This report contains market size and forecasts of Serious Games in Global, including the following market information:
Global Serious Games Market Revenue, 2016-2021, 2022-2027, ($ millions)
Global top five companies in 2020 (%)
The global Serious Games market was valued at 3875.7 million in 2020 and is projected to reach US$ 5763.9 million by 2027, at a CAGR of 10.4% during the forecast period.
MARKET MONITOR GLOBAL, INC (MMG) has surveyed the Serious Games companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Serious Games Market, By Type, 2016-2021, 2022-2027 ($ millions)
Global Serious Games Market Segment Percentages, By Type, 2020 (%)
Enterprises
Consumers
China Serious Games Market, By Application, 2016-2021, 2022-2027 ($ millions)
China Serious Games Market Segment Percentages, By Application, 2020 (%)
Healthcare
Aerospace & defense
Government
Education
Retail
Media & Entertainment
Others
Global Serious Games Market, By Region and Country, 2016-2021, 2022-2027 ($ Millions)
Global Serious Games Market Segment Percentages, By Region and Country, 2020 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Total Serious Games Market Competitors Revenues in Global, by Players 2016-2021 (Estimated), ($ millions)
Total Serious Games Market Competitors Revenues Share in Global, by Players 2020 (%)
Further, the report presents profiles of competitors in the market, including the following:
BreakAway, Ltd.
Designing Digitally, Inc.
DIGINEXT
IBM Corporation
Intuition
Learning Nexus Ltd
Nintendo Co., Ltd.
Promotion Software GmbH
Revelian
Tata Interactive Systems
Table of Contents
1 Introduction to Research & Analysis Reports
1.1 Serious Games Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global Serious Games Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global Serious Games Overall Market Size
2.1 Global Serious Games Market Size: 2021 VS 2027
2.2 Global Serious Games Market Size, Prospects & Forecasts: 2016-2027
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top Serious Games Players in Global Market
3.2 Top Global Serious Games Companies Ranked by Revenue
3.3 Global Serious Games Revenue by Companies
3.4 Top 3 and Top 5 Serious Games Companies in Global Market, by Revenue in 2020
3.5 Global Companies Serious Games Product Type
3.6 Tier 1, Tier 2 and Tier 3 Serious Games Players in Global Market
3.6.1 List of Global Tier 1 Serious Games Companies
3.6.2 List of Global Tier 2 and Tier 3 Serious Games Companies
4 Market Sights by Product
4.1 Overview
4.1.1 By Type - Global Serious Games Market Size Markets, 2021 & 2027
4.1.2 Enterprises
4.1.3 Consumers
4.2 By Type - Global Serious Games Revenue & Forecasts
4.2.1 By Type - Global Serious Games Revenue, 2016-2021
4.2.2 By Type - Global Serious Games Revenue, 2022-2027
4.2.3 By Type - Global Serious Games Revenue Market Share, 2016-2027
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global Serious Games Market Size, 2021 & 2027
5.1.2 Healthcare
5.1.3 Aerospace & defense
5.1.4 Government
5.1.5 Education
5.1.6 Retail
5.1.7 Media & Entertainment
5.1.8 Others
5.2 By Application - Global Serious Games Revenue & Forecasts
5.2.1 By Application - Global Serious Games Revenue, 2016-2021
5.2.2 By Application - Global Serious Games Revenue, 2022-2027
5.2.3 By Application - Global Serious Games Revenue Market Share, 2016-2027
6 Sights by Region
6.1 By Region - Global Serious Games Market Size, 2021 & 2027
6.2 By Region - Global Serious Games Revenue & Forecasts
6.2.1 By Region - Global Serious Games Revenue, 2016-2021
6.2.2 By Region - Global Serious Games Revenue, 2022-2027
6.2.3 By Region - Global Serious Games Revenue Market Share, 2016-2027
6.3 North America
6.3.1 By Country - North America Serious Games Revenue, 2016-2027
6.3.2 US Serious Games Market Size, 2016-2027
6.3.3 Canada Serious Games Market Size, 2016-2027
6.3.4 Mexico Serious Games Market Size, 2016-2027
6.4 Europe
6.4.1 By Country - Europe Serious Games Revenue, 2016-2027
6.4.2 Germany Serious Games Market Size, 2016-2027
6.4.3 France Serious Games Market Size, 2016-2027
6.4.4 U.K. Serious Games Market Size, 2016-2027
6.4.5 Italy Serious Games Market Size, 2016-2027
6.4.6 Russia Serious Games Market Size, 2016-2027
6.4.7 Nordic Countries Serious Games Market Size, 2016-2027
6.4.8 Benelux Serious Games Market Size, 2016-2027
6.5 Asia
6.5.1 By Region - Asia Serious Games Revenue, 2016-2027
6.5.2 China Serious Games Market Size, 2016-2027
6.5.3 Japan Serious Games Market Size, 2016-2027
6.5.4 South Korea Serious Games Market Size, 2016-2027
6.5.5 Southeast Asia Serious Games Market Size, 2016-2027
6.5.6 India Serious Games Market Size, 2016-2027
6.6 South America
6.6.1 By Country - South America Serious Games Revenue, 2016-2027
6.6.2 Brazil Serious Games Market Size, 2016-2027
6.6.3 Argentina Serious Games Market Size, 2016-2027
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Serious Games Revenue, 2016-2027
