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市場調查報告書
商品編碼
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

出版日期: | 出版商: IMARC | 英文 144 Pages | 商品交期: 2-3個工作天內

價格

市場概述:

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。

嚴肅遊戲的市場趨勢:

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。

本報告中回答的關鍵問題:

  • 迄今為止,全球嚴肅遊戲市場的表現如何,在未來幾年將如何表現?
  • 全球嚴肅遊戲市場的驅動因素、限制因素和機會是什麼?
  • 每個驅動因素、限制因素和機會對全球嚴肅遊戲市場的影響是什麼?
  • 主要的區域市場是什麼?
  • 哪些國家代表了最具吸引力的嚴肅遊戲市場?
  • 基於遊戲平台的市場細分是什麼?
  • 哪個是嚴肅遊戲市場中最有吸引力的遊戲平台?
  • 基於應用的市場細分是什麼?
  • 哪個是嚴肅遊戲市場中最有吸引力的應用?
  • 基於行業垂直的市場細分是什麼?
  • 哪一個是嚴肅遊戲市場中最有吸引力的垂直行業?
  • 全球嚴肅遊戲市場的競爭結構是什麼?
  • 誰是全球嚴肅遊戲市場的主要參與者/公司?

目錄

第一章:前言

第二章:範圍和方法

  • 研究的目標
  • 利益相關者
  • 數據來源
    • 主要來源
    • 二級來源
  • 市場評估
    • 自下而上的方法
    • 自上而下的方法
  • 預測方法

第三章:執行摘要

第四章:簡介

  • 概述
  • 主要行業趨勢

第五章:全球嚴肅遊戲市場

  • 市場概況
  • 市場表現
  • COVID-19的影響
  • 市場預測

第六章:按遊戲平台分類的市場

  • 智慧手機
    • 市場趨勢
    • 市場預測
  • 控制台
    • 市場趨勢
    • 市場預測
  • 個人電腦
    • 市場趨勢
    • 市場預測
  • 其他
    • 市場趨勢
    • 市場預測

第7章:按應用分類的市場

  • 仿真和培訓
    • 市場趨勢
    • 市場預測
  • 研究與規劃
    • 市場趨勢
    • 市場預測
  • 廣告和行銷
    • 市場趨勢
    • 市場預測
  • 人力資源
    • 市場趨勢
    • 市場預測
  • 其他
    • 市場趨勢
    • 市場預測

第8章:按行業分類的市場分析

  • 教育行業
    • 市場趨勢
    • 市場預測
  • 醫療保健
    • 市場趨勢
    • 市場預測
  • 航空航太和國防
    • 市場趨勢
    • 市場預測
  • 政府機構
    • 市場趨勢
    • 市場預測
  • 零售業
    • 市場趨勢
    • 市場預測
  • 媒體和娛樂
    • 市場趨勢
    • 市場預測
  • 其他
    • 市場趨勢
    • 市場預測

第九章:按地區分類的市場

  • 北美洲
    • 美國
      • 市場趨勢
      • 市場預測
    • 加拿大
      • 市場趨勢
      • 市場預測
  • 亞太地區
    • 中國
      • 市場趨勢
      • 市場預測
    • 日本
      • 市場趨勢
      • 市場預測
    • 印度
      • 市場趨勢
      • 市場預測
    • 韓國
      • 市場趨勢
      • 市場預測
    • 澳大利亞
      • 市場趨勢
      • 市場預測
    • 印尼
      • 市場趨勢
      • 市場預測
    • 其他國家
      • 市場趨勢
      • 市場預測
  • 歐洲
    • 德國
      • 市場趨勢
      • 市場預測
    • 法國
      • 市場趨勢
      • 市場預測
    • 英國
      • 市場趨勢
      • 市場預測
    • 義大利
      • 市場趨勢
      • 市場預測
    • 西班牙
      • 市場趨勢
      • 市場預測
    • 俄羅斯
      • 市場趨勢
      • 市場預測
    • 其他國家
      • 市場趨勢
      • 市場預測
  • 拉丁美洲
    • 巴西
      • 市場趨勢
      • 市場預測
    • 墨西哥
      • 市場趨勢
      • 市場預測
    • 其他國家
      • 市場趨勢
      • 市場預測
  • 中東和非洲
    • 市場趨勢
    • 按國家分類的市場
    • 市場預測

