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Global Serious Games Market Insights, Forecast

04-25-2019 05:11 AM CET | IT, New Media & Software

Press release from: Market Density

/ PR Agency: Market Density

This report presents the worldwide Serious Games market size (value, production and consumption), splits the breakdown (data status 2013-2018 and forecast to 2025), by manufacturers, region, type and application. This study also analyzes the market status, market share, growth rate, future trends, market drivers, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.
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Table of Contents:
Table of Contents

1 Study Coverage
1.1 Serious Games Product
1.2 Key Market Segments in This Study
1.3 Key Manufacturers Covered
1.4 Market by Type
1.4.1 Global Serious Games Market Size Growth Rate by Type
1.4.2 Enterprises
1.4.3 Consumers
1.5 Market by Application
1.5.1 Global Serious Games Market Size Growth Rate by Application
1.5.2 Healthcare
1.5.3 Aerospace & defense
1.5.4 Government
1.5.5 Education
1.5.6 Retail
1.5.7 Media & Entertainment
1.5.8 Others
1.6 Study Objectives
1.7 Years Considered

2 Executive Summary
2.1 Global Serious Games Market Size
2.1.1 Global Serious Games Revenue -
2.1.2 Global Serious Games Production -
2.2 Serious Games Growth Rate (CAGR) -
2.3 Analysis of Competitive Landscape
2.3.1 Manufacturers Market Concentration Ratio (CR5 and HHI)
2.3.2 Key Serious Games Manufacturers
2.3.2.1 Serious Games Manufacturing Base Distribution, Headquarters
2.3.2.2 Manufacturers Serious Games Product Offered
2.3.2.3 Date of Manufacturers Enter into Serious Games Market
2.4 Key Trends for Serious Games Markets & Products

3 Market Size by Manufacturers
3.1 Serious Games Production by Manufacturers
3.1.1 Serious Games Production by Manufacturers
3.1.2 Serious Games Production Market Share by Manufacturers
3.2 Serious Games Revenue by Manufacturers
3.2.1 Serious Games Revenue by Manufacturers (-)
3.2.2 Serious Games Revenue Share by Manufacturers (-)
3.3 Serious Games Price by Manufacturers
3.4 Mergers & Acquisitions, Expansion Plans

4 Serious Games Production by Regions
4.1 Global Serious Games Production by Regions
4.1.1 Global Serious Games Production Market Share by Regions
4.1.2 Global Serious Games Revenue Market Share by Regions
4.2 United States
4.2.1 United States Serious Games Production
4.2.2 United States Serious Games Revenue
4.2.3 Key Players in United States
4.2.4 United States Serious Games Import & Export
4.3 Europe
4.3.1 Europe Serious Games Production
4.3.2 Europe Serious Games Revenue
4.3.3 Key Players in Europe
4.3.4 Europe Serious Games Import & Export
4.4 China
4.4.1 China Serious Games Production
4.4.2 China Serious Games Revenue
4.4.3 Key Players in China
4.4.4 China Serious Games Import & Export
4.5 Japan
4.5.1 Japan Serious Games Production
4.5.2 Japan Serious Games Revenue
4.5.3 Key Players in Japan
4.5.4 Japan Serious Games Import & Export
4.6 South Korea
4.6.1 South Korea Serious Games Production
4.6.2 South Korea Serious Games Revenue
4.6.3 Key Players in South Korea
4.6.4 South Korea Serious Games Import & Export
4.7 Other Regions
4.7.1 Taiwan
4.7.2 India
4.7.3 Southeast Asia

5 Serious Games Consumption by Regions
5.1 Global Serious Games Consumption by Regions
5.1.1 Global Serious Games Consumption by Regions
5.1.2 Global Serious Games Consumption Market Share by Regions
5.2 North America
5.2.1 North America Serious Games Consumption by Application
5.2.2 North America Serious Games Consumption by Countries
5.2.3 United States
5.2.4 Canada
5.2.5 Mexico
5.3 Europe
5.3.1 Europe Serious Games Consumption by Application
5.3.2 Europe Serious Games Consumption by Countries
5.3.3 Germany
5.3.4 France
5.3.5 UK
5.3.6 Italy
5.3.7 Russia
5.4 Asia Pacific
5.4.1 Asia Pacific Serious Games Consumption by Application
5.4.2 Asia Pacific Serious Games Consumption by Countries
5.4.3 China
5.4.4 Japan
5.4.5 South Korea
5.4.6 India
5.4.7 Australia
5.4.8 Indonesia
5.4.9 Thailand
5.4.10 Malaysia
5.4.11 Philippines
5.4.12 Vietnam
5.5 Central & South America
5.5.1 Central & South America Serious Games Consumption by Application
5.5.2 Central & South America Serious Games Consumption by Country
5.5.3 Brazil
5.6 Middle East and Africa
5.6.1 Middle East and Africa Serious Games Consumption by Application
5.6.2 Middle East and Africa Serious Games Consumption by Countries
5.6.3 GCC Countries
5.6.4 Egypt
5.6.5 South Africa

6 Market Size by Type
6.1 Global Serious Games Production by Type
6.2 Global Serious Games Revenue by Type
6.3 Serious Games Price by Type

7 Market Size by Application
7.1 Overview
7.2 Global Serious Games Breakdown Dada by Application
7.2.1 Global Serious Games Consumption by Application
7.2.2 Global Serious Games Consumption Market Share by Application (-)

8 Manufacturers Profiles
8.1 BreakAway, Ltd.
8.1.1 BreakAway, Ltd. Company Details
8.1.2 Company Overview
8.1.3 BreakAway, Ltd. Serious Games Production Revenue and Gross Margin (-)
8.1.4 BreakAway, Ltd. Serious Games Product Description
8.1.5 BreakAway, Ltd. Recent Development
8.2 Designing Digitally, Inc.
8.2.1 Designing Digitally, Inc. Company Details
8.2.2 Company Overview
8.2.3 Designing Digitally, Inc. Serious Games Production Revenue and Gross Margin (-)
8.2.4 Designing Digitally, Inc. Serious Games Product Description
8.2.5 Designing Digitally, Inc. Recent Development
8.3 DIGINEXT
8.3.1 DIGINEXT Company Details
8.3.2 Company Overview
8.3.3 DIGINEXT Serious Games Production Revenue and Gross Margin (-)
8.3.4 DIGINEXT Serious Games Product Description
8.3.5 DIGINEXT Recent Development
8.4 IBM Corporation
8.4.1 IBM Corporation Company Details
8.4.2 Company Overview
8.4.3 IBM Corporation Serious Games Production Revenue and Gross Margin (-)
8.4.4 IBM Corporation Serious Games Product Description
8.4.5 IBM Corporation Recent Development
8.5 Intuition
8.5.1 Intuition Company Details
8.5.2 Company Overview
8.5.3 Intuition Serious Games Production Revenue and Gross Margin (-)
8.5.4 Intuition Serious Games Product Description
8.5.5 Intuition Recent Development
8.6 Learning Nexus Ltd
8.6.1 Learning Nexus Ltd Company Details
8.6.2 Company Overview
8.6.3 Learning Nexus Ltd Serious Games Production Revenue and Gross Margin (-)
8.6.4 Learning Nexus Ltd Serious Games Product Description
8.6.5 Learning Nexus Ltd Recent Development
8.7 Nintendo Co., Ltd.
8.7.1 Nintendo Co., Ltd. Company Details
8.7.2 Company Overview
8.7.3 Nintendo Co., Ltd. Serious Games Production Revenue and Gross Margin (-)
8.7.4 Nintendo Co., Ltd. Serious Games Product Description
8.7.5 Nintendo Co., Ltd. Recent Development
8.8 Promotion Software GmbH
8.8.1 Promotion Software GmbH Company Details
8.8.2 Company Overview
8.8.3 Promotion Software GmbH Serious Games Production Revenue and Gross Margin (-)
8.8.4 Promotion Software GmbH Serious Games Product Description
8.8.5 Promotion Software GmbH Recent Development
8.9 Revelian
8.9.1 Revelian Company Details
8.9.2 Company Overview
8.9.3 Revelian Serious Games Production Revenue and Gross Margin (-)
8.9.4 Revelian Serious Games Product Description
8.9.5 Revelian Recent Development
8.10 Tata Interactive Systems
8.10.1 Tata Interactive Systems Company Details
8.10.2 Company Overview
8.10.3 Tata Interactive Systems Serious Games Production Revenue and Gross Margin (-)
8.10.4 Tata Interactive Systems Serious Games Product Description
8.10.5 Tata Interactive Systems Recent Development

9 Production Forecasts
9.1 Serious Games Production and Revenue Forecast
9.1.1 Global Serious Games Production Forecast -
9.1.2 Global Serious Games Revenue Forecast -
9.2 Serious Games Production and Revenue Forecast by Regions
9.2.1 Global Serious Games Revenue Forecast by Regions
9.2.2 Global Serious Games Production Forecast by Regions
9.3 Serious Games Key Producers Forecast
9.3.1 United States
9.3.2 Europe
9.3.3 China
9.3.4 Japan
9.3.5 South Korea
9.4 Forecast by Type
9.4.1 Global Serious Games Production Forecast by Type
9.4.2 Global Serious Games Revenue Forecast by Type

10 Consumption Forecast
10.1 Serious Games Consumption Forecast by Application
10.2 Serious Games Consumption Forecast by Regions
10.3 North America Market Consumption Forecast
10.3.1 North America Serious Games Consumption Forecast by Regions -
10.3.2 United States
10.3.3 Canada
10.3.4 Mexico
10.4 Europe Market Consumption Forecast
10.4.1 Europe Serious Games Consumption Forecast by Regions -
10.4.2 Germany
10.4.3 France
10.4.4 UK
10.4.5 Italy
10.4.6 Russia
10.5 Asia Pacific Market Consumption Forecast
10.5.1 Asia Pacific Serious Games Consumption Forecast by Regions -
10.5.2 China
10.5.3 Japan
10.5.4 South Korea
10.5.5 India
10.5.6 Australia
10.5.7 Indonesia
10.5.8 Thailand
10.5.9 Malaysia
10.5.10 Philippines
10.5.11 Vietnam
10.6 Central & South America Market Consumption Forecast
10.6.1 Central & South America Serious Games Consumption Forecast by Regions -
10.6.2 Brazil
10.7 Middle East and Africa Market Consumption Forecast
10.7.1 Middle East and Africa Serious Games Consumption Forecast by Regions -
10.7.2 GCC Countries
10.7.3 Egypt
10.7.4 South Africa

11 Value Chain and Sales Channels Analysis
11.1 Value Chain Analysis
11.2 Sales Channels Analysis
11.2.1 Serious Games Sales Channels
11.2.2 Serious Games Distributors
11.3 Serious Games Customers

12 Market Opportunities & Challenges, Risks and Influences Factors Analysis
12.1 Market Opportunities and Drivers
12.2 Market Challenges
12.3 Market Risks/Restraints
12.4 Key World Economic Indicators

13 Key Findings in the Global Serious Games Study

14 Appendix
14.1 Research Methodology
14.1.1 Methodology/Research Approach
14.1.1.1 Research Programs/Design
14.1.1.2 Market Size Estimation
14.1.1.3 Market Breakdown and Data Triangulation
14.1.2 Data Source
14.1.2.1 Secondary Sources
14.1.2.2 Primary Sources
14.2 Author Details
14.3 Disclaimer
Browse this report online:
https://www.marketdensity.com/global-serious-games-market-insights-forecast

About Market Density:
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Market Density offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries and governments around the globe.
Market Density understands how essential statistical surveying information is for your organization or association. Therefore, we have associated with the top publishers and research firms all specialized in specific domains, ensuring you will receive the most reliable and up to date research data available.
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