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Global Serious Game Market Outlook 2017-2026 - Growth in Handling of Mobile-Based Educational Games and Development in Learning Outcomes
[September 04, 2018]

Global Serious Game Market Outlook 2017-2026 - Growth in Handling of Mobile-Based Educational Games and Development in Learning Outcomes


DUBLIN, Sept 4, 2018 /PRNewswire/ --

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The "Serious Game - Global Market Outlook (2017-2026)" report has been added to ResearchAndMarkets.com's offering.

According to this report, the Global Serious Game market accounted for $3221.56 million in 2017 and is expected to reach $15986.95 million by 2026 growing at a CAGR of 19.4% during the forecast period.

Factors such as increasing need for user engagement across enterprises, growth in handling of mobile-based educational games and development in learning outcomes are boosting the market growth. However, lack of awareness and improper game design could are some of the factors hindering the market growth.

Serious games are digital applications planned for education with fun. The primary function of serious games is to give knowledge, train, inform, memorize, and teach end users, rather than mere entertainment. It also helps students to learn with fun as it bridges gap between hypothesis and sensible. Serious games are also used in inspection, technical training, competency evaluation, fault finding & rectification, and other applications. It enables advertisers to optimize brand awareness by rising interest of message, target more audience, and make additional traffic to their websites.

Based on application, Simulation Training segment is held steady growth during the predicted period due to simulation allows trainees to purposely undertake high-risk performance or procedural tasks within a safe environment without dangerous implications. By geography, Asia Pacific held the largest share in the market due to high population and countries such as China being the major consumer of learning games and tools.


What our report offers:

  • Market share asessments for the regional and country level segments
  • Market share analysis of the top industry players
  • Strategic recommendations for the new entrants
  • Market forecasts for a minimum of 9 years of all the mentioned segments, sub segments and the regional markets
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements



Key Topics Covered:

1 Executive Summary


2 Preface
2.1 Abstract
2.2 Stake Holders
2.3 Research Scope
2.4 Research Methodology
2.5 Research Sources

3 Market Trend Analysis
3.1 Introduction
3.2 Drivers
3.3 Restraints
3.4 Opportunities
3.5 Threats
3.6 End User Analysis
3.7 Application Analysis
3.8 Emerging Markets
3.9 Futuristic Market Scenario

4 Porters Five Force Analysis
4.1 Bargaining power of suppliers
4.2 Bargaining power of buyers
4.3 Threat of substitutes
4.4 Threat of new entrants
4.5 Competitive rivalry

5 Global Serious Game Market, By Platform
5.1 Introduction
5.2 Web-Based
5.3 PC-Based
5.4 Mobile-Based
5.5 Hand-Held

6 Global Serious Game Market, By Vertical
6.1 Introduction
6.2 Retail
6.3 Media & Entertainment
6.4 Healthcare
6.5 Government
6.6 Energy
6.7 Education
6.8 Corporate
6.9 Automotive
6.10 Aerospace and Defence
6.11 Other Verticals
6.11.1 Tourism
6.11.2 Agriculture

7 Global Serious Game Market, By End User
7.1 Introduction
7.2 Enterprise
7.3 Consumer

8 Global Serious Game Market, By Application
8.1 Introduction
8.2 Advertising & Marketing
8.3 Emergency Services
8.4 Human Resources
8.5 Product Development
8.6 Research & Planning
8.7 Sales
8.8 Simulation Training
8.9 Support
8.10 Other Applications

9 Global Serious Game Market, By Geography

10 Key Developments
10.1 Agreements, Partnerships, Collaborations and Joint Ventures
10.2 Acquisitions & Mergers
10.3 New Product Launch
10.4 Expansions
10.5 Other Key Strategies

11 Company Profiling
11.1 Applied Research Associate Inc.
11.2 BreakAway Games
11.3 Ccs Digital Education
11.4 Cisco Systems Inc.
11.5 Designing Digitally Inc.
11.6 IBM Corp.
11.7 Microsoft Corp
11.8 Nintendo Co. Ltd.
11.9 Serious Game International
11.10 Revelian
11.11 Diginext
11.12 Tata Interactive Systems

For more information about this report visit https://www.researchandmarkets.com/research/335hqw/global_serious?w=5

Media Contact:


Research and Markets
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SOURCE Research and Markets


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