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Serious Game Global Market Trend, Research Approach, Data Analysis and Forecast to 2022

05-11-2017 12:53 PM CET | IT, New Media & Software

Press release from: ReportsWeb

ReportsWeb

ReportsWeb

According to Publisher, the Global Serious Game market is accounted for $2198.96 million in 2015 and is expected to reach $7833.14 million by 2022 growing at a CAGR of 19.8% from 2015 to 2022. Factors such as increasing usage of mobile devices and social media, growing usage of mobile-based educational games, increasing need for user learning are driving the serious game market. However, improper game design, lack of awareness and assessment tools will hinder market growth. Further, increasing scale of digitization and emergence of social networks would provide ample opportunities for the market to grow.

For more information about this report: http://www.reportsweb.com/serious-game-global-market-outlook-2016-2022

The education segment accounted for the largest share of the market. The corporate segment is anticipated to be the highest growing industry vertical during the forecast period. Asia Pacific is the fastest growing region as China, India and South Korea are expected to grow owing to growing interest of manufacturers in serious games.
Some of the key players in global Serious Game market are IBM Corporation, Playgen, Caspian, Virtual Heroes, Morf Media, Breakaway Ltd, Blitz Games, Innovataion Games, ESim Games, Designing Digitally, Square Enix, Cisco Systems Inc, Nintendo Co. Ltd., Serious Game International, Serious Game Interactive, Microsoft Corporation, Applied Research Associate Inc. and CCS Digital Education.

Verticals Covered:
- Healthcare
- Retail
- Education
- Corporate
- Media and Advertising
- Government
- Automotive
- Energy
- Aerospace and Defence
- Other Verticals
Research
Tourism
Agriculture

End Users Covered:
- Enterprise
- Consumer

Platforms Covered:
- PC-Based
- Mobile-Based
- Web-Based
- Hand-Held

Request Sample Copy at http://www.reportsweb.com/inquiry&RW0001583506/sample

Applications Covered:
- Human Resources
- Training
- Sales
- Marketing
- Emergency Services
- Product Development
- Support

Regions Covered:
- North America
US
Canada
Mexico
- Europe
Germany
France
Italy
UK
Spain
Rest of Europe
- Asia Pacific
Japan
China
India
Australia
New Zealand
Rest of Asia Pacific
- Rest of the World
Middle East
Brazil
Argentina
South Africa
Egypt

Company Profiling
11.1 IBM Corporation
11.2 Playgen
11.3 Caspian
11.4 Virtual Heroes
11.5 Morf Media
11.6 Breakaway Ltd
11.7 Blitz Games
11.8 Innovataion Games
11.9 ESim Games
11.10 Designing Digitally
11.11 Square Enix
11.12 Cisco Systems Inc
11.13 Nintendo Co. Ltd.
11.14 Serious Game International
11.15 Serious Game Interactive
11.16 Microsoft Corporation.
11.17 Applied Research Associate Inc.
11.18 CCS Digital Education,

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