Press release
Serious Game Market Show at 10.4% CAGR to 2025 | Cisco, CCS Education, Nintendo, IBM, BreakAway Games
Global Serious Game Market 2020 by Company Regions Type and Application Forecast to 2025The global Serious Game market size is expected to gain market growth in the forecast period of 2020 to 2025, with a CAGR of 10.4% in the forecast period of 2020 to 2025 and will expected to reach USD 5313.8 million by 2025, from USD 3574.7 million in 2019.
A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion, and politics.
The Serious Game market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.
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Companies Profiled in this report includes: Cisco, CCS Education, Nintendo, IBM, BreakAway Games, Microsoft, Serious Game Interactive, Applied Research Associates, Serious Game International, Designing Digitally
Market Segment by Type, covers
Mobile-based
PC-based
Web-based
Market Segment by Applications, can be divided into
Aerospace and Defence
Automotive
Education
Energy
Government
Healthcare
Media and Advertising
Others
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Table of Content:
1 Serious Game Market Overview
2 Company Profiles
2.1 Cisco
2.1.1 Cisco Details
2.1.2 Cisco Major Business and Total Revenue (Financial Highlights) Analysis
2.1.3 Cisco SWOT Analysis
2.1.4 Cisco Product and Services
2.1.5 Cisco Serious Game Revenue, Gross Margin and Market Share (2018-2019)
2.2 CCS Education
2.2.1 CCS Education Details
2.2.2 CCS Education Major Business and Total Revenue (Financial Highlights) Analysis
2.2.3 CCS Education SWOT Analysis
2.2.4 CCS Education Product and Services
2.2.5 CCS Education Serious Game Revenue, Gross Margin and Market Share (2018-2019)
2.3 Nintendo
2.3.1 Nintendo Details
2.3.2 Nintendo Major Business and Total Revenue (Financial Highlights) Analysis
2.3.3 Nintendo SWOT Analysis
2.3.4 Nintendo Product and Services
2.3.5 Nintendo Serious Game Revenue, Gross Margin and Market Share (2018-2019)
2.4 IBM
3 Market Competition, by Players
4 Market Size by Regions
5 North America Serious Game Revenue by Countries
6 Europe Serious Game Revenue by Countries
7 Asia-Pacific Serious Game Revenue by Countries
8 South America Serious Game Revenue by Countries
9 Middle East & Africa Revenue Serious Game by Countries
10 Market Size Segment by Type
11 Global Serious Game Market Segment by Application
12 Global Serious Game Market Size Forecast (2021-2025)
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