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Serious Games Market Size Surges as Industries Embrace Gamification for Skill Development | Forecast to Gain USD 32.72 Billion by 2030

08-30-2023 03:43 PM CET | IT, New Media & Software

Press release from: Allied Market Research

Serious Games Market

Serious Games Market

The market for serious games was estimated to be worth $5.94 billion in 2020, and it is anticipated that it would grow at a CAGR of 18.47% to $32.72 billion by 2030.

The market is impacted by factors including the rising demand for better user engagement platforms across companies, the dramatic increase in the use of mobile-based educational games, and the wide-spread use of virtual reality in training and development activities. The market size for serious games is expected to be hampered by inadequate knowledge of the benefits and applications of these games as well as by inappropriate game design.

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The serious games market is undergoing dynamic shifts driven by the intersection of education, technology, and entertainment. One prominent trend is the integration of immersive technologies, such as virtual reality (VR) and augmented reality (AR), into serious games. These technologies enhance the learning experience by creating interactive and engaging environments, allowing users to acquire skills and knowledge through hands-on simulations.

Furthermore, personalization is emerging as a crucial trend in the serious games market. With the help of data analytics and AI, serious game developers are tailoring content to individual learners' needs, pacing, and preferences. This personalized approach not only enhances user engagement but also ensures that learning experiences are effective and adaptive.

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Cross-industry adoption is also on the rise, with serious games being embraced not only in education but also in sectors like healthcare, corporate training, and even defense. In healthcare, for instance, serious games are used for medical training, rehabilitation, and patient education. The versatility of serious games in addressing diverse learning needs is a driving force behind this trend.

Lastly, gamification is playing a pivotal role in the development of serious games. By incorporating game elements such as rewards, challenges, and competition into learning experiences, serious games motivate users to actively participate and stay engaged. This approach fosters a more enjoyable and effective learning process, particularly among younger generations who are accustomed to digital interactivity.

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Some of the key serious games industry players profiled in the report include BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Cisco Systems Inc., Virtual Heroes, Inc., Nintendo Co., Ltd., Promotion Software GmbH, Revelian, and Tata Interactive Systems. This study includes market share, trends, serious games market analysis, and future estimations to determine the imminent investment pockets.

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