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Global Serious Game Market to grow at a CAGR of +14.71% during the period 2018-2025 Profiling Key Player like Microsoft, IBM, Breakaway Games, Cisco, Designing Digitally
The Global Serious Game market is valued at $2.46 billion in 2015 with CAGR of 14.71% it is expected to reach $10.96 billion by 2025. 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.The report predicts the global Serious Game Market to grow with a CAGR of +14.71% over the forecast period of 2018-2025.
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Top Companies Profiled in this Report includes: Microsoft Corp, Designing Digitally, Serious Game International, Nintendo Co. Ltd, IBM Corp, Breakaway Games, Applied Research Associate, Cisco Systems Inc. and Ccs Digital Education and others.
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.
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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. Based on application, market is segregated into human resources, training, sales and marketing, emergency services, product development and support. Power Sector Serious Game market by geography is segmented into North America, Europe, Asia Pacific, and Rest of the World.
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TOC- Global Serious Game Market Report 2018
Chapter 1 Global Serious Game Market Overview
Chapter 2 Global Economic Impact on Industry
Chapter 3 Global Serious Game Market Competition by Manufacturers
Chapter 4 Global Production, Revenue (Value) by Region
Chapter 5 Supply (Production), Consumption, Export
Chapter 6 Production, Revenue (Value), Price Trend by Type
Chapter 7 Market Analysis by Application
Chapter 8 Manufacturing Cost Analysis
Chapter 9 Industrial Chain, Sourcing Strategy and Downstream Buyers
Chapter 10 Marketing Strategy Analysis, Distributors/Traders
Chapter 11 Market Effect Factors Analysis
Chapter 12 Market Forecast.
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