openPR Logo
Press release

Serious Games Market Size, Share, Trends and Forecast by Gaming Platform, Application, Industry Vertical, and Region, 2025-2033

01-22-2026 10:53 AM CET | Advertising, Media Consulting, Marketing Research

Press release from: IMARC Group

Serious Games Market Size, Share, Trends and Forecast by Gaming

Market Overview
The global serious games market was valued at USD 13.33 Billion in 2024 and is forecasted to reach USD 69.15 Billion by 2033, growing at a CAGR of 19.07% during the forecast period of 2025-2033. The market growth is driven by increasing adoption in education and corporate training, advancements in augmented reality (AR), virtual reality (VR), and artificial intelligence (AI), alongside government support for gamification. Asia Pacific leads the market with a 35.3% share in 2024. For further details, visit the Serious Games Market report.

Study Assumption Years
• Base Year: 2024
• Historical Years: 2019-2024
• Forecast Years: 2025-2033

Serious Games Market Key Takeaways
• The global serious games market size was valued at USD 13.33 Billion in 2024.
• The market is expected to grow at a CAGR of 19.07% from 2025 to 2033.
• The forecast period for the market size projection is 2025-2033.
• Asia Pacific dominates the market with over 35.3% share in 2024.
• The growing demand for interactive learning and corporate training is boosting market growth.
• Advancements in AR, VR, and AI technologies enhance the user experience and learning outcomes.
• Government initiatives supporting gamification further propel the market expansion.

Sample Request Link: https://www.imarcgroup.com/serious-games-market/requestsample

Market Growth Factors
Educational institutions and businesses increasingly use serious games to enhance engagement and knowledge retention. These games offer interactive and enjoyable learning, covering subjects like mathematics, science, and language in educational settings, and workforce training, leadership development, and compliance in business contexts.

Technological innovations such as AR, VR, AI, and cloud computing revolutionize serious games by providing immersive, authentic, and personalized learning experiences. AI customizes content based on user progress, AR and VR create realistic simulations, and cloud gaming allows access across devices without advanced hardware.

The rising adoption in regions like the United States, driven by leading gaming firms and top universities, underscores the educational, cultural, and policy innovation fostered through serious games. Research labs like MIT's Game Lab emphasize the societal impact and educational role of games, further supporting market expansion.

Market Segmentation
Analysis by Gaming Platform:
• Smartphone: Holds the largest share at 55.0% in 2024 due to portability, ease of use, low cost, and widespread global access. Incorporation of high-resolution touchscreens, motion sensors, AR features, and advancements like 5G and cloud gaming boost interactivity for education, healthcare, and military training.

Analysis by Application:
• Simulation and Training: Leading application with a 44.7% market share in 2024. Used across healthcare for surgical training, aviation for pilot simulations, defense for combat drills, manufacturing for safety training, and emergency services for disaster response. AI, AR, and VR improve realism and training effectiveness.

Analysis by Industry Vertical:
• Education: Dominates with 38.5% share in 2024. Integration in schools, colleges, and online platforms covering subjects like math, science, and languages. Supports personalized learning, teamwork, and problem-solving. Advances in AI, AR, and VR foster engaging learning.

Regional Insights
The Asia Pacific region holds the dominant market share of 35.3% in 2024. Growth is fueled by increasing demand for quality education and training, rising smartphone and gaming console usage, continuous gaming technology advancements, and strong government support for educational technology and digital learning initiatives.

Recent Developments & News
In December 2024, Buurtlab 070 and Leiden University Green Office hosted an event in The Hague using the serious game Sunjust to explore energy justice issues. In August 2024, ISR and CAPTRS launched a no-cost digital game to improve decision-making during public health emergencies, promoting global readiness and scientific collaboration. In November 2023, Applied Research Associates showcased VR-driven training tools, CB-TASC and VR-TAK, at I/ITSEC 2023, along with a Virtual Testbed for DARPA's Triage Challenge enhancing casualty simulations.

Key Players
• Applied Research Associate Inc.
• BreakAway Games
• Cisco Systems Inc.
• Designing Digitally Inc.
• Diginext SRL (CS Communication & Systèmes)
• Grendel Games
• LIB Businessgames B.V.
• MPS Interactive Systems Limited (MPS Ltd.)
• Serious Games Interactive
• Totem Learning
• YES!Delft

If you require any specific information that is not currently covered within the scope of the report, we will provide the same as a part of the customization.

Request for customization: https://www.imarcgroup.com/request?type=report&id=5759&flag=E

Contact Us
IMARC Group,
134 N 4th St. Brooklyn, NY 11249, USA
Email: sales@imarcgroup.com
Tel No: (D) +91 120 433 0800
United States: +1-201-971-6302

About Us
IMARC Group is a global management consulting firm that helps the world's most ambitious changemakers to create a lasting impact. The company provide a comprehensive suite of market entry and expansion services. IMARC offerings include thorough market assessment, feasibility studies, company incorporation assistance, factory setup support, regulatory approvals and licensing navigation, branding, marketing and sales strategies, competitive landscape and benchmarking analyses, pricing and cost research, and procurement research.

This release was published on openPR.

Permanent link to this press release:

Copy
Please set a link in the press area of your homepage to this press release on openPR. openPR disclaims liability for any content contained in this release.

