Press release
Global Serious Games Market 2022: Size, Share, Trends, Growth And Forecast To 2031
The global serious games market size is expected to grow from $6.73 billion in 2021 to $8.23 billion in 2022 at a compound annual growth rate (CAGR) of 22.3%. The global serious games market size is expected to reach $17.39 billion in 2026 at a CAGR of 20.6%.The Business Research Company offers the Serious Games Global Market Report 2022 in its research report store. It is the most comprehensive report available on this market and will help gain a truly global perspective as it covers 60 geographies. The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by region and by country. It also compares the market's historic and forecast growth, and highlights important trends and strategies that players in the market can adopt.
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The serious games market consists of the sales of serious games products and services by entities (organizations, sole traders, and partnerships) that are used to promote learning and behavior change. Serious games impart particular skills, knowledge, and attitudes and blend learning techniques, game mechanics, and knowledge and structures. The strength of serious games is that they are captivating, engrossing, and entertaining.
Some key serious games market players are BreakAway Ltd, Designing Digitally Inc, Triseum LLC, Revelian, Promotion Software GmbH, Learning Nexus Ltd, Nintendo Co Ltd, Serious Game International, Ccs Digital Education, Grendel Games, MPS Interactive Systems, BreakAway Ltd, Tata Interactive Systems, Tygron, and Triseum LLC
The countries covered in the global serious games market are Argentina, Australia, Austria, Belgium, Brazil, Canada, Chile, China, Colombia, Czech Republic, Denmark, Egypt, Finland, France, Germany, Hong Kong, India, Indonesia, Ireland, Israel, Italy, Japan, Malaysia, Mexico, Netherlands, New Zealand, Nigeria, Norway, Peru, Philippines, Poland, Portugal, Romania, Russia, Saudi Arabia, Singapore, South Africa, South Korea, Spain, Sweden, Switzerland, Thailand, Turkey, UAE, UK, USA, Venezuela, Vietnam.
The regions covered in the global serious games market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
Serious games market Segmentation:
By Gaming Platform
1.Smartphone
2.Console
3.PC
By Application
1.Simulation and Training
2.Research and Planning
3.Advertising and Marketing
4.Human Resources
By Industry Vertical
1.Education
2.Healthcare
3.Aerospace and Defense
4.Government
5.Retail
6.Media and Entertainment
See more on the report at https://www.thebusinessresearchcompany.com/report/serious-games-global-market-report
The Report's Table Of Contents includes
1. Executive Summary
2. Serious Games Market Characteristics
3. Serious Games Market Trends And Strategies
4. Impact Of COVID-19 On Serious Games
5. Serious Games Market Size And Growth
.......
26. Africa Serious Games Market
27. Serious Games Market Competitive Landscape And Company Profiles
28. Key Mergers And Acquisitions In The Serious Games Market
29. Serious Games Market Future Outlook and Potential Analysis
30. Appendix
This report covers the trends and market dynamics of the serious games market in major countries - Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, and USA. The report also includes consumer surveys and various future opportunities for the market.
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