第十章:SWOT分析

  • 概述
  • 優勢
  • 劣勢
  • 機會
  • 威脅

第十一章:價值鏈分析

第十二章:波特五力分析

  • 概述
  • 買方的議價能力
  • 供應商的議價能力
  • 競爭程度
  • 新進入者的威脅
  • 替代品的威脅

第十三章:價格分析

第十四章:競爭格局

  • 市場結構
  • 主要參與者
  • 主要參與者的概況
    • Applied Research Associate Inc.
    • BreakAway Games
    • Cisco Systems Inc.
    • Designing Digitally Inc.
    • Diginext SRL (CS Communication & Systemes)
    • Grendel Games
    • LIB Businessgames BV
    • MPS Interactive Systems Limited (MPS Ltd.)
    • Serious Games Interactive
    • Totem Learning
    • YES!Delft
Product Code: SR112023A5759

Market Overview:

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.

Serious Games Market Trends:

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.

Key Market Segmentation:

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.

Gaming Platform Insights:

  • Smartphone
  • Console
  • PC
  • Others

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.

Application Insights:

  • Simulation and Training
  • Research and Planning
  • Advertising and Marketing
  • Human Resources
  • Others

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.

Industry Vertical Insights:

  • Education
  • Healthcare
  • Aerospace and Defense
  • Government
  • Retail
  • Media and Entertainment
  • Others

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.

Regional Insights:

  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
    • Others
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
    • Russia
    • Others
  • Latin America
    • Brazil
    • Mexico
    • Others
  • Middle East and Africa

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.

Competitive Landscape:

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.

Key Questions Answered in This Report:

  • How has the global serious games market performed so far, and how will it perform in the coming years?
  • What are the drivers, restraints, and opportunities in the global serious games market?
  • What is the impact of each driver, restraint, and opportunity on the global serious games market?
  • What are the key regional markets?
  • Which countries represent the most attractive serious games market?
  • What is the breakup of the market based on the gaming platform?
  • Which is the most attractive gaming platform in the serious games market?
  • What is the breakup of the market based on the application?
  • Which is the most attractive application in the serious games market?
  • What is the breakup of the market based on the industry vertical?
  • Which is the most attractive industry vertical in the serious games market?
  • What is the competitive structure of the global serious games market?
  • Who are the key players/companies in the global serious games market?

Table of Contents

1   Preface

2   Scope and Methodology

  • 2.1  Objectives of the Study
  • 2.2  Stakeholders
  • 2.3  Data Sources
    • 2.3.1  Primary Sources
    • 2.3.2  Secondary Sources
  • 2.4  Market Estimation
    • 2.4.1  Bottom-Up Approach
    • 2.4.2  Top-Down Approach
  • 2.5  Forecasting Methodology

3   Executive Summary

4   Introduction

  • 4.1  Overview
  • 4.2  Key Industry Trends

5   Global Serious Games Market

  • 5.1  Market Overview
  • 5.2  Market Performance
  • 5.3  Impact of COVID-19
  • 5.4  Market Forecast

6   Market Breakup by Gaming Platform

  • 6.1  Smartphone
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2  Console
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3  PC
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast
  • 6.4  Others
    • 6.4.1 Market Trends
    • 6.4.2 Market Forecast

7   Market Breakup by Application

  • 7.1  Simulation and Training
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2  Research and Planning
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3  Advertising and Marketing
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast
  • 7.4  Human Resources
    • 7.4.1 Market Trends
    • 7.4.2 Market Forecast
  • 7.5  Others
    • 7.5.1 Market Trends
    • 7.5.2 Market Forecast

8   Market Breakup by Industry Vertical

  • 8.1  Education
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2  Healthcare
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3  Aerospace and Defense
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast
  • 8.4  Government
    • 8.4.1 Market Trends
    • 8.4.2 Market Forecast
  • 8.5  Retail
    • 8.5.1 Market Trends
    • 8.5.2 Market Forecast
  • 8.6  Media and Entertainment
    • 8.6.1 Market Trends
    • 8.6.2 Market Forecast
  • 8.7  Others
    • 8.7.1 Market Trends
    • 8.7.2 Market Forecast

