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Global (United States, European Union and China) Serious Games Market Research Report 2019-2025

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Table of Contents

    1 Report Overview

    • 1.1 Research Scope
    • 1.2 Major Manufacturers Covered in This Report
    • 1.3 Market Segment by Type
      • 1.3.1 Global Serious Games Market Size Growth Rate by Type (2019-2025)
      • 1.3.2 Enterprises
      • 1.3.3 Consumers
    • 1.4 Market Segment by Application
      • 1.4.1 Global Serious Games Market Share by Application (2019-2025)
      • 1.4.2 Healthcare
      • 1.4.3 Aerospace & defense
      • 1.4.4 Government
      • 1.4.5 Education
      • 1.4.6 Retail
      • 1.4.7 Media & Entertainment
      • 1.4.8 Others
    • 1.5 Study Objectives
    • 1.6 Years Considered

    2 Global Growth Trends

    • 2.1 Production and Capacity Analysis
      • 2.1.1 Global Serious Games Production Value 2014-2025
      • 2.1.2 Global Serious Games Production 2014-2025
      • 2.1.3 Global Serious Games Capacity 2014-2025
      • 2.1.4 Global Serious Games Marketing Pricing and Trends
    • 2.2 Key Producers Growth Rate (CAGR) 2019-2025
      • 2.2.1 Global Serious Games Market Size CAGR of Key Regions
      • 2.2.2 Global Serious Games Market Share of Key Regions
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers

    3 Market Share by Manufacturers

    • 3.1 Capacity and Production by Manufacturers
      • 3.1.1 Global Serious Games Capacity by Manufacturers
      • 3.1.2 Global Serious Games Production by Manufacturers
    • 3.2 Revenue by Manufacturers
      • 3.2.1 Serious Games Revenue by Manufacturers (2014-2019)
      • 3.2.2 Serious Games Revenue Share by Manufacturers (2014-2019)
      • 3.2.3 Global Serious Games Market Concentration Ratio (CR5 and HHI)
    • 3.3 Serious Games Price by Manufacturers
    • 3.4 Key Manufacturers Serious Games Plants/Factories Distribution and Area Served
    • 3.5 Date of Key Manufacturers Enter into Serious Games Market
    • 3.6 Key Manufacturers Serious Games Product Offered
    • 3.7 Mergers & Acquisitions, Expansion Plans

    4 Market Size by Type

    • 4.1 Production and Production Value for Each Type
      • 4.1.1 Enterprises Production and Production Value (2014-2019)
      • 4.1.2 Consumers Production and Production Value (2014-2019)
    • 4.2 Global Serious Games Production Market Share by Type
    • 4.3 Global Serious Games Production Value Market Share by Type
    • 4.4 Serious Games Ex-factory Price by Type

    5 Market Size by Application

    • 5.1 Overview
    • 5.2 Global Serious Games Consumption by Application

    6 Production by Regions

    • 6.1 Global Serious Games Production (History Data) by Regions 2014-2019
    • 6.2 Global Serious Games Production Value (History Data) by Regions
    • 6.3 United States
      • 6.3.1 United States Serious Games Production Growth Rate 2014-2019
      • 6.3.2 United States Serious Games Production Value Growth Rate 2014-2019
      • 6.3.3 Key Players in United States
      • 6.3.4 United States Serious Games Import & Export
    • 6.4 European Union
      • 6.4.1 European Union Serious Games Production Growth Rate 2014-2019
      • 6.4.2 European Union Serious Games Production Value Growth Rate 2014-2019
      • 6.4.3 Key Players in European Union
      • 6.4.4 European Union Serious Games Import & Export
    • 6.5 China
      • 6.5.1 China Serious Games Production Growth Rate 2014-2019
      • 6.5.2 China Serious Games Production Value Growth Rate 2014-2019
      • 6.5.3 Key Players in China
      • 6.5.4 China Serious Games Import & Export
    • 6.6 Rest of World
      • 6.6.1 Japan
      • 6.6.2 Korea
      • 6.6.3 India
      • 6.6.4 Southeast Asia

