最終用途行業分類,2020-2028 年
  • 主要趨勢
  • 調查方法
  • 調查先決條件

第 2 章嚴肅遊戲的全球市場定義和範圍

  • 調查目的
  • 市場定義和範圍
    • 調查範圍
    • 工業發展
  • 調查年份
  • 貨幣兌換率

第3章全球嚴肅遊戲市場動態

  • 嚴肅遊戲市場影響分析(2020-2028)
    • 市場驅動力
      • 對基於遊戲的學習解決方案的需求不斷增長
      • 全球智能手機普及率上升
      • 主要市場參與者的戰略舉措。
    • 市場挑戰
      • 新興市場滲透率低
      • 用於衡量嚴肅遊戲有效性的未發布評估工具
    • 市場機會
      • 在後疫情時代擴大電子學習平台的採用範圍
      • XR 技術在遊戲行業的興起。

第 4 章全球嚴肅遊戲市場行業分析

  • 波特的 5 力模型
    • 供應商的議價能力
    • 買家的議價能力
    • 新進入者的威脅
    • 替代品的威脅
    • 競爭公司之間的敵對關係
    • 波特 5 力模型的未來方法(2018-2028)
  • PEST 分析
    • 政治
    • 經濟
    • 社交
    • 技術
  • 招商引資模式
  • 分析師的結論和建議
  • 熱門投資機會
  • 制勝法寶

第 5 章風險評估:COVID-19 的影響

    • 評估 COVID-19 對行業的整體影響
    • COVID-19 之前和 COVID-19 之後的市場情景

第 6 章。嚴肅遊戲的全球市場:按遊戲平台分類

  • 市場快照
  • 全球嚴肅遊戲市場:按遊戲平台),性能潛力分析
  • 2018-2028 年世界嚴肅遊戲市場、遊戲平台估計和預測
  • 嚴肅遊戲市場,細分市場分析
    • 智能手機
    • 控制台
    • 電腦
    • 其他

第 7 章。嚴肅遊戲的全球市場:按應用分類

  • 市場快照
  • 世界嚴肅遊戲市場:按應用、按性能、潛力分析
  • 2018-2028 年世界嚴肅遊戲市場、估計和預測(按應用)
  • 嚴肅遊戲市場,細分市場分析
    • 模擬和訓練
    • 研究和規劃
    • 廣告/營銷
    • 人力資源
    • 其他

第 8 章全球嚴肅遊戲市場:按最終用途行業分類

  • 市場快照
  • 世界嚴肅遊戲市場:按最終用途行業劃分的性能和潛力分析
  • 2018-2028 年按最終用途行業分列的世界嚴肅遊戲市場、估計和預測
  • 嚴肅遊戲市場,細分市場分析
    • 教育
    • 醫療保健
    • 航空航天與國防
    • 政府機構
    • 零售
    • 媒體和娛樂
    • 其他

第 9 章。嚴肅遊戲的全球市場:區域分析

  • 嚴肅遊戲市場,區域市場快照
  • 北美
    • 在美國
      • 2018-2028 年遊戲平台預估與預測
      • 2018-2028 年應用評估與預測
      • 2018-2028 年最終用途行業的估計和預測
    • 加拿大
  • 歐洲嚴肅遊戲市場概覽
    • 英國
    • 德國
    • 法國
    • 西班牙
    • 意大利
    • 其他歐洲地區
  • 亞太地區嚴肅遊戲市場概覽
    • 中國
    • 印度
    • 日本
    • 澳大利亞
    • 韓國
    • 其他亞太地區
  • 拉丁美洲嚴肅遊戲市場概覽
    • 巴西
    • 墨西哥
  • 世界其他地區

第 10 章衝突信息

  • 頂級市場策略
  • 公司簡介
    • Break Away Limited
      • 主要信息
      • 概覽
      • 財務(如果有數據)
      • 產品概覽
      • 近期發展狀況
    • Designing Digitally, Inc.
    • DIGINEXT
    • IBM Corporation
    • CISCO Systems Inc.
    • Virtual Heroes, Inc.
    • Nintendo Co. Ltd.
    • Promotion Software GmbH
    • Revelian
    • Tata Interactive Systems

第 11 章研究過程

  • 研究過程
    • 數據挖掘
    • 分析
    • 市場估算
    • 驗證
    • 出版
  • 調查屬性
  • 調查先決條件

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

Table of Contents

Chapter 1. Executive Summary

  • 1.1. Market Snapshot
  • 1.2. Global & Segmental Market Estimates & Forecasts, 2020-2028 (USD Million)
    • 1.2.1. Serious Games Market, by Region, 2020-2028 (USD Million)
    • 1.2.2. Serious Games Market, by Gaming Platform, 2020-2028 (USD Million)
    • 1.2.3. Serious Games Market, by Application, 2020-2028 (USD Million)
    • 1.2.4. Serious Games Market, by End Use Industry, 2020-2028 (USD Million)
  • 1.3. Key Trends
  • 1.4. Estimation Methodology
  • 1.5. Research Assumption