6.7.2 Turkey Serious Games Market Size, 2016-2027
6.7.3 Israel Serious Games Market Size, 2016-2027
6.7.4 Saudi Arabia Serious Games Market Size, 2016-2027
6.7.5 UAE Serious Games Market Size, 2016-2027
7 Players Profiles
7.1 BreakAway, Ltd.
7.1.1 BreakAway, Ltd. Corporate Summary
7.1.2 BreakAway, Ltd. Business Overview
7.1.3 BreakAway, Ltd. Serious Games Major Product Offerings
7.1.4 BreakAway, Ltd. Serious Games Revenue in Global (2016-2021)
7.1.5 BreakAway, Ltd. Key News
7.2 Designing Digitally, Inc.
7.2.1 Designing Digitally, Inc. Corporate Summary
7.2.2 Designing Digitally, Inc. Business Overview
7.2.3 Designing Digitally, Inc. Serious Games Major Product Offerings
7.2.4 Designing Digitally, Inc. Serious Games Revenue in Global (2016-2021)
7.2.5 Designing Digitally, Inc. Key News
7.3 DIGINEXT
7.3.1 DIGINEXT Corporate Summary
7.3.2 DIGINEXT Business Overview
7.3.3 DIGINEXT Serious Games Major Product Offerings
7.3.4 DIGINEXT Serious Games Revenue in Global (2016-2021)
7.3.5 DIGINEXT Key News
7.4 IBM Corporation
7.4.1 IBM Corporation Corporate Summary
7.4.2 IBM Corporation Business Overview
7.4.3 IBM Corporation Serious Games Major Product Offerings
7.4.4 IBM Corporation Serious Games Revenue in Global (2016-2021)
7.4.5 IBM Corporation Key News
7.5 Intuition
7.5.1 Intuition Corporate Summary
7.5.2 Intuition Business Overview
7.5.3 Intuition Serious Games Major Product Offerings
7.5.4 Intuition Serious Games Revenue in Global (2016-2021)
7.5.5 Intuition Key News
7.6 Learning Nexus Ltd
7.6.1 Learning Nexus Ltd Corporate Summary
7.6.2 Learning Nexus Ltd Business Overview
7.6.3 Learning Nexus Ltd Serious Games Major Product Offerings
7.6.4 Learning Nexus Ltd Serious Games Revenue in Global (2016-2021)
7.6.5 Learning Nexus Ltd Key News
7.7 Nintendo Co., Ltd.
7.7.1 Nintendo Co., Ltd. Corporate Summary
7.7.2 Nintendo Co., Ltd. Business Overview
7.7.3 Nintendo Co., Ltd. Serious Games Major Product Offerings
7.4.4 Nintendo Co., Ltd. Serious Games Revenue in Global (2016-2021)
7.7.5 Nintendo Co., Ltd. Key News
7.8 Promotion Software GmbH
7.8.1 Promotion Software GmbH Corporate Summary
7.8.2 Promotion Software GmbH Business Overview
7.8.3 Promotion Software GmbH Serious Games Major Product Offerings
7.8.4 Promotion Software GmbH Serious Games Revenue in Global (2016-2021)
7.8.5 Promotion Software GmbH Key News
7.9 Revelian
7.9.1 Revelian Corporate Summary
7.9.2 Revelian Business Overview
7.9.3 Revelian Serious Games Major Product Offerings
7.9.4 Revelian Serious Games Revenue in Global (2016-2021)
7.9.5 Revelian Key News
7.10 Tata Interactive Systems
7.10.1 Tata Interactive Systems Corporate Summary
7.10.2 Tata Interactive Systems Business Overview
7.10.3 Tata Interactive Systems Serious Games Major Product Offerings
7.10.4 Tata Interactive Systems Serious Games Revenue in Global (2016-2021)
7.10.5 Tata Interactive Systems Key News
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer
List of Tables
Table 1. Serious Games Market Opportunities & Trends in Global Market
Table 2. Serious Games Market Drivers in Global Market
Table 3. Serious Games Market Restraints in Global Market
Table 4. Key Players of Serious Games in Global Market
Table 5. Top Serious Games Players in Global Market, Ranking by Revenue (2019)
Table 6. Global Serious Games Revenue by Companies, (US$, Mn), 2016-2021
Table 7. Global Serious Games Revenue Share by Companies, 2016-2021
Table 8. Global Companies Serious Games Product Type
Table 9. List of Global Tier 1 Serious Games Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 10. List of Global Tier 2 and Tier 3 Serious Games Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 11. By Type
BreakAway, Ltd.
Designing Digitally, Inc.
DIGINEXT
IBM Corporation
Intuition
Learning Nexus Ltd
Nintendo Co., Ltd.
Promotion Software GmbH
Revelian
Tata Interactive Systems