You can edit or delete your press release Serious Games Market Size, Share, Trends and Forecast by Gaming Platform, Application, Industry Vertical, and Region, 2025-2033 here

News-ID: 4359697 • Views:

More Releases from IMARC Group

Mexico E-Wallet Market Size, Share, Latest Insights and Forecast 2025-2033
Mexico E-Wallet Market Size, Share, Latest Insights and Forecast 2025-2033
IMARC Group has recently released a new research study titled "Mexico E-Wallet Market Size, Share, Trends and Forecast by Type, Ownership, Technology, Vertical, and Region, 2025-2033" which offers a detailed analysis of the market drivers, segmentation, growth opportunities, trends, and competitive landscape to understand the current and future market scenarios. Market Overview The Mexico e-wallet market size reached USD 1.7 Billion in 2024 and is projected to grow to USD 12.1 Billion
Mexico Logistics Market Size to Hit USD 142.03 Billion by 2034: Trends & Forecast
Mexico Logistics Market Size to Hit USD 142.03 Billion by 2034: Trends & Forecas …
IMARC Group has recently released a new research study titled "Mexico Logistics Market Size, Share, Trends and Forecast by Model Type, Transportation Mode, End Use, and Region, 2026-2034", offers a detailed analysis of the market drivers, segmentation, growth opportunities, trends and competitive landscape to understand the current and future market scenarios. Market Overview The Mexico logistics market size was valued at USD 91.47 Billion in 2025 and is forecasted to reach USD
Shrimp Feed Market: Aquaculture Expansion and Nutritional Formulation Advancements, 2025-2033
Shrimp Feed Market: Aquaculture Expansion and Nutritional Formulation Advancemen …
Market Overview The global shrimp feed market size reached USD 7.2 Billion in 2024 and is projected to grow to USD 10.8 Billion by 2033. The market is expected to expand at a CAGR of 4.7% during the forecast period of 2025-2033. Growth is driven by rising global shrimp consumption, expanding aquaculture activities, and the development of specialized and nutritionally enhanced feed variants to enhance production efficiency. For more details, visit
Mexico Retail Market 2026 : Industry Size to Reach USD 698.8 Billion by 2034, At a CAGR of 4.38%
Mexico Retail Market 2026 : Industry Size to Reach USD 698.8 Billion by 2034, At …
IMARC Group has recently released a new research study titled "Mexico Retail Market Report by Product (Food and Beverages, Personal and Household Care, Apparel, Footwear and Accessories, Furniture, Toys and Hobby, Electronic and Household Appliances, and Others), Distribution Channel (Supermarkets and Hypermarkets, Convenience Stores, Specialty Stores, Online Stores, and Others), and Region 2026-2034", offers a detailed analysis of the market drivers, segmentation, growth opportunities, trends and competitive landscape to understand

All 5 Releases


More Releases for Game

Jollity: Redefining game nights, one mini-game at a time
Image: https://www.getnews.info/wp-content/uploads/2024/09/1726733843.png Jollity: Redefining game nights, one mini-game at a time Jollity Games proudly introduces its latest innovation in the world of game nights - Jollity, the ultimate hybrid party game that fuses the tactile fun of a board game with the dynamic possibilities of a mobile app. Featuring 150 mini-games, Jollity is designed to bring excitement, laughter, and a fresh twist to every gathering. Whether you're looking to light up a party,
Video Game Subscription Services Market: Game On for Explosive Growth
According to the report published by Virtue Market Research in 2022, the Global Video Game Subscription Services Market was valued at $9.98 billion and is projected to reach a market size of $21.24 billion by 2030. Over the forecast period of 2023-2030, market is projected to grow at a CAGR of 9.9%. Request Sample Copy of this Report @ https://virtuemarketresearch.com/report/video-game-subscription-services-market/request-sample The global video game subscription services market has experienced significant growth and
THE WORLD GAME Launches Board Game Version of Educational Geography Game
THE WORLD GAME Launches Board Game Version of Educational Geography Game The World Game team is excited to announce the launch of their new Geography Board Game - The World Game. TWG is a highly interactive educational tabletop game for 2 - 5 players that is easy to learn and fun to play. It is a fast-playing adventure for kids and adults alike. Learning about world countries and becoming a full-on
APA Game Announces Ocean King 3 plus Fire Unicorn plus Fishing Game Machine for …
Players can enjoy a selection of arcade shooting and fishing games presented by APA Game, which comprises Ocean Ruler 3 plus fire Unicorn plus, Fire unicorn Fishing Game machine. GUANGZHOU, China– For game enthusiasts who are looking for exciting fire unicorn fishing arcade games, then APA Game is a one centre shop for all computer lovers globally. These games are made to provide unmatched fun and energy to each player. The
APA Game Announces New Game Fishing Machine For Arcade Fishing Game Lovers
APA Game has done it again! They have released a new arcade fishing game, trump fishing 2 game machine, creating a new category of arcade fishing games. These Video games come in a playful click clack tin that has game lovers incredibly hooked! Guangzhou, China– If you are a fan of these exciting fishing arcade games, APA Game has all the video games that you will love and much glued up
Video Game Music Market Report 2018: Segmentation by Type (Stand-Alone Game, On- …
Global Video Game Music market research report provides company profile for Nintendo, Ubisoft, Microsoft, EA, Tencent, NetEase, Activision Blizzard, Sony, Dynamedion, Audio Network Limited, Spotify, Moonwalk Audio and Others. This market study includes data about consumer perspective, comprehensive analysis, statistics, market share, company performances (Stocks), historical analysis 2012 to 2017, market forecast 2018 to 2025 in terms of volume, revenue, YOY growth rate, and CAGR for the year 2018 to