Copyright Reports & Markets. All rights reserved.

Global and United States Serious Games Market Size, Status and Forecast 2020-2026

Buy now

1 Report Overview

  • 1.1 Study Scope
  • 1.2 Market Analysis by Type
    • 1.2.1 Global Serious Games Market Size Growth Rate by Type: 2020 VS 2026
    • 1.2.2 Enterprises
    • 1.2.3 Consumers
  • 1.3 Market by Application
    • 1.3.1 Global Serious Games Market Share by Application: 2020 VS 2026
    • 1.3.2 Healthcare
    • 1.3.3 Aerospace & defense
    • 1.3.4 Government
    • 1.3.5 Education
    • 1.3.6 Retail
    • 1.3.7 Media & Entertainment
    • 1.3.8 Others
  • 1.4 Study Objectives
  • 1.5 Years Considered

2 Global Growth Trends

  • 2.1 Global Serious Games Market Perspective (2015-2026)
  • 2.2 Global Serious Games Growth Trends by Regions
    • 2.2.1 Serious Games Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Serious Games Historic Market Share by Regions (2015-2020)
    • 2.2.3 Serious Games Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Market Restraints

3 Competition Landscape by Key Players

  • 3.1 Global Top Serious Games Players by Market Size
    • 3.1.1 Global Top Serious Games Players by Revenue (2015-2020)
    • 3.1.2 Global Serious Games Revenue Market Share by Players (2015-2020)
  • 3.2 Global Serious Games Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.3 Players Covered: Ranking by Serious Games Revenue
  • 3.4 Global Serious Games Market Concentration Ratio
    • 3.4.1 Global Serious Games Market Concentration Ratio (CR5 and HHI)
    • 3.4.2 Global Top 10 and Top 5 Companies by Serious Games Revenue in 2019
  • 3.5 Key Players Serious Games Area Served
  • 3.6 Key Players Serious Games Product Solution and Service
  • 3.7 Date of Enter into Serious Games Market
  • 3.8 Mergers & Acquisitions, Expansion Plans

4 Serious Games Breakdown Data by Type (2015-2026)

  • 4.1 Global Serious Games Historic Market Size by Type (2015-2020)
  • 4.2 Global Serious Games Forecasted Market Size by Type (2021-2026)

5 Serious Games Breakdown Data by Application (2015-2026)

  • 5.1 Global Serious Games Historic Market Size by Application (2015-2020)
  • 5.2 Global Serious Games Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Serious Games Market Size (2015-2026)
  • 6.2 North America Serious Games Market Size by Type (2015-2020)
  • 6.3 North America Serious Games Market Size by Application (2015-2020)
  • 6.4 North America Serious Games Market Size by Country (2015-2020)
    • 6.4.1 United States
    • 6.4.2 Canada

7 Europe

  • 7.1 Europe Serious Games Market Size (2015-2026)
  • 7.2 Europe Serious Games Market Size by Type (2015-2020)
  • 7.3 Europe Serious Games Market Size by Application (2015-2020)
  • 7.4 Europe Serious Games Market Size by Country (2015-2020)
    • 7.4.1 Germany
    • 7.4.2 France
    • 7.4.3 U.K.
    • 7.4.4 Italy
    • 7.4.5 Russia
    • 7.4.6 Nordic
    • 7.4.7 Rest of Europe

8 China

  • 8.1 China Serious Games Market Size (2015-2026)
  • 8.2 China Serious Games Market Size by Type (2015-2020)
  • 8.3 China Serious Games Market Size by Application (2015-2020)
  • 8.4 China Serious Games Market Size by Region (2015-2020)
    • 8.4.1 China
    • 8.4.2 Japan
    • 8.4.3 South Korea
    • 8.4.4 Southeast Asia
    • 8.4.5 India
    • 8.4.6 Australia
    • 8.4.7 Rest of Asia-Pacific

9 Japan

  • 9.1 Japan Serious Games Market Size (2015-2026)
  • 9.2 Japan Serious Games Market Size by Type (2015-2020)
  • 9.3 Japan Serious Games Market Size by Application (2015-2020)
  • 9.4 Japan Serious Games Market Size by Country (2015-2020)
    • 9.4.1 Mexico
    • 9.4.2 Brazil

10 Southeast Asia

  • 10.1 Southeast Asia Serious Games Market Size (2015-2026)
  • 10.2 Southeast Asia Serious Games Market Size by Type (2015-2020)
  • 10.3 Southeast Asia Serious Games Market Size by Application (2015-2020)
  • 10.4 Southeast Asia Serious Games Market Size by Country (2015-2020)
    • 10.4.1 Turkey
    • 10.4.2 Saudi Arabia
    • 10.4.3 UAE
    • 10.4.4 Rest of Middle East & Africa

