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市場調查報告書
商品編碼
1519720
2024-2032 年嚴肅遊戲市場報告(按遊戲平台、應用程式、垂直產業和地區分類)Serious Games Market Report by Gaming Platform, Application, Industry Vertical, and Region 2024-2032 |
IMARC Group年全球嚴肅遊戲市場規模達111億美元。個人對有效學習解決方案不斷成長的需求、對員工培訓和發展的日益關注以及虛擬實境 (VR) 和擴增實境 (AR) 的不斷出現是推動市場的一些主要因素。
嚴肅遊戲是指旨在實現特定教育、訓練或行為目標的數位或類比互動體驗。它們可以透過各種平台輕鬆訪問,例如電腦、控制台和行動設備,並為不同的受眾提供靈活性。它們吸引使用者並促進積極參與,增強個人的知識獲取和技能發展。他們創造現實世界的場景,有利於在安全可控的環境中增強問題解決、決策和批判性思考技能。因此,嚴肅遊戲被廣泛應用於全球的教育、醫療、航空航太和國防、媒體和娛樂產業。
目前,全球大眾對筆記型電腦、智慧型手機和平板電腦等各種電子設備的使用不斷增加,正在加強市場的成長。除此之外,嚴肅遊戲的日益普及,因為它們有助於提高參與度和知識保留,為行業參與者提供了利潤豐厚的成長機會。此外,在醫療保健和醫療培訓中擴大使用嚴肅遊戲來為醫療程序、患者互動和緊急情況提供逼真的模擬,這也促進了市場的成長。除此之外,各國管理機構正在推動教育科技在學校和大學的整合,也促進了市場的成長。與此一致的是,由於個人對軟技能發展的日益關注,對嚴肅遊戲的需求不斷成長,這提供了積極的市場前景。
對有效學習解決方案的需求不斷成長
世界各地群眾對有效學習解決方案的需求不斷增加。傳統的教學方法不能充分吸引學習者或確保最佳的知識保留。另一方面,嚴肅的遊戲提供互動和身臨其境的體驗,讓學習者積極參與學習過程。他們透過結合遊戲機制、講故事和互動元素來創造一個令人愉快和引人入勝的環境,促進積極參與並提高學習成果。此外,教育機構擴大採用嚴肅的遊戲來取代傳統的教學方法。這些遊戲迎合不同的學習風格,提供個人化的學習體驗,讓學生以更容易理解和參與的方式掌握複雜的概念。
更重視員工培訓與發展
組織越來越注重員工培訓和發展,以提高他們在業務相關領域的參與度。他們專注於持續技能發展,以提高生產力、員工敬業度和留任率以及整體業務績效。嚴肅的遊戲提供了一個動態的、互動的培訓平台,讓員工在刺激的環境中獲得和提高基本技能。此外,他們還透過允許員工練習與其角色相關的任務和場景來提供實踐學習方法。此外,它們還有助於模擬複雜的工作情況、決策過程和客戶互動。他們還為員工提供一個安全的空間,讓他們從錯誤中學習並獲得寶貴的經驗。
嚴肅遊戲中的技術進步
虛擬實境 (VR) 和擴增實境 (AR) 等新興技術的整合為用戶提供增強的沉浸式體驗,正在對市場產生積極影響。 VR技術為使用者提供了一個複製現實世界狀況的模擬環境。學習者可以透過戴上 VR 耳機在受控環境中獲得實務經驗。此外,VR技術廣泛應用於醫療保健行業,醫療專業人員可以在其中練習複雜的程序或緊急情況。另一方面,AR 透過在現實世界中疊加數位元素來增強學習體驗。嚴肅遊戲結合了 AR 技術,讓學習者能夠與實體環境中的虛擬物件和資訊互動。
The global serious games market size reached US$ 11.1 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 59.4 Billion by 2032, exhibiting a growth rate (CAGR) of 20.1% during 2024-2032. The growing demand for effective learning solutions among individuals, rising focus on employee training and development, and increasing emergence of virtual reality (VR) and augmented reality (AR) are some of the major factors propelling the market.
Serious games refer to digital or analog interactive experiences that are designed to focus on achieving specific educational, training, or behavioral objectives. They can be easily accessed through various platforms, such as computers, consoles, and mobile devices, and offer flexibility to a diverse audience. They engage users and promote active participation, enhance knowledge acquisition, and skill development in individuals. They create real-world scenarios that benefit in enhancing problem-solving, decision-making, and critical thinking skills in a safe and controlled environment. As a result, serious games are widely utilized in education, healthcare, aerospace and defense, and media and entertainment industries across the globe.
At present, the increasing utilization of various electronic devices, such as laptops, smartphones, and tablets, among the masses around the world is strengthening the market growth. Besides this, the rising adoption of serious games, as they assist in improving engagement and knowledge retention, is providing lucrative growth opportunities to industry players. In addition, the increasing employment of serious games in healthcare and medical training for providing realistic simulations for medical procedures, patient interactions, and emergency situations is bolstering the growth of the market. Apart from this, governing agencies of various countries are promoting the integration of educational technology in schools and universities, which is contributing to the growth of the market. In line with this, the growing demand for serious games due to the increasing focus on soft skill development among individuals is offering a positive market outlook.
Rising demand for effective learning solutions
There is an increase in the demand for effective learning solutions among the masses around the world. Traditional teaching methods do not fully engage learners or ensure optimal knowledge retention. On the other hand, serious games provide interactive and immersive experiences that actively involve learners in the learning process. They create an enjoyable and engaging environment by incorporating game mechanics, storytelling, and interactive elements, that promote active participation and enhance learning outcomes. Moreover, educational institutions are increasingly adopting serious games as an alternative to traditional teaching methods. These games cater to different learning styles and offer personalized learning experiences and allow students to grasp complex concepts in a more accessible and engaging manner.