Chapter 2. Global Serious Games Market Definition and Scope

  • 2.1. Objective of the Study
  • 2.2. Market Definition & Scope
    • 2.2.1. Scope of the Study
    • 2.2.2. Industry Evolution
  • 2.3. Years Considered for the Study
  • 2.4. Currency Conversion Rates

Chapter 3. Global Serious Games Market Dynamics

  • 3.1. Serious Games Market Impact Analysis (2020-2028)
    • 3.1.1. Market Drivers
      • 3.1.1.1. Growing demand for game-based learning solutions.
      • 3.1.1.2. Increasing penetration of smartphones worldwide.
      • 3.1.1.3. Strategic initiatives from leading market players.
    • 3.1.2. Market Challenges
      • 3.1.2.1. Lack of penetration in emerging markets.
      • 3.1.2.2. Unavailability of Assessment tools to measure serious game effectiveness.
    • 3.1.3. Market Opportunities
      • 3.1.3.1. Growing adoption of e-learning platforms in post covid era.
      • 3.1.3.2. Increasing emergence of XR technologies in gaming industry.

Chapter 4. Global Serious Games Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model (2018-2028)
  • 4.2. PEST Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
  • 4.3. Investment Adoption Model
  • 4.4. Analyst Recommendation & Conclusion
  • 4.5. Top investment opportunity
  • 4.6. Top winning strategies

Chapter 5. Risk Assessment: COVID-19 Impact

    • 5.1.1. Assessment of the overall impact of COVID-19 on the industry
    • 5.1.2. Pre COVID-19 and post COVID-19 Market scenario

Chapter 6. Global Serious Games Market, by Gaming Platform

  • 6.1. Market Snapshot
  • 6.2. Global Serious Games Market by Gaming Platform, Performance - Potential Analysis
  • 6.3. Global Serious Games Market Estimates & Forecasts by Gaming Platform 2018-2028 (USD Million)
  • 6.4. Serious Games Market, Sub Segment Analysis
    • 6.4.1. Smartphone
    • 6.4.2. Console
    • 6.4.3. PC
    • 6.4.4. Others

Chapter 7. Global Serious Games Market, by Application

  • 7.1. Market Snapshot
  • 7.2. Global Serious Games Market by Application, Performance - Potential Analysis
  • 7.3. Global Serious Games Market Estimates & Forecasts by Application 2018-2028 (USD Million)
  • 7.4. Serious Games Market, Sub Segment Analysis
    • 7.4.1. Simulation And Training
    • 7.4.2. Research And Planning
    • 7.4.3. Advertising And Marketing
    • 7.4.4. Human Resources
    • 7.4.5. Others

Chapter 8. Global Serious Games Market, by End Use Industry

  • 8.1. Market Snapshot
  • 8.2. Global Serious Games Market by End Use Industry, Performance - Potential Analysis
  • 8.3. Global Serious Games Market Estimates & Forecasts by End Use Industry 2018-2028 (USD Million)
  • 8.4. Serious Games Market, Sub Segment Analysis
    • 8.4.1. Education
    • 8.4.2. Healthcare
    • 8.4.3. Aerospace and Defense
    • 8.4.4. Government
    • 8.4.5. Retail
    • 8.4.6. Media and Entertainment
    • 8.4.7. Others

Chapter 9. Global Serious Games Market, Regional Analysis

  • 9.1. Serious Games Market, Regional Market Snapshot
  • 9.2. North America Serious Games Market
    • 9.2.1. U.S. Serious Games Market
      • 9.2.1.1. Gaming Platform estimates & forecasts, 2018-2028
      • 9.2.1.2. Application estimates & forecasts, 2018-2028
      • 9.2.1.3. End Use Industry estimates & forecasts, 2018-2028
    • 9.2.2. Canada Serious Games Market
  • 9.3. Europe Serious Games Market Snapshot
    • 9.3.1. U.K. Serious Games Market
    • 9.3.2. Germany Serious Games Market
    • 9.3.3. France Serious Games Market
    • 9.3.4. Spain Serious Games Market
    • 9.3.5. Italy Serious Games Market
    • 9.3.6. Rest of Europe Serious Games Market
  • 9.4. Asia-Pacific Serious Games Market Snapshot
    • 9.4.1. China Serious Games Market
    • 9.4.2. India Serious Games Market
    • 9.4.3. Japan Serious Games Market
    • 9.4.4. Australia Serious Games Market
    • 9.4.5. South Korea Serious Games Market
    • 9.4.6. Rest of Asia Pacific Serious Games Market
  • 9.5. Latin America Serious Games Market Snapshot
    • 9.5.1. Brazil Serious Games Market
    • 9.5.2. Mexico Serious Games Market
  • 9.6. Rest of The World Serious Games Market