    7 Serious Games Consumption by Regions

    • 7.1 Global Serious Games Consumption (History Data) by Regions
    • 7.2 United States
      • 7.2.1 United States Serious Games Consumption by Type
      • 7.2.2 United States Serious Games Consumption by Application
    • 7.3 European Union
      • 7.3.1 European Union Serious Games Consumption by Type
      • 7.3.2 European Union Serious Games Consumption by Application
    • 7.4 China
      • 7.4.1 China Serious Games Consumption by Type
      • 7.4.2 China Serious Games Consumption by Application
    • 7.5 Rest of World
      • 7.5.1 Rest of World Serious Games Consumption by Type
      • 7.5.2 Rest of World Serious Games Consumption by Application
      • 7.5.1 Japan
      • 7.5.2 Korea
      • 7.5.3 India
      • 7.5.4 Southeast Asia

    8 Company Profiles

    • 8.1 BreakAway, Ltd.
      • 8.1.1 BreakAway, Ltd. Company Details
      • 8.1.2 Company Description and Business Overview
      • 8.1.3 Production and Revenue of Serious Games
      • 8.1.4 Serious Games Product Introduction
      • 8.1.5 BreakAway, Ltd. Recent Development
    • 8.2 Designing Digitally, Inc.
      • 8.2.1 Designing Digitally, Inc. Company Details
      • 8.2.2 Company Description and Business Overview
      • 8.2.3 Production and Revenue of Serious Games
      • 8.2.4 Serious Games Product Introduction
      • 8.2.5 Designing Digitally, Inc. Recent Development
    • 8.3 DIGINEXT
      • 8.3.1 DIGINEXT Company Details
      • 8.3.2 Company Description and Business Overview
      • 8.3.3 Production and Revenue of Serious Games
      • 8.3.4 Serious Games Product Introduction
      • 8.3.5 DIGINEXT Recent Development
    • 8.4 IBM Corporation
      • 8.4.1 IBM Corporation Company Details
      • 8.4.2 Company Description and Business Overview
      • 8.4.3 Production and Revenue of Serious Games
      • 8.4.4 Serious Games Product Introduction
      • 8.4.5 IBM Corporation Recent Development
    • 8.5 Intuition
      • 8.5.1 Intuition Company Details
      • 8.5.2 Company Description and Business Overview
      • 8.5.3 Production and Revenue of Serious Games
      • 8.5.4 Serious Games Product Introduction
      • 8.5.5 Intuition Recent Development
    • 8.6 Learning Nexus Ltd
      • 8.6.1 Learning Nexus Ltd Company Details
      • 8.6.2 Company Description and Business Overview
      • 8.6.3 Production and Revenue of Serious Games
      • 8.6.4 Serious Games Product Introduction
      • 8.6.5 Learning Nexus Ltd Recent Development
    • 8.7 Nintendo Co., Ltd.
      • 8.7.1 Nintendo Co., Ltd. Company Details
      • 8.7.2 Company Description and Business Overview
      • 8.7.3 Production and Revenue of Serious Games
      • 8.7.4 Serious Games Product Introduction
      • 8.7.5 Nintendo Co., Ltd. Recent Development
    • 8.8 Promotion Software GmbH
      • 8.8.1 Promotion Software GmbH Company Details
      • 8.8.2 Company Description and Business Overview
      • 8.8.3 Production and Revenue of Serious Games
      • 8.8.4 Serious Games Product Introduction
      • 8.8.5 Promotion Software GmbH Recent Development
    • 8.9 Revelian
      • 8.9.1 Revelian Company Details
      • 8.9.2 Company Description and Business Overview
      • 8.9.3 Production and Revenue of Serious Games
      • 8.9.4 Serious Games Product Introduction
      • 8.9.5 Revelian Recent Development
    • 8.10 Tata Interactive Systems
      • 8.10.1 Tata Interactive Systems Company Details
      • 8.10.2 Company Description and Business Overview
      • 8.10.3 Production and Revenue of Serious Games
      • 8.10.4 Serious Games Product Introduction
      • 8.10.5 Tata Interactive Systems Recent Development

