封面
市場調查報告書
商品編碼
1663895

嚴肅遊戲市場規模、佔有率和成長分析(按遊戲平台、應用程式、垂直和地區)- 2025-2032 年產業預測

Serious Games Market Size, Share, and Growth Analysis, By Gaming Platform (Smartphone, Console), By Application (Simulation and Training, Research and Planning), By Industry Vertical, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 223 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

預計到 2023 年全球嚴肅遊戲市場價值將達到 94.5 億美元,並從 2024 年的 110 億美元成長到 2032 年的 370.7 億美元,預測期內(2025-2032 年)的複合年成長率為 16.4%。

嚴肅遊戲市場透過將娛樂與教育相結合來提供引人入勝且具有影響力的遊戲體驗,從而迅速成長。隨著醫療保健、國防、教育和企業培訓等行業認知到遊戲化在技能開發中的有效性,該領域正在不斷擴大。從醫療模擬到軍事訓練,嚴肅遊戲使用互動遊戲方式來提高參與和知識保留率。虛擬實境(VR)、擴增實境(AR)和人工智慧(AI)等技術創新正在徹底改變學習體驗。市場涵蓋各個領域,其中醫療保健領域受培訓和治療遊戲需求的推動而顯著成長。然而,確保內容準確性、解決文化敏感性、平衡娛樂和教育目的等挑戰以及初始開發成本仍然存在。

目錄

介紹

  • 調查目的
  • 研究範圍
  • 定義

調查方法

  • 資訊採購
  • 次要和主要資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分機會分析

市場動態及展望

  • 市場概況
  • 市場規模
  • 市場動態
    • 促進因素和機會
    • 限制與挑戰
  • 波特的分析

主要市場考察

  • 關鍵成功因素
  • 競爭程度
  • 主要投資機會
  • 市場生態系統
  • 市場吸引力指數(2024 年)
  • PESTEL 分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析
  • 案例研究
  • 監管格局
  • 客戶和購買標準分析

嚴肅遊戲市場規模(依遊戲平台分類)及複合年成長率(2025-2032)

  • 市場概況
  • 智慧型手機
  • 主機
  • 個人電腦
  • 其他平台

嚴肅遊戲市場規模(按應用分類)及複合年成長率(2025-2032)

  • 市場概況
  • 模擬與訓練
  • 研究與規劃
  • 廣告和行銷
  • 人力資源
  • 其他用途

嚴肅遊戲市場規模(依垂直產業分類)及複合年成長率(2025-2032)

  • 市場概況
  • 教育
  • 衛生保健
  • 航太和國防
  • 政府
  • 零售
  • 媒體和娛樂
  • 其他行業

嚴肅遊戲市場規模(按地區)及複合年成長率(2025-2032)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲國家
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前 5 家公司對比
  • 主要企業市場定位(2024年)
  • 主要市場參與者所採用的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2024 年)
  • 主要企業簡介
    • 公司詳細資訊
    • 產品系列分析
    • 公司分部佔有率分析
    • 收益與前一年同期比較對比(2022-2024 年)

主要企業簡介

  • BreakAway, Ltd.(USA)
  • Designing Digitally, Inc.(USA)
  • DIGINEXT(France)
  • IBM Corporation(USA)
  • CISCO Systems Inc.(USA)
  • Virtual Heroes, Inc.(USA)
  • Nintendo Co. Ltd.(Japan)
  • Promotion Software GmbH(Germany)
  • Tata Interactive Systems(India)
  • Applied Research Associates Inc.(USA)
  • Epic Systems Corporation(USA)
  • Triseum LLC(USA)
  • Serious Games Solutions(Germany)
  • MPS Interactive Systems(India)
  • Simcoach Games(USA)
  • PlayGen(UK)
  • Eukleia(UK)
  • Daden Limited(UK)

結論和建議

簡介目錄
Product Code: SQMIG25P2012

Global Serious Games Market size was valued at USD 9.45 billion in 2023 and is poised to grow from USD 11.0 billion in 2024 to USD 37.07 billion by 2032, growing at a CAGR of 16.4% during the forecast period (2025-2032).