Chapter 10. Competitive Intelligence

  • 10.1. Top Market Strategies
  • 10.2. Company Profiles
    • 10.2.1. Break Away Limited
      • 10.2.1.1. Key Information
      • 10.2.1.2. Overview
      • 10.2.1.3. Financial (Subject to Data Availability)
      • 10.2.1.4. Product Summary
      • 10.2.1.5. Recent Developments
    • 10.2.2. Designing Digitally, Inc.
    • 10.2.3. DIGINEXT
    • 10.2.4. IBM Corporation
    • 10.2.5. CISCO Systems Inc.
    • 10.2.6. Virtual Heroes, Inc.
    • 10.2.7. Nintendo Co. Ltd.
    • 10.2.8. Promotion Software GmbH
    • 10.2.9. Revelian
    • 10.2.10. Tata Interactive Systems

Chapter 11. Research Process

  • 11.1. Research Process
    • 11.1.1. Data Mining
    • 11.1.2. Analysis
    • 11.1.3. Market Estimation
    • 11.1.4. Validation
    • 11.1.5. Publishing
  • 11.2. Research Attributes
  • 11.3. Research Assumption

LIST OF TABLES

  • TABLE 1. Global Serious Games Market, report scope
  • TABLE 2. Global Serious Games Market estimates & forecasts by Region 2018-2028 (USD Million)
  • TABLE 3. Global Serious Games Market estimates & forecasts by Gaming Platform 2018-2028 (USD Million)
  • TABLE 4. Global Serious Games Market estimates & forecasts by Application 2018-2028 (USD Million)
  • TABLE 5. Global Serious Games Market estimates & forecasts by End Use Industry 2018-2028 (USD Million)
  • TABLE 6. Global Serious Games Market by segment, estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 7. Global Serious Games Market by region, estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 8. Global Serious Games Market by segment, estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 9. Global Serious Games Market by region, estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 10. Global Serious Games Market by segment, estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 11. Global Serious Games Market by region, estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 12. Global Serious Games Market by segment, estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 13. Global Serious Games Market by region, estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 14. Global Serious Games Market by segment, estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 15. Global Serious Games Market by region, estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 16. U.S. Serious Games Market estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 17. U.S. Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 18. U.S. Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 19. Canada Serious Games Market estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 20. Canada Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 21. Canada Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 22. UK Serious Games Market estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 23. UK Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 24. UK Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 25. Germany Serious Games Market estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 26. Germany Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 27. Germany Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 28. RoE Serious Games Market estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 29. RoE Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 30. RoE Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 31. China Serious Games Market estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 32. China Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 33. China Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 34. India Serious Games Market estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 35. India Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 36. India Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 37. Japan Serious Games Market estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 38. Japan Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 39. Japan Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 40. RoAPAC Serious Games Market estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 41. RoAPAC Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 42. RoAPAC Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 43. Brazil Serious Games Market estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 44. Brazil Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 45. Brazil Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 46. Mexico Serious Games Market estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 47. Mexico Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 48. Mexico Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 49. RoLA Serious Games Market estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 50. RoLA Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 51. RoLA Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 52. Row Serious Games Market estimates & forecasts, 2018-2028 (USD Million)
  • TABLE 53. Row Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 54. Row Serious Games Market estimates & forecasts by segment 2018-2028 (USD Million)
  • TABLE 55. List of secondary sources, used in the study of global Serious Games Market
  • TABLE 56. List of primary sources, used in the study of global Serious Games Market
  • TABLE 57. Years considered for the study
  • TABLE 58. Exchange rates considered

LIST OF FIGURES

List of figures

  • FIG 1. Global Serious Games Market, research methodology
  • FIG 2. Global Serious Games Market, Market estimation techniques
  • FIG 3. Global Market size estimates & forecast methods
  • FIG 4. Global Serious Games Market, key trends 2021
  • FIG 5. Global Serious Games Market, growth prospects 2022-2028
  • FIG 6. Global Serious Games Market, porters 5 force model
  • FIG 7. Global Serious Games Market, pest analysis
  • FIG 8. Global Serious Games Market, value chain analysis
  • FIG 9. Global Serious Games Market by segment, 2018 & 2028 (USD Million)
  • FIG 10. Global Serious Games Market by segment, 2018 & 2028 (USD Million)
  • FIG 11. Global Serious Games Market by segment, 2018 & 2028 (USD Million)
  • FIG 12. Global Serious Games Market by segment, 2018 & 2028 (USD Million)
  • FIG 13. Global Serious Games Market by segment, 2018 & 2028 (USD Million)
  • FIG 14. Global Serious Games Market, regional snapshot 2018 & 2028
  • FIG 15. North America Serious Games Market 2018 & 2028 (USD Million)
  • FIG 16. Europe Serious Games Market 2018 & 2028 (USD Million)
  • FIG 17. Asia pacific Market 2018 & 2028 (USD Million)
  • FIG 18. Latin America Serious Games Market 2018 & 2028 (USD Million)
  • FIG 19. Global Serious Games Market, company Market share analysis (2021)