    9 Market Forecast

    • 9.1 Global Market Size Forecast
      • 9.1.1 Global Serious Games Capacity, Production Forecast 2019-2025
      • 9.1.2 Global Serious Games Production Value Forecast 2019-2025
    • 9.2 Market Forecast by Regions
      • 9.2.1 Global Serious Games Production and Value Forecast by Regions 2019-2025
      • 9.2.2 Global Serious Games Consumption Forecast by Regions 2019-2025
    • 9.3 United States
      • 9.3.1 Production and Value Forecast in United States
      • 9.3.2 Consumption Forecast in United States
    • 9.4 European Union
      • 9.4.1 Production and Value Forecast in European Union
      • 9.4.2 Consumption Forecast in European Union
    • 9.5 China
      • 9.5.1 Production and Value Forecast in China
      • 9.5.2 Consumption Forecast in China
    • 9.6 Rest of World
      • 9.6.1 Japan
      • 9.6.2 Korea
      • 9.6.3 India
      • 9.6.4 Southeast Asia
    • 9.7 Forecast by Type
      • 9.7.1 Global Serious Games Production Forecast by Type
      • 9.7.2 Global Serious Games Production Value Forecast by Type
    • 9.8 Consumption Forecast by Application

    10 Value Chain and Sales Channels Analysis

    • 10.1 Value Chain Analysis
    • 10.2 Sales Channels Analysis
      • 10.2.1 Serious Games Sales Channels
      • 10.2.2 Serious Games Distributors
    • 10.3 Serious Games Customers

    11 Opportunities & Challenges, Threat and Affecting Factors

    • 11.1 Market Opportunities
    • 11.2 Market Challenges
    • 11.3 Porter's Five Forces Analysis

    12 Key Findings

      13 Appendix

      • 13.1 Research Methodology
        • 13.1.1 Methodology/Research Approach
          • 13.1.1.1 Research Programs/Design
          • 13.1.1.2 Market Size Estimation
          • 13.1.1.3 Market Breakdown and Data Triangulation
        • 13.1.2 Data Source
          • 13.1.2.1 Secondary Sources
          • 13.1.2.2 Primary Sources
      • 13.2 Author Details

      In 2019, the market size of Serious Games is million US$ and it will reach million US$ in 2025, growing at a CAGR of from 2019; while in China, the market size is valued at xx million US$ and will increase to xx million US$ in 2025, with a CAGR of xx% during forecast period.
      In this report, 2018 has been considered as the base year and 2019 to 2025 as the forecast period to estimate the market size for Serious Games.

      This report studies the global market size of Serious Games, especially focuses on the key regions like United States, European Union, China, and other regions (Japan, Korea, India and Southeast Asia).
      This study presents the Serious Games production, revenue, market share and growth rate for each key company, and also covers the breakdown data (production, consumption, revenue and market share) by regions, type and applications. history breakdown data from 2014 to 2019, and forecast to 2025.
      For top companies in United States, European Union and China, this report investigates and analyzes the production, value, price, market share and growth rate for the top manufacturers, key data from 2014 to 2019.

      In global market, the following companies are covered:
      BreakAway, Ltd.
      Designing Digitally, Inc.
      DIGINEXT
      IBM Corporation
      Intuition
      Learning Nexus Ltd
      Nintendo Co., Ltd.
      Promotion Software GmbH
      Revelian
      Tata Interactive Systems

      Market Segment by Product Type
      Enterprises
      Consumers

      Market Segment by Application
      Healthcare
      Aerospace & defense
      Government
      Education
      Retail
      Media & Entertainment
      Others

      Key Regions split in this report: breakdown data for each region.
      United States
      China
      European Union
      Rest of World (Japan, Korea, India and Southeast Asia)

      The study objectives are:
      To analyze and research the Serious Games status and future forecast in United States, European Union and China, involving sales, value (revenue), growth rate (CAGR), market share, historical and forecast.
      To present the key Serious Games manufacturers, presenting the sales, revenue, market share, and recent development for key players.
      To split the breakdown data by regions, type, companies and applications
      To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints and risks.
      To identify significant trends, drivers, influence factors in global and regions
      To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market

      In this study, the years considered to estimate the market size of Serious Games are as follows:
      History Year: 2014-2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year 2019 to 2025

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