9   Market Breakup by Region

  • 9.1  North America
    • 9.1.1 United States
      • 9.1.1.1 Market Trends
      • 9.1.1.2 Market Forecast
    • 9.1.2 Canada
      • 9.1.2.1 Market Trends
      • 9.1.2.2 Market Forecast
  • 9.2  Asia-Pacific
    • 9.2.1 China
      • 9.2.1.1 Market Trends
      • 9.2.1.2 Market Forecast
    • 9.2.2 Japan
      • 9.2.2.1 Market Trends
      • 9.2.2.2 Market Forecast
    • 9.2.3 India
      • 9.2.3.1 Market Trends
      • 9.2.3.2 Market Forecast
    • 9.2.4 South Korea
      • 9.2.4.1 Market Trends
      • 9.2.4.2 Market Forecast
    • 9.2.5 Australia
      • 9.2.5.1 Market Trends
      • 9.2.5.2 Market Forecast
    • 9.2.6 Indonesia
      • 9.2.6.1 Market Trends
      • 9.2.6.2 Market Forecast
    • 9.2.7 Others
      • 9.2.7.1 Market Trends
      • 9.2.7.2 Market Forecast
  • 9.3  Europe
    • 9.3.1 Germany
      • 9.3.1.1 Market Trends
      • 9.3.1.2 Market Forecast
    • 9.3.2 France
      • 9.3.2.1 Market Trends
      • 9.3.2.2 Market Forecast
    • 9.3.3 United Kingdom
      • 9.3.3.1 Market Trends
      • 9.3.3.2 Market Forecast
    • 9.3.4 Italy
      • 9.3.4.1 Market Trends
      • 9.3.4.2 Market Forecast
    • 9.3.5 Spain
      • 9.3.5.1 Market Trends
      • 9.3.5.2 Market Forecast
    • 9.3.6 Russia
      • 9.3.6.1 Market Trends
      • 9.3.6.2 Market Forecast
    • 9.3.7 Others
      • 9.3.7.1 Market Trends
      • 9.3.7.2 Market Forecast
  • 9.4  Latin America
    • 9.4.1 Brazil
      • 9.4.1.1 Market Trends
      • 9.4.1.2 Market Forecast
    • 9.4.2 Mexico
      • 9.4.2.1 Market Trends
      • 9.4.2.2 Market Forecast
    • 9.4.3 Others
      • 9.4.3.1 Market Trends
      • 9.4.3.2 Market Forecast
  • 9.5  Middle East and Africa
    • 9.5.1 Market Trends
    • 9.5.2 Market Breakup by Country
    • 9.5.3 Market Forecast

10  SWOT Analysis

  • 10.1  Overview
  • 10.2  Strengths
  • 10.3  Weaknesses
  • 10.4  Opportunities
  • 10.5  Threats

11  Value Chain Analysis

12  Porters Five Forces Analysis

  • 12.1  Overview
  • 12.2  Bargaining Power of Buyers
  • 12.3  Bargaining Power of Suppliers
  • 12.4  Degree of Competition
  • 12.5  Threat of New Entrants
  • 12.6  Threat of Substitutes

13  Price Analysis

14  Competitive Landscape

  • 14.1  Market Structure
  • 14.2  Key Players
  • 14.3  Profiles of Key Players
    • 14.3.1  Applied Research Associate Inc.
      • 14.3.1.1 Company Overview
      • 14.3.1.2 Product Portfolio
    • 14.3.2  BreakAway Games
      • 14.3.2.1 Company Overview
      • 14.3.2.2 Product Portfolio
    • 14.3.3  Cisco Systems Inc.
      • 14.3.3.1 Company Overview
      • 14.3.3.2 Product Portfolio
      • 14.3.3.3 Financials
      • 14.3.3.4 SWOT Analysis
    • 14.3.4  Designing Digitally Inc.
      • 14.3.4.1 Company Overview
      • 14.3.4.2 Product Portfolio
    • 14.3.5  Diginext SRL (CS Communication & Systemes)
      • 14.3.5.1 Company Overview
      • 14.3.5.2 Product Portfolio
    • 14.3.6  Grendel Games
      • 14.3.6.1 Company Overview
      • 14.3.6.2 Product Portfolio
    • 14.3.7  LIB Businessgames B.V.
      • 14.3.7.1 Company Overview
      • 14.3.7.2 Product Portfolio
    • 14.3.8  MPS Interactive Systems Limited (MPS Ltd.)
      • 14.3.8.1 Company Overview
      • 14.3.8.2 Product Portfolio
    • 14.3.9  Serious Games Interactive
      • 14.3.9.1 Company Overview
      • 14.3.9.2 Product Portfolio
    • 14.3.10  Totem Learning
      • 14.3.10.1 Company Overview
      • 14.3.10.2 Product Portfolio
    • 14.3.11  YES!Delft
      • 14.3.11.1 Company Overview
      • 14.3.11.2 Product Portfolio