Increasing focus on employee training and development
Organizations are increasingly focusing on employee training and development to enhance their engagement in business related areas. They are focusing on continuous skill development to improve productivity, employee engagement and retention, and overall business performance. Serious games provide a dynamic and interactive platform for training that allows employees to acquire and improve essential skills in a stimulating environment. In addition, they offer a hands-on approach to learning by allowing employees to practice tasks and scenarios relevant to their roles. Furthermore, they assist in simulating complex work situations, decision-making processes, and customer interactions. They also provide employees with a safe space to learn from their mistakes and gain valuable experience.
Technological advancements in serious games
The integration of emerging technologies, such as virtual reality (VR) and augmented reality (AR), to provide an enhanced and immersive experience to users is positively influencing the market. VR technology provides users with a simulated environment that replicates real-world situations. Learners can gain practical experience in a controlled setting by wearing a VR headset. In addition, VR technology is widely used in the healthcare industry, where medical professionals can practice complex procedures or emergency situations. On the other hand, AR enhances the learning experience by overlaying digital elements in the real world. Serious games incorporate AR technology to allow learners to interact with virtual objects and information in their physical environment.
IMARC Group provides an analysis of the key trends in each segment of the global serious games market report, along with forecasts at the global, regional and country levels from 2024-2032. Our report has categorized the market based on gaming platform, application and industry vertical.
Smartphone
Console
PC
Others
Smartphone represents the largest market segment
The report has provided a detailed breakup and analysis of the market based on the gaming platform. This includes smartphone, console, PC, and others. According to the report, smartphone represented the largest segment.
The rising adoption of smartphones for serious games due to their convenient nature is contributing to the growth of the market. In addition, there is wide availability and accessibility of smartphones across the globe. As a result, people are increasingly preferring smartphones for accessing and playing serious games on account of their portability. Apart from this, the integration of touchscreens, motion sensors, and augmented reality capabilities in smartphones provides immersive and interactive experiences for serious game players, which is offering a positive market outlook.
Simulation and Training
Research and Planning
Advertising and Marketing
Human Resources
Others
Simulation and training accounts for the majority of the market share
The report has provided a detailed breakup and analysis of the market based on the application. This includes simulation and training, research and planning, advertising and marketing, human resources, and others. According to the report, simulation and training represented the largest segment.
Serious games are widely utilized for simulation and training purposes to provide realistic and immersive environments for training individuals in various industries, such as healthcare, aviation, defense, manufacturing, and emergency services. Apart from this, simulation and training serious games enable users to practice skills, decision-making, and critical thinking in simulated scenarios. In line with this, these games help individuals in developing enhance expertise, increase performance, and improve their ability to handle complex tasks and situations easily and in an efficient way.
Education
Healthcare
Aerospace and Defense
Government
Retail
Media and Entertainment
Others
Education holds the biggest market share
The report has provided a detailed breakup and analysis of the market based on the industry vertical. This includes education, healthcare, aerospace and defense, government, retail, media and entertainment, and others. According to the report, education represented the largest segment.
In the education industry these games are widely used in educational institutions, such as schools, colleges, universities, and online learning platforms. They focus on subjects, such as math, science, language learning, history, and skill development. In line with this, these games offer interactive and engaging learning experiences that enhance student engagement, knowledge retention, and academic performance. In addition, the rising adoption of these games in the education system, as they can be used by learners of all age groups, from early childhood education to higher education and professional training, is propelling the growth of the market.
North America
United States
Canada
Asia-Pacific
China
Japan
India
South Korea
Australia
Indonesia
Others
Europe
Germany
France
United Kingdom
Italy
Spain
Russia
Others
Latin America
Brazil
Mexico
Others
Middle East and Africa
Asia Pacific exhibits a clear dominance, accounting for the largest serious games market share
The report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, Asia Pacific represented the largest market
Asia Pacific held the biggest market share due to the increasing demand for quality education and training. In addition, the rising adoption of smartphones and gaming consoles among individuals is contributing to the growth of the market in the Asia Pacific region. Apart from this, increasing advancements in the gaming industry are propelling the growth of the market. In line with this, favorable government initiatives in educational technology and digital learning are bolstering the growth of the market in the region.
Key players in the industry are focusing on incorporating gamification techniques, interactive storytelling, realistic simulations, and cutting-edge technologies to deliver high-quality games. In line with this, they are employing game designers, developers, and content creators to design and build games that cater to the specific industries and learning objectives. Apart from this, companies are closely working with educational institutions, corporate organizations, and government entities to understand their requirements and develop customized games that support their learning goals, target audience, and industry-specific scenarios. In addition, major manufacturers are investing in research and development (R&D) activities to improve game mechanics, graphics, user interfaces, and pedagogical approaches, which is offering a positive market outlook.
Applied Research Associate Inc.
BreakAway Games
Cisco Systems Inc.
Designing Digitally Inc.
Diginext SRL (CS Communication & Systemes)
Grendel Games
LIB Businessgames B.V.
MPS Interactive Systems Limited (MPS Ltd.)
Serious Games Interactive
Totem Learning
YES!Delft
In May 2022, MPS Interactive Systems Limited (MPS Ltd.) announced the completion of the acquisition of EI Design, one of the most respected names in the custom eLearning content development industry to create a global eLearning powerhouse and provide superior experience to customers.
In 2017, Applied Research Associate Inc has 'The Virtual Heroes Division' that deployed Virtual Nuclear Security, a 3D game set in a nuclear power plant. Virtual Heroes created the game as a training tool for the International Atomic Energy Agency (IAEA).