The serious games market is rapidly advancing, merging entertainment with education to deliver engaging, impactful gaming experiences. This sector is expanding as organizations increasingly recognize the effectiveness of gamification in skill development across industries like healthcare, defense, education, and corporate training. Serious games range from medical simulations to military training, leveraging interactive gameplay to boost engagement and knowledge retention. Technological innovations such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are revolutionizing the learning experience. The market spans various sectors, with healthcare experiencing notable growth driven by demand for training and therapeutic games. However, challenges persist in ensuring content accuracy, addressing cultural sensitivities, and balancing entertainment with educational objectives, alongside initial development costs.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Serious Games market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Serious Games Market Segments Analysis

Global Serious Games Market is segmented by Gaming Platform, Application, Industry Vertical and region. Based on Gaming Platform, the market is segmented into Smartphone, Console, PC and Other Platforms. Based on Application, the market is segmented into Simulation and Training, Research and Planning, Advertising and Marketing, Human Resources and Other Applications. Based on Industry Vertical, the market is segmented into Education, Healthcare, Aerospace and Defense, Government, Retail, Media and Entertainment and Other Verticals. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Serious Games Market

The Global Serious Games market is propelled by the demand for engaging and immersive learning experiences that foster improved knowledge retention, skill acquisition, and performance enhancement across diverse sectors including education, healthcare, defense, and corporate training. These innovative gaming solutions provide interactive environments where users can actively participate in their learning journey, making the process more enjoyable and effective. As industries increasingly recognize the value of serious games in developing competencies and driving results, the market continues to expand, offering a promising landscape for growth and investment in the realm of educational technology and workforce development.

Restraints in the Global Serious Games Market

One significant restraint in the Global Serious Games market is the difficulty in maintaining the accuracy, relevance, and educational integrity of the content. Ensuring that the information presented is correct and applicable is crucial; otherwise, the presence of misleading information or poorly designed gamified elements can obstruct effective learning outcomes. This challenge poses a risk to the overall quality of serious games, potentially leading to misunderstandings or ineffective educational experiences for users. As the market continues to grow, addressing these issues will be essential to enhance the credibility and effectiveness of serious games in educational contexts.

Market Trends of the Global Serious Games Market

The Global Serious Games market is poised for significant growth, primarily driven by the rising demand for immersive digital simulations that enhance learning experiences. As educational institutions increasingly recognize the efficacy of gamified learning environments, developers are tasked with creating sophisticated games that incorporate multimodal contexts, engaging interactions, and robust pedagogical frameworks. This evolution is fostering an ecosystem that prioritizes essential instructional elements, including self-regulation, feedback, and cognitive flow, hence making learning more engaging and effective. The integration of game mechanics such as challenges, scores, and competition is further bolstering this trend, making serious games an integral part of modern education strategies.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Case Studies
  • Regulatory Landscape
  • Customer & Buying Criteria Analysis

Global Serious Games Market Size by Gaming Platform & CAGR (2025-2032)

  • Market Overview
  • Smartphone
  • Console
  • PC
  • Other Platforms

Global Serious Games Market Size by Application & CAGR (2025-2032)

  • Market Overview
  • Simulation and Training
  • Research and Planning
  • Advertising and Marketing
  • Human Resources
  • Other Applications

Global Serious Games Market Size by Industry Vertical & CAGR (2025-2032)

  • Market Overview
  • Education
  • Healthcare
  • Aerospace and Defense
  • Government
  • Retail
  • Media and Entertainment
  • Other Verticals

Global Serious Games Market Size & CAGR (2025-2032)

  • North America (Gaming Platform, Application, Industry Vertical)
    • US
    • Canada
  • Europe (Gaming Platform, Application, Industry Vertical)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Gaming Platform, Application, Industry Vertical)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Gaming Platform, Application, Industry Vertical)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Gaming Platform, Application, Industry Vertical)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • BreakAway, Ltd. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Designing Digitally, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • DIGINEXT (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • IBM Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • CISCO Systems Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Virtual Heroes, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nintendo Co. Ltd. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Promotion Software GmbH (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Tata Interactive Systems (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Applied Research Associates Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Systems Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Triseum LLC (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Serious Games Solutions (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • MPS Interactive Systems (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Simcoach Games (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • PlayGen (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Eukleia (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Daden Limited (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations