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Virtual Reality Revolution Is Transforming Training And Development In The Serious Games Market: A Key Catalyst Accelerating Serious Games Market Growth in 2025

07-23-2025 08:19 AM CET | IT, New Media & Software

Press release from: The Business Research Company

Serious Games Market Size

Serious Games Market Size

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Serious Games Market Size Valuation Forecast: What Will the Market Be Worth by 2025?
In the past few years, the size of the serious games market has experienced a swift expansion. Its growth trajectory will see it rising from $11.44 billion in 2024 to reach $13.62 billion in 2025, reflecting a compound annual growth rate (CAGR) of 19.1%. Factors such as educational drives, healare training, corporate learning and skill enhancement, defence and military applications, along with initiatives for employee involvement and productivity fuelled the growth in the historic phase.

Serious Games Market Size Forecast: What's the Projected Valuation by 2029?
It's anticipated that the serious games market will experience significant expansion in the upcoming years, estimated to reach a value of $32.33 billion by 2029, growing at a compound annual growth rate (CAGR) of 24.1%. This growth during the forecast period is linked to various factors such as the rise of personalized teaching techniques, enhanced healare patient care, diversity and inclusion training, the worldwide spread of e-learning, and the emergence of gamified evaluations. The forecast period is also expected to witness prominent trends including the amalgamation with artificial intelligence (AI), developments in virtual reality (VR) and augmented reality (AR), the broadened reach to technology, the application of gamification in corporate training, along with cross-platform accessibility.

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What Are the Drivers Transforming the Serious Games Market?
The serious games market's expansion is predicted to be fueled by the incorporation of virtual reality into training and development initiatives. Virtual reality, an imitation environment created by software that persuades the user to accept it as authentic, enables a learning atmosphere where individuals can safely test out new abilities, learn from their mistakes, and progress in their careers. In support of this, the National Institutes of Health (NIH), a US governmental agency, reported in February 2022 that the overall spending on AR and VR products is expected to exceed $215 billion in 2021. Additionally, the worldwide healare AR and VR market is projected to hit $5.1 billion by 2025. As such, the adoption of virtual reality in training and development efforts is anticipated to be a primary factor in driving the growth of the serious games market.

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What Long-Term Trends Will Define the Future of the Serious Games Market?
The rise in technological infrastructure is seen as a significant trend in the serious games market. Major entities in this market are introducing innovative methods into games utilizing cloud computing, virtual reality, the metaverse, among other technologies. The metaverse is a digitized universe allowing users to interact with each other within a computer-generated setting. It delivers a real-time experience to the players, thereby enhancing the interactivity of the games. To illustrate, in March 2022, Amazon, an American multinational technology firm focusing on e-commerce, cloud computing, digital streaming, and artificial intelligence, unveiled AWS Cloud Quest. This online role-playing game is designed to assist users in easily understanding cloud computing procedures. Users can create their avatars to traverse a virtual city and help its residents with cloud-related technological issues. Through completing Amazon Web Services simulations and challenges, players can earn extra character styles, digital pet companions, city themes, and virtual items like a hoverboard and a unicorn pool float.

Which Segments in the Serious Games Market Offer the Most Profit Potential?
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, Healare, 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 Firms Dominate the Serious Games Market by Market Share and Revenue in 2025?
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.

Which Regions Offer the Highest Growth Potential in 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.

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4. Consultants & Analysts - To support market entry, expansion strategies, and client advisory work.

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