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Serious Game Market 2022 Size, Trend, Key Manufacturer Analysis- Microsoft, Designing Digitally, Serious Game International, Nintendo, IBM, Breakaway Games

07-24-2018 01:29 PM CET | IT, New Media & Software

Press release from: Reportsweb.com

Serious Game

Serious Game

Serious Game- Mobile-based educational games are expected to drive serious game market over next decade. The factors favoring the market growth include high return on investment, growing usage of mobile based educational games, consumer brands, improved learning outcomes and increased need for user engagement across enterprises. The improper game design, lack of awareness about serious game, and shortage of assessment tools are the factors limiting the market growth.

Top Manufacturer Detail-
Microsoft Corp, Designing Digitally Inc., Serious Game International, Nintendo Co. Ltd., IBM Corp., Breakaway Games, Applied Research Associate Inc., Cisco Systems Inc. and Ccs Digital Education.

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The Global Serious Game market is valued at $2.46 billion in 2014 with CAGR of 14.71% it is expected to reach $10.96 billion by 2022.

The explosion of the digital world and emergence of social networks are considered to be an opportunity for the serious game market. The emergence of social networks and increasing scale of digitization are some of the key challenges for the serious game market. The education and corporate segments account for the major share of the market and are also expected to grow at the highest CAGR during the forecast period. North America has the largest market for serious games; however, Asia Pacific is expected to grow at the higher CAGR during the forecast period.

Global Serious Game market is segmented by vertical, by end-user, by platform, by application and by geography. Based on vertical, market is segmented into healthcare, retail, education, corporate, media and advertising, government, automotive, energy, aerospace and defence and others. Based on end user, serious game market is categorized into enterprise and consumer. Based on platform, market is classified into pc-based, mobile-based, web-based and hand-held.

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Table of Contents

1 Executive Summary
2 Preface
2.1 Abstract
2.2 Research Scope
2.3 Research Methodology
2.4 Research Sources
3 Market Trend Analysis
3.1 Introduction
3.2 Drivers
3.3 Restraints
3.4 Opportunities
3.5 Threats
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 Vertical
5.1 Introduction
5.2 Healthcare
5.3 Retail
5.4 Education
5.5 Corporate
5.6 Media and Advertising
5.7 Government
5.8 Automotive
5.9 Energy
5.10 Aerospace and Defence
5.11 Others
6 Global Serious Game Market, By End-user
6.1 Introduction
6.2 Enterprise
6.3 Consumer
7 Global Serious Game Market, By Platform
7.1 Introduction
7.2 PC-Based
7.3 Mobile-Based
7.4 Web-Based
7.5 Hand-Held
8 Global Serious Game Market, By Application
8.1 Introduction
8.2 Human Resources
8.3 Training
8.4 Sales
8.5 Marketing
8.6 Emergency Services
8.7 Product Development
8.8 Support

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