市場調查報告書
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1291446
嚴肅遊戲市場:2023-2028年全球行業趨勢、佔有率、規模、成長、機會和預測Serious Games Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028 |
全球嚴肅遊戲市場規模在2022年達到91億美元。展望未來,IMARC Group預計,到2028年,市場規模將達到318億美元,在2023-2028年期間呈現21.6%的成長率(CAGR)。虛擬實境(VR)在改善遊戲體驗方面的日益整合,企業對保持健康工作環境的日益關注,以及管理機構和私營公司在各個領域的投資增加,代表了推動市場發展的一些關鍵因素。
嚴肅遊戲是指各種各樣的活動,使個人能夠從事有意義的事業,使他們能夠練習不同的技能和實現目標,而不是享受一種休閒活動。它們是有趣的、有吸引力的、身臨其境的,並有助於給個人帶來行為上的改變。它們還幫助康復中心將練習轉化為遊戲,諮詢機構教授團隊合作的各個方面,企業發展社會和物流的動力。它們使個人能夠了解自己的長處和短處,並通過嚴格的練習和持續的測試增強自信。它們使資訊令人難忘,學習效率高,從而提高個人的知識保留率。它們還提供一個安全的虛擬環境,改善學習體驗,令人興奮的獎勵,以及故事進展或其他反饋系統。它們鼓勵人們在娛樂性和參與性的背景下更好地進行大腦活動,並增加個人嘗試新概念的動力,而不必擔心。
目前,對嚴肅遊戲的需求不斷增加,以促進全球各種企業的用戶參與,這是積極影響市場的主要因素之一。除此之外,虛擬實境(VR)在改善遊戲體驗和為組織中的受訓者和僱員的培訓和發展創造逼真的功能方面不斷增加的整合正在推動市場的成長。此外,企業越來越重視維護健康的工作環境,為員工提供全面的培訓體驗,這為市場前景提供了有利條件。除此之外,在學校的教學課程中涵蓋嚴肅遊戲作為有效的學習工具的情況也在增加。再加上教師擴大利用嚴肅遊戲來消除說教的方法,鼓勵學生進行實驗和學習,這些都支持了市場的成長。此外,管理機構和私營公司在醫療、國防和教育部門的投資增加,也促進了市場的成長。此外,有效的嚴肅遊戲提供的各種好處,如更好的決策、自我監控、談判和加強問題識別,正在加強市場的成長。此外,嚴肅遊戲日益積極的翻新和有利的投資回報率(ROI)正在支持市場的成長。
The global serious games market size reached US$ 9.1 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 31.8 Billion by 2028, exhibiting a growth rate (CAGR) of 21.6% during 2023-2028. The growing integration of virtual reality (VR) in improving the gaming experience, increasing focus of companies on maintaining a healthy work environment, and rising investment by governing agencies and private companies in various sectors represent some of the key factors driving the market.
Serious games refer to a wide variety of activities enabling individuals to engage in meaningful ventures that allow them to practice different skills and attain goals rather than enjoying a leisure activity. They are interesting, engaging, and immersive and assist in bringing behavioral changes in individuals. They also help rehabilitation centers translate exercises into games, consultancy agencies teach aspects of teamwork, and businesses develop social and logistic dynamics. They enable individuals to understand their strengths and weaknesses and boost self-confidence through rigorous practice and continuous testing. They make information memorable and learning efficient, thereby increasing knowledge retention in individuals. They also offer a safe virtual environment, improved learning experience, exciting rewards, and story progression or other feedback systems. They encourage better brain activity in entertaining and engaging contexts and increase the motivation in individuals to experiment with new concepts without fear.
At present, the increasing demand for serious games to facilitate user engagement in various enterprises across the globe represents one of the primary factors influencing the market positively. Besides this, the rising integration of virtual reality (VR) in improving the gaming experience and creating realistic features for the training and development of trainees and employees in organizations is propelling the growth of the market. In addition, the growing focus of companies on maintaining a healthy work environment and providing a holistic training experience to their employees is offering a favorable market outlook. Apart from this, there is an increase in the incorporation of serious games in the teaching curriculum of schools as effective learning tools. This, coupled with the rising utilization of serious games by teachers to eliminate didactic approaches and encourage students to experiment and learn, is supporting the growth of the market. Additionally, increasing investments by governing agencies and private companies in the healthcare, defense, and education sectors is contributing to the growth of the market. Moreover, various benefits offered by effective serious games, such as better decision-making, self-monitoring, negotiation, and enhanced problem recognition, are strengthening the growth of the market. Furthermore, the increasing positive refurbishments and a favorable return on investment (ROI) of serious games are bolstering the market growth.
IMARC Group provides an analysis of the key trends in each sub-segment of the global serious games market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on gaming platform, application and industry vertical.
The report has provided a detailed breakup and analysis of the serious games market based on the gaming platform. This includes smartphone, console, PC, and others. According to the report, smartphone represented the largest segment.
A detailed breakup and analysis of the serious games market based on the application has also been provided in the report. This includes simulation and training, research and planning, advertising and marketing, human resources, and others. According to the report, simulation and training accounted for the largest market share.
A detailed breakup and analysis of the serious games market based on the industry vertical has also been provided in the report. This includes education, healthcare, aerospace and defense, government, retail, media and entertainment, and others. According to the report, education accounted for the largest market share.
The report has also provided a comprehensive analysis of all the major regional markets, which North America (the United States and Canada); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (the United Kingdom, Germany, France, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, Asia Pacific was the largest market for serious games. Some of the factors driving the Asia Pacific serious games market included the growing investment in the educational sector, technological advancements, rising demand for better user engagement platforms across organizations, etc.
The report has also provided a comprehensive analysis of the competitive landscape in the global serious games market. Competitive analysis such as market structure, market share by key players, player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided. Some of the companies covered include Applied Research Associate Inc., BreakAway Games, Cisco Systems Inc., Designing Digitally Inc., Diginext SRL (CS Communication & Systemes), Grendel Games, LIB Businessgames B.V., MPS Interactive Systems Limited (MPS Ltd.), Serious Games Interactive, Totem Learning, YES!Delft, etc. Kindly note that this only represents a partial list of companies, and the complete list has been provided in the report.