11 Key Players Profiles

  • 11.1 BreakAway, Ltd.
    • 11.1.1 BreakAway, Ltd. Company Details
    • 11.1.2 BreakAway, Ltd. Business Overview
    • 11.1.3 BreakAway, Ltd. Serious Games Introduction
    • 11.1.4 BreakAway, Ltd. Revenue in Serious Games Business (2015-2020))
    • 11.1.5 BreakAway, Ltd. Recent Development
  • 11.2 Designing Digitally, Inc.
    • 11.2.1 Designing Digitally, Inc. Company Details
    • 11.2.2 Designing Digitally, Inc. Business Overview
    • 11.2.3 Designing Digitally, Inc. Serious Games Introduction
    • 11.2.4 Designing Digitally, Inc. Revenue in Serious Games Business (2015-2020)
    • 11.2.5 Designing Digitally, Inc. Recent Development
  • 11.3 DIGINEXT
    • 11.3.1 DIGINEXT Company Details
    • 11.3.2 DIGINEXT Business Overview
    • 11.3.3 DIGINEXT Serious Games Introduction
    • 11.3.4 DIGINEXT Revenue in Serious Games Business (2015-2020)
    • 11.3.5 DIGINEXT Recent Development
  • 11.4 IBM Corporation
    • 11.4.1 IBM Corporation Company Details
    • 11.4.2 IBM Corporation Business Overview
    • 11.4.3 IBM Corporation Serious Games Introduction
    • 11.4.4 IBM Corporation Revenue in Serious Games Business (2015-2020)
    • 11.4.5 IBM Corporation Recent Development
  • 11.5 Intuition
    • 11.5.1 Intuition Company Details
    • 11.5.2 Intuition Business Overview
    • 11.5.3 Intuition Serious Games Introduction
    • 11.5.4 Intuition Revenue in Serious Games Business (2015-2020)
    • 11.5.5 Intuition Recent Development
  • 11.6 Learning Nexus Ltd
    • 11.6.1 Learning Nexus Ltd Company Details
    • 11.6.2 Learning Nexus Ltd Business Overview
    • 11.6.3 Learning Nexus Ltd Serious Games Introduction
    • 11.6.4 Learning Nexus Ltd Revenue in Serious Games Business (2015-2020)
    • 11.6.5 Learning Nexus Ltd Recent Development
  • 11.7 Nintendo Co., Ltd.
    • 11.7.1 Nintendo Co., Ltd. Company Details
    • 11.7.2 Nintendo Co., Ltd. Business Overview
    • 11.7.3 Nintendo Co., Ltd. Serious Games Introduction
    • 11.7.4 Nintendo Co., Ltd. Revenue in Serious Games Business (2015-2020)
    • 11.7.5 Nintendo Co., Ltd. Recent Development
  • 11.8 Promotion Software GmbH
    • 11.8.1 Promotion Software GmbH Company Details
    • 11.8.2 Promotion Software GmbH Business Overview
    • 11.8.3 Promotion Software GmbH Serious Games Introduction
    • 11.8.4 Promotion Software GmbH Revenue in Serious Games Business (2015-2020)
    • 11.8.5 Promotion Software GmbH Recent Development
  • 11.9 Revelian
    • 11.9.1 Revelian Company Details
    • 11.9.2 Revelian Business Overview
    • 11.9.3 Revelian Serious Games Introduction
    • 11.9.4 Revelian Revenue in Serious Games Business (2015-2020)
    • 11.9.5 Revelian Recent Development
  • 11.10 Tata Interactive Systems
    • 11.10.1 Tata Interactive Systems Company Details
    • 11.10.2 Tata Interactive Systems Business Overview
    • 11.10.3 Tata Interactive Systems Serious Games Introduction
    • 11.10.4 Tata Interactive Systems Revenue in Serious Games Business (2015-2020)
    • 11.10.5 Tata Interactive Systems Recent Development

12 Analyst's Viewpoints/Conclusions

    13 Appendix

    • 13.1 Research Methodology
      • 13.1.1 Methodology/Research Approach
      • 13.1.2 Data Source
    • 13.2 Disclaimer

    Global Serious Games Scope and Market Size
    Serious Games market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Serious Games market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.

    Market segment by Type, the product can be split into
    Enterprises
    Consumers

    Market segment by Application, split into
    Healthcare
    Aerospace & defense
    Government
    Education
    Retail
    Media & Entertainment
    Others

    Based on regional and country-level analysis, the Serious Games market has been segmented as follows:
    North America
    United States
    Canada
    Europe
    Germany
    France
    U.K.
    Italy
    Russia
    Nordic
    Rest of Europe
    Asia-Pacific
    China
    Japan
    South Korea
    Southeast Asia
    India
    Australia
    Rest of Asia-Pacific
    Latin America
    Mexico
    Brazil
    Middle East & Africa
    Turkey
    Saudi Arabia
    UAE
    Rest of Middle East & Africa

    In the competitive analysis section of the report, leading as well as prominent players of the global Serious Games market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
    The key players covered in this study
    BreakAway, Ltd.
    Designing Digitally, Inc.
    DIGINEXT
    IBM Corporation
    Intuition
    Learning Nexus Ltd
    Nintendo Co., Ltd.
    Promotion Software GmbH
    Revelian
    Tata Interactive Systems

    Buy now