Press release
Global Serious Games Market Projected to Surpass $32.33 Billion by 2029 with 24.1% Annual Growth
What combination of drivers is leading to accelerated growth in the serious games market?The serious games market is projected to expand with the integration of virtual reality in training and development practices. Virtual reality, which crafts an artificial world through software that convinces the user of its reality, facilitates a setting where individuals can experiment with new skills, make mistakes without severe repercussions, learn from these mistakes and enhance their professional development. This is corroborated by data released in February 2022, by the National Institutes of Health (NIH), a US-based governmental body. The figures indicate expected total spending on AR and VR products to exceed $215 billion in 2021. Additionally, the global AR and VR market in healthcare is predicted to hit $5.1 billion by 2025. Therefore, the integration of virtual reality in training and development initiatives is likely to be a strong driver for the growth of the serious games market.
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What is the projected compound annual growth rate (CAGR) of the serious games market from 2025 to 2034, and what factors influence it?
The market size for serious games has witnessed substantial growth in the past years. Projected growth sees an increase from $11.44 billion in 2024 to a staggering $13.62 billion in 2025, with a Compound Annual Growth Rate (CAGR) of 19.1%. The previous growth period's advancement can be credited to elements such as educational programs, training in healthcare, corporate coaching, skill enhancement, military and defense applications, as well as initiatives to increase employee engagement and productivity.
In the coming years, a substantial expansion is anticipated in the serious games market, with its size predicted to reach $32.33 billion by 2029. This represents a compound annual growth rate (CAGR) of 24.1%. Factors contributing to this growth over the forecast period include personalized learning techniques, improvements in patient care, training initiatives for diversity and inclusion, the worldwide expansion of e-learning, and the popularity of gamified assessments. Noteworthy trends during this forecasted period are AI integration, developments in VR and AR technologies, widespread accessibility to technology, incorporation of gamification in corporate learning programs, and cross-platform access.
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How are the latest trends influencing the growth of the serious games market?
The increase in technological development is becoming a major trend in the serious games market. Players in this market, like Amazon, are introducing improvements to games via cloud computing, virtual reality, the metaverse, and other advanced technologies. The metaverse refers to a virtual universe where users can interact with others in a digital space, providing a more immersive gaming experience. As an example, Amazon, a global tech corporation specializing in cloud computing and AI among other things, released AWS Cloud Quest in March 2022. AWS Cloud Quest is an online Role-Playing Game created to simplify the process of learning cloud computing techniques for users. In the game, cloud technicians can create their avatars to explore a digital city and provide solutions for cloud-related tech issues. Successful completion of Amazon Web Services simulations and challenges allows users to earn rewards like new avatar styles, companion pets, city themes, and virtual items like a hoverboard and pool floats.
What are the major segments of the serious games market and their role in driving growth?
The serious games market covered in this report is segmented -
1) By Gaming Platform: Smartphone, Console, PC, Other Platforms
2) By Application: Simulation and Training, Research and Planning, Advertising and marketing, Human Resources, Other Applications
3) By Industry Vertical: Education, Healthcare, Aerospace and Defense, Government, Retail, Media and Entertainment, Other Verticals
Subsegments:
1) By Smartphone: Mobile Apps, Augmented Reality (AR) Games
2) By Console: PlayStation, Xbox, Nintendo Switch
3) By PC: Windows, macOS, Linux
4) By Other Platforms: Virtual Reality (VR) Systems, Web-Based Games
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Which regions are key players in the growth of the serious games market?
Asia-Pacific was the largest region in the serious games market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the serious games market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
Who are the key firms paving the way for growth in the serious games market?
Major companies operating in the serious games market include IBM Corporation, Cisco Systems Inc., Grendel Games, Tygron BV, MPS Interactive Systems Ltd., Applied Research Associates Inc., Hourblast Games, Cole Engineering Services Inc., Diginext, Alelo TLT LLC, Tata Interactive Systems, Promotion Software GmbH, In-Depth Engineering Corporation, iCivics Inc., Filament Games LLC, Can Studios Ltd., BreakAway Games Ltd., Chaos Theory Games, Learning Nexus Ltd., Akili Interactive Labs, Designing Digitally Inc., Triseum LLC, DFUSION Inc., Revelian Pty Ltd., Open Mind Innovation, Deus Marmota, L.I.B. Businessgames BV, CCS Digital Education Ltd., Vcom3D Inc.
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What Is Covered In The Serious Games Global Market Report?
•Market Size Forecast: Examine the serious games market size across key regions, countries, product categories, and applications.
•Segmentation Insights: Identify and classify subsegments within the serious games market for a structured understanding.
•Key Players Overview: Analyze major players in the serious games market, including their market value, share, and competitive positioning.
•Growth Trends Exploration: Assess individual growth patterns and future opportunities in the serious games market.
•Segment Contributions: Evaluate how different segments drive overall growth in the serious games market.
•Growth Factors: Highlight key drivers and opportunities influencing the expansion of the serious games market.
•Industry Challenges: Identify potential risks and obstacles affecting the serious games market.
•Competitive Landscape: Review strategic developments in the serious games market, including expansions, agreements, and new product launches.
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