List of Figures

  • Figure 1: Global: Serious Games Market: Major Drivers and Challenges
  • Figure 2: Global: Serious Games Market: Sales Value (in Billion US$), 2017-2022
  • Figure 3: Global: Serious Games Market Forecast: Sales Value (in Billion US$), 2023-2028
  • Figure 4: Global: Serious Games Market: Breakup by Gaming Platform (in %), 2022
  • Figure 5: Global: Serious Games Market: Breakup by Application (in %), 2022
  • Figure 6: Global: Serious Games Market: Breakup by Industry Vertical (in %), 2022
  • Figure 7: Global: Serious Games Market: Breakup by Region (in %), 2022
  • Figure 8: Global: Serious Games (Smartphone) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 9: Global: Serious Games (Smartphone) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 10: Global: Serious Games (Console) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 11: Global: Serious Games (Console) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 12: Global: Serious Games (PC) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 13: Global: Serious Games (PC) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 14: Global: Serious Games (Other Gaming Platforms) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 15: Global: Serious Games (Other Gaming Platforms) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 16: Global: Serious Games (Simulation and Training) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 17: Global: Serious Games (Simulation and Training) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 18: Global: Serious Games (Research and Planning) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 19: Global: Serious Games (Research and Planning) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 20: Global: Serious Games (Advertising and Marketing) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 21: Global: Serious Games (Advertising and Marketing) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 22: Global: Serious Games (Human Resources) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 23: Global: Serious Games (Human Resources) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 24: Global: Serious Games (Other Applications) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 25: Global: Serious Games (Other Applications) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 26: Global: Serious Games (Education) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 27: Global: Serious Games (Education) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 28: Global: Serious Games (Healthcare) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 29: Global: Serious Games (Healthcare) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 30: Global: Serious Games (Aerospace and Defense) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 31: Global: Serious Games (Aerospace and Defense) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 32: Global: Serious Games (Government) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 33: Global: Serious Games (Government) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 34: Global: Serious Games (Retail) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 35: Global: Serious Games (Retail) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 36: Global: Serious Games (Media and Entertainment) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 37: Global: Serious Games (Media and Entertainment) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 38: Global: Serious Games (Other Industry Verticals) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 39: Global: Serious Games (Other Industry Verticals) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 40: North America: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 41: North America: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 42: United States: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 43: United States: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 44: Canada: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 45: Canada: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 46: Asia-Pacific: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 47: Asia-Pacific: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 48: China: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 49: China: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 50: Japan: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 51: Japan: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 52: India: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 53: India: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 54: South Korea: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 55: South Korea: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 56: Australia: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 57: Australia: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 58: Indonesia: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 59: Indonesia: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 60: Others: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 61: Others: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 62: Europe: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 63: Europe: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 64: Germany: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 65: Germany: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 66: France: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 67: France: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 68: United Kingdom: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 69: United Kingdom: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 70: Italy: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 71: Italy: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 72: Spain: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 73: Spain: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 74: Russia: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 75: Russia: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 76: Others: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 77: Others: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 78: Latin America: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 79: Latin America: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 80: Brazil: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 81: Brazil: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 82: Mexico: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 83: Mexico: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 84: Others: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 85: Others: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 86: Middle East and Africa: Serious Games Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 87: Middle East and Africa: Serious Games Market: Breakup by Country (in %), 2022
  • Figure 88: Middle East and Africa: Serious Games Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 89: Global: Serious Games Industry: SWOT Analysis
  • Figure 90: Global: Serious Games Industry: Value Chain Analysis
  • Figure 91: Global: Serious Games Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Global: Serious Games Market: Key Industry Highlights, 2022 and 2028
  • Table 2: Global: Serious Games Market Forecast: Breakup by Gaming Platform (in Million US$), 2023-2028
  • Table 3: Global: Serious Games Market Forecast: Breakup by Application (in Million US$), 2023-2028
  • Table 4: Global: Serious Games Market Forecast: Breakup by Industry Vertical (in Million US$), 2023-2028
  • Table 5: Global: Serious Games Market Forecast: Breakup by Region (in Million US$), 2023-2028
  • Table 6: Global: Serious Games Market: Competitive Structure
  • Table 7: Global: Serious Games Market: Key Players