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Global Serious Game Market Outlook 2017-2026 - Growth in Handling of Mobile-Based Educational Games and Development in Learning OutcomesDUBLIN, Sept 4, 2018 /PRNewswire/ -- 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.
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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