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Serious Game-Global Market Insights and Sales Trends 2025

Serious Game-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1845847

No of Pages : 100

Synopsis
A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion, and politics.
The global Serious Game market size is expected to reach US$ 8005.3 million by 2029, growing at a CAGR of 10.9% from 2023 to 2029. The market is mainly driven by the significant applications of Serious Game in various end use industries. The expanding demands from the Aerospace and Defence, Automotive, Education and Energy, are propelling Serious Game market. Mobile-based, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the PC-based segment is estimated at % CAGR for the next seven-year period.
The education segment accounts for the major share of the market.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Serious Game, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Serious Game market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Serious Game market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Serious Game sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Serious Game covered in this report include Cisco, IBM, Microsoft, Nintendo, Serious Game International, Applied Research Associates, BreakAway Games, CCS Education and Designing Digitally, etc.
The global Serious Game market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Cisco
IBM
Microsoft
Nintendo
Serious Game International
Applied Research Associates
BreakAway Games
CCS Education
Designing Digitally
Serious Game Interactive
Global Serious Game market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Serious Game market, Segment by Type:
Mobile-based
PC-based
Web-based
Global Serious Game market, by Application
Aerospace and Defence
Automotive
Education
Energy
Government
Healthcare
Media and Advertising
Others
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of Serious Game companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of Serious Game
1.1 Serious Game Market Overview
1.1.1 Serious Game Product Scope
1.1.2 Serious Game Market Status and Outlook
1.2 Global Serious Game Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Serious Game Market Size by Region (2018-2029)
1.4 Global Serious Game Historic Market Size by Region (2018-2023)
1.5 Global Serious Game Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Serious Game Market Size (2018-2029)
1.6.1 North America Serious Game Market Size (2018-2029)
1.6.2 Europe Serious Game Market Size (2018-2029)
1.6.3 Asia-Pacific Serious Game Market Size (2018-2029)
1.6.4 Latin America Serious Game Market Size (2018-2029)
1.6.5 Middle East & Africa Serious Game Market Size (2018-2029)
2 Serious Game Market by Type
2.1 Introduction
2.1.1 Mobile-based
2.1.2 PC-based
2.1.3 Web-based
2.2 Global Serious Game Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Serious Game Historic Market Size by Type (2018-2023)
2.2.2 Global Serious Game Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Serious Game Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Serious Game Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Serious Game Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Serious Game Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Serious Game Revenue Breakdown by Type (2018-2029)
3 Serious Game Market Overview by Application
3.1 Introduction
3.1.1 Aerospace and Defence
3.1.2 Automotive
3.1.3 Education
3.1.4 Energy
3.1.5 Government
3.1.6 Healthcare
3.1.7 Media and Advertising
3.1.8 Others
3.2 Global Serious Game Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Serious Game Historic Market Size by Application (2018-2023)
3.2.2 Global Serious Game Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Serious Game Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Serious Game Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Serious Game Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Serious Game Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Serious Game Revenue Breakdown by Application (2018-2029)
4 Serious Game Competition Analysis by Players
4.1 Global Serious Game Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Serious Game as of 2022)
4.3 Date of Key Players Enter into Serious Game Market
4.4 Global Top Players Serious Game Headquarters and Area Served
4.5 Key Players Serious Game Product Solution and Service
4.6 Competitive Status
4.6.1 Serious Game Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Cisco
5.1.1 Cisco Profile
5.1.2 Cisco Main Business
5.1.3 Cisco Serious Game Products, Services and Solutions
5.1.4 Cisco Serious Game Revenue (US$ Million) & (2018-2023)
5.1.5 Cisco Recent Developments
5.2 IBM
5.2.1 IBM Profile
5.2.2 IBM Main Business
5.2.3 IBM Serious Game Products, Services and Solutions
5.2.4 IBM Serious Game Revenue (US$ Million) & (2018-2023)
5.2.5 IBM Recent Developments
5.3 Microsoft
5.3.1 Microsoft Profile
5.3.2 Microsoft Main Business
5.3.3 Microsoft Serious Game Products, Services and Solutions
5.3.4 Microsoft Serious Game Revenue (US$ Million) & (2018-2023)
5.3.5 Nintendo Recent Developments
5.4 Nintendo
5.4.1 Nintendo Profile
5.4.2 Nintendo Main Business
5.4.3 Nintendo Serious Game Products, Services and Solutions
5.4.4 Nintendo Serious Game Revenue (US$ Million) & (2018-2023)
5.4.5 Nintendo Recent Developments
5.5 Serious Game International
5.5.1 Serious Game International Profile
5.5.2 Serious Game International Main Business
5.5.3 Serious Game International Serious Game Products, Services and Solutions
5.5.4 Serious Game International Serious Game Revenue (US$ Million) & (2018-2023)
5.5.5 Serious Game International Recent Developments
5.6 Applied Research Associates
5.6.1 Applied Research Associates Profile
5.6.2 Applied Research Associates Main Business
5.6.3 Applied Research Associates Serious Game Products, Services and Solutions
5.6.4 Applied Research Associates Serious Game Revenue (US$ Million) & (2018-2023)
5.6.5 Applied Research Associates Recent Developments
5.7 BreakAway Games
5.7.1 BreakAway Games Profile
5.7.2 BreakAway Games Main Business
5.7.3 BreakAway Games Serious Game Products, Services and Solutions
5.7.4 BreakAway Games Serious Game Revenue (US$ Million) & (2018-2023)
5.7.5 BreakAway Games Recent Developments
5.8 CCS Education
5.8.1 CCS Education Profile
5.8.2 CCS Education Main Business
5.8.3 CCS Education Serious Game Products, Services and Solutions
5.8.4 CCS Education Serious Game Revenue (US$ Million) & (2018-2023)
5.8.5 CCS Education Recent Developments
5.9 Designing Digitally
5.9.1 Designing Digitally Profile
5.9.2 Designing Digitally Main Business
5.9.3 Designing Digitally Serious Game Products, Services and Solutions
5.9.4 Designing Digitally Serious Game Revenue (US$ Million) & (2018-2023)
5.9.5 Designing Digitally Recent Developments
5.10 Serious Game Interactive
5.10.1 Serious Game Interactive Profile
5.10.2 Serious Game Interactive Main Business
5.10.3 Serious Game Interactive Serious Game Products, Services and Solutions
5.10.4 Serious Game Interactive Serious Game Revenue (US$ Million) & (2018-2023)
5.10.5 Serious Game Interactive Recent Developments
6 North America
6.1 North America Serious Game Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Serious Game Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Serious Game Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Serious Game Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Serious Game Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Serious Game Market Dynamics
11.1 Serious Game Industry Trends
11.2 Serious Game Market Drivers
11.3 Serious Game Market Challenges
11.4 Serious Game Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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