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Serious Game Market Expected to Exceed $15986.95 Million Globally by 2026 | Top Key Players - Applied Research Associate, BreakAway Games, Ccs Digital Education, Designing Digitally, IBM, Microsoft, Nintendo and Serious Game International, Revelian, Digin

09-06-2018 08:14 PM CET | IT, New Media & Software

Press release from: Amigo Market Reports

Serious Game Market Expected to Exceed $15986.95 Million

Global Serious Game Market Overview
Global Serious Game Market is 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.

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Industry Insights:
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.

Serious Game Industry Top Players:
Some of the key players profiled in the Serious Game Market include Applied Research Associate Inc., BreakAway Games, Ccs Digital Education, Cisco Systems Inc., Designing Digitally Inc., IBM Corp., Microsoft Corp, Nintendo Co. Ltd. and Serious Game International, Revelian, Diginext and Tata Interactive Systems.

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Market Segmentation:
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.

Platforms Covered:
• Web-Based
• PC-Based
• Mobile-Based
• Hand-Held

Verticals Covered:
• Retail
• Media & Entertainment
• Healthcare
• Government
• Energy
• Education
• Corporate
• Automotive
• Aerospace and Defence

Regions Covered:
• North America
• Europe
• Asia Pacific
• South America
• Middle East & Africa

Read Comprehensive Overview of Report @ https://www.amigomarketreports.com/home/report_details/2738

About Us
We offer the exclusive market research solution for all the industries by performing the comprehensive investigation of industry trends, globally. The Association in every industry such as Technology, Healthcare, Aerospace, Consumable Goods and others demands a market-based solutions for various vital decisions based on productivity.
Our main goal is to Boost and Associate organizations to Build everlasting strategic enhancement and recognize growth Purpose. The organization assists its clients to accomplish business policies and achieve Continuous growth in their respective market domain.

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Amigo Market Reports
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San Antonio, TX,78202
United States
Toll Free +1 (707) 925 3368
Email: sales@amigomarketreports.com

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