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Serious Games-Global Market Insights and Sales Trends 2025

Serious Games-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1808849

No of Pages : 104

Synopsis
The global Serious Games 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 Games in various end use industries. The expanding demands from the Healthcare, Aerospace & defense, Government and Education, are propelling Serious Games market. Enterprises, 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 Consumers segment is estimated at % CAGR for the next seven-year period.
Asia Pacific shows high growth potential for Serious Games market, driven by demand from China, the second largest economy with some signs of stabilising, the Serious Games market in China is forecast to reach US$ million by 2029, trailing a CAGR of % over the 2023-2029 period, while the U.S. market will reach US$ million by 2029, exhibiting a CAGR of % during the same period.
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 Games, 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 Games 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 Games market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Serious Games 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 Games covered in this report include BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Intuition, Learning Nexus Ltd, Nintendo Co., Ltd., Promotion Software GmbH and Revelian, etc.
The global Serious Games market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
BreakAway, Ltd.
Designing Digitally, Inc.
DIGINEXT
IBM Corporation
Intuition
Learning Nexus Ltd
Nintendo Co., Ltd.
Promotion Software GmbH
Revelian
Tata Interactive Systems
Global Serious Games 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 Games market, Segment by Type:
Enterprises
Consumers
Global Serious Games market, by Application
Healthcare
Aerospace & defense
Government
Education
Retail
Media & Entertainment
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 Games 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 Games
1.1 Serious Games Market Overview
1.1.1 Serious Games Product Scope
1.1.2 Serious Games Market Status and Outlook
1.2 Global Serious Games Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Serious Games Market Size by Region (2018-2029)
1.4 Global Serious Games Historic Market Size by Region (2018-2023)
1.5 Global Serious Games Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Serious Games Market Size (2018-2029)
1.6.1 North America Serious Games Market Size (2018-2029)
1.6.2 Europe Serious Games Market Size (2018-2029)
1.6.3 Asia-Pacific Serious Games Market Size (2018-2029)
1.6.4 Latin America Serious Games Market Size (2018-2029)
1.6.5 Middle East & Africa Serious Games Market Size (2018-2029)
2 Serious Games Market by Type
2.1 Introduction
2.1.1 Enterprises
2.1.2 Consumers
2.2 Global Serious Games Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Serious Games Historic Market Size by Type (2018-2023)
2.2.2 Global Serious Games Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Serious Games Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Serious Games Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Serious Games Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Serious Games Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Serious Games Revenue Breakdown by Type (2018-2029)
3 Serious Games Market Overview by Application
3.1 Introduction
3.1.1 Healthcare
3.1.2 Aerospace & defense
3.1.3 Government
3.1.4 Education
3.1.5 Retail
3.1.6 Media & Entertainment
3.1.7 Others
3.2 Global Serious Games Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Serious Games Historic Market Size by Application (2018-2023)
3.2.2 Global Serious Games Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Serious Games Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Serious Games Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Serious Games Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Serious Games Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Serious Games Revenue Breakdown by Application (2018-2029)
4 Serious Games Competition Analysis by Players
4.1 Global Serious Games 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 Games as of 2022)
4.3 Date of Key Players Enter into Serious Games Market
4.4 Global Top Players Serious Games Headquarters and Area Served
4.5 Key Players Serious Games Product Solution and Service
4.6 Competitive Status
4.6.1 Serious Games Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 BreakAway, Ltd.
5.1.1 BreakAway, Ltd. Profile
5.1.2 BreakAway, Ltd. Main Business
5.1.3 BreakAway, Ltd. Serious Games Products, Services and Solutions
5.1.4 BreakAway, Ltd. Serious Games Revenue (US$ Million) & (2018-2023)
5.1.5 BreakAway, Ltd. Recent Developments
5.2 Designing Digitally, Inc.
5.2.1 Designing Digitally, Inc. Profile
5.2.2 Designing Digitally, Inc. Main Business
5.2.3 Designing Digitally, Inc. Serious Games Products, Services and Solutions
5.2.4 Designing Digitally, Inc. Serious Games Revenue (US$ Million) & (2018-2023)
5.2.5 Designing Digitally, Inc. Recent Developments
5.3 DIGINEXT
5.3.1 DIGINEXT Profile
5.3.2 DIGINEXT Main Business
5.3.3 DIGINEXT Serious Games Products, Services and Solutions
5.3.4 DIGINEXT Serious Games Revenue (US$ Million) & (2018-2023)
5.3.5 IBM Corporation Recent Developments
5.4 IBM Corporation
5.4.1 IBM Corporation Profile
5.4.2 IBM Corporation Main Business
5.4.3 IBM Corporation Serious Games Products, Services and Solutions
5.4.4 IBM Corporation Serious Games Revenue (US$ Million) & (2018-2023)
5.4.5 IBM Corporation Recent Developments
5.5 Intuition
5.5.1 Intuition Profile
5.5.2 Intuition Main Business
5.5.3 Intuition Serious Games Products, Services and Solutions
5.5.4 Intuition Serious Games Revenue (US$ Million) & (2018-2023)
5.5.5 Intuition Recent Developments
5.6 Learning Nexus Ltd
5.6.1 Learning Nexus Ltd Profile
5.6.2 Learning Nexus Ltd Main Business
5.6.3 Learning Nexus Ltd Serious Games Products, Services and Solutions
5.6.4 Learning Nexus Ltd Serious Games Revenue (US$ Million) & (2018-2023)
5.6.5 Learning Nexus Ltd Recent Developments
5.7 Nintendo Co., Ltd.
5.7.1 Nintendo Co., Ltd. Profile
5.7.2 Nintendo Co., Ltd. Main Business
5.7.3 Nintendo Co., Ltd. Serious Games Products, Services and Solutions
5.7.4 Nintendo Co., Ltd. Serious Games Revenue (US$ Million) & (2018-2023)
5.7.5 Nintendo Co., Ltd. Recent Developments
5.8 Promotion Software GmbH
5.8.1 Promotion Software GmbH Profile
5.8.2 Promotion Software GmbH Main Business
5.8.3 Promotion Software GmbH Serious Games Products, Services and Solutions
5.8.4 Promotion Software GmbH Serious Games Revenue (US$ Million) & (2018-2023)
5.8.5 Promotion Software GmbH Recent Developments
5.9 Revelian
5.9.1 Revelian Profile
5.9.2 Revelian Main Business
5.9.3 Revelian Serious Games Products, Services and Solutions
5.9.4 Revelian Serious Games Revenue (US$ Million) & (2018-2023)
5.9.5 Revelian Recent Developments
5.10 Tata Interactive Systems
5.10.1 Tata Interactive Systems Profile
5.10.2 Tata Interactive Systems Main Business
5.10.3 Tata Interactive Systems Serious Games Products, Services and Solutions
5.10.4 Tata Interactive Systems Serious Games Revenue (US$ Million) & (2018-2023)
5.10.5 Tata Interactive Systems Recent Developments
6 North America
6.1 North America Serious Games Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Serious Games 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 Games 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 Games 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 Games 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 Games Market Dynamics
11.1 Serious Games Industry Trends
11.2 Serious Games Market Drivers
11.3 Serious Games Market Challenges
11.4 Serious Games 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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