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 video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics.
Our market research experts provide qualitative and quantitative analysis of the market based on involving economic and non-economic factors in the same report with market value (million USD) data for each segment and sub-segment. This way, clients can achieve all their goals while taking advantage of emerging opportunities. Technological advancements, new product launches, and market capital flows are compared across scenarios to demonstrate their impact over the forecast period.
Data collected includes market dynamics, technology outlook, application development, and pricing trends. All of this is fed into a research model, which then produces relevant data for market research. Global market trend analysis is given including historical data, estimates to 20233 and compound annual growth rate (CAGR) forecast to 2028.
Projected and forecast revenue values are in constant U.S. dollars, unadjusted for inflation.
2023 will be a tough year for much of the global economy, as the ongoing war in Ukraine continues to strain trade, especially in Europe, and the global economy remains reeling from the fallout from the COVID-19 pandemic.
But as China moves ever closer to fully reemerging from three years of government-imposed Covid isolation and reintegrating with the world, economic expectations are high.And with the global economy now facing significant challenges, including energy shortages, slowing growth and high inflation, China’s reopening could provide a much-needed and timely boost.
Studying and analyzing the impact of Coronavirus COVID-19 on the Serious Games industry, the report provide in-depth analysis and professtional advices on how to face the post COIVD-19 period.
Market Segment by Product Type
Enterprises
Consumers
Market Segment by Product Application
Healthcare
Aerospace & defense
Government
Education
Retail
Media & Entertainment
Others
Finally, the report provides detailed profile and data information analysis of leading company.
BreakAway, Ltd.
Promotion Software GmbH
IBM Corporation
Designing Digitally, Inc.
Nintendo Co., Ltd.
DIGINEXT
Tata Interactive Systems
Learning Nexus Ltd
Intuition
Revelian
Insights and Tools:
We follow a comprehensive process to estimate market size. Key industry dynamics, regulatory scenarios, and segmental dynamics are analyzed to understand their impact on demand over the forecast period. Macroeconomic indicators such as prices, income and demographic changes, demand changes, etc. are considered in estimating market size. We also provide an in-depth profile of the key players and discuss their market shares in the global market to derive the market value. In addition, we have an internal database that is regularly updated with key insights and press releases from key stakeholders in the relevant market.
The data is generally gathered in various arrangements such as charts, graphs, infographics, trends, documents and records from various manufacturers and retailers. Our analyst gather, collect, and interpret such data to form significant databases. Our team then works with large data volumes to analyze core developments, evaluate market estimations, and identify trends.
The market research includes historical and forecast data from like demand, application details, price trends, and company shares by geography, especially focuses on the key regions like United States, European Union, China, and other regions.
Research Objectives
1.To study and analyze the global Serious Games consumption (value) by key regions/countries, product type and application, history data from 2018 to 2022, and forecast to 2028.
2.To understand the structure of Serious Games market by identifying its various subsegments.
3.Focuses on the key global Serious Games manufacturers, to define, describe and analyze the value, market share, market competition landscape, Porter's five forces analysis, SWOT analysis and development plans in next few years.
4.To analyze the Serious Games with respect to individual growth trends, future prospects, and their contribution to the total market.
5.To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
6.To project the consumption of Serious Games submarkets, with respect to key regions (along with their respective key countries).
7.To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
8.To strategically profile the key players and comprehensively analyze their growth strategies.
Global Serious Games Market Status and Outlook 2023-2028
Market Study Overview
1.1 Study Objectives
1.2 Serious Games Introduce
1.3 Combined with the Analysis of Macroeconomic Indicators
1.4 Brief Description of Research methods
1.5 Market Breakdown and Data Triangulation
2 Global Trend Summary
2.1 Serious Games Segment by Type
2.1.1 Enterprises
2.1.2 Consumers
2.2 Market Analysis by Application
2.2.1 Healthcare
2.2.2 Aerospace & defense
2.2.3 Government
2.2.4 Education
2.2.5 Retail
2.2.6 Media & Entertainment
2.2.7 Others
2.3 Global Serious Games Market Comparison by Regions (2018-2028)
2.3.1 Global Serious Games Market Size (2018-2028)
2.3.2 North America Serious Games Status and Prospect (2018-2028)
2.3.3 Europe Serious Games Status and Prospect (2018-2028)
2.3.4 Asia-pacific Serious Games Status and Prospect (2018-2028)
2.3.5 South America Serious Games Status and Prospect (2018-2028)
2.3.6 Middle East & Africa Serious Games Status and Prospect (2018-2028)
2.5 Coronavirus Disease 2020 (Covid-19): Serious Games Industry Impact
2.5.1 Serious Games Business Impact Assessment - Covid-19
2.5.2 Market Trends and Serious Games Potential Opportunities in the COVID-19 Landscape
2.5.3 Measures / Proposal against Covid-19
3 Competition by Vendors
3.1 Global Serious Games Revenue and Market Share by Vendors (2018-2023)
3.2 Global Serious Games Industry Concentration Ratio (CR5 and HHI)
3.3 Top 5 Serious Games Vendors Market Share
3.4 Top 10 Serious Games Vendors Market Share
3.5 Date of Key Vendors Enter into Serious Games Market
3.6 Key Vendors Serious Games Product Offered
3.7 Mergers & Acquisitions Planning
4 Analysis of Serious Games Industry Key Vendors
4.1 BreakAway, Ltd.
4.1.1 Company Details
4.1.2 Product Introduction, Application and Specification
4.1.3 BreakAway, Ltd. Serious Games Gross Margin, and Revenue (2018-2023)
4.1.4 Main Business Overview
4.1.5 BreakAway, Ltd. News
4.2 Promotion Software GmbH
4.2.1 Company Details
4.2.2 Product Introduction, Application and Specification
4.2.3 Promotion Software GmbH Serious Games Gross Margin, and Revenue (2018-2023)
4.2.4 Main Business Overview
4.2.5 Promotion Software GmbH News
4.3 IBM Corporation
4.3.1 Company Details
4.3.2 Product Introduction, Application and Specification
4.3.3 IBM Corporation Serious Games Gross Margin, and Revenue (2018-2023)
4.3.4 Main Business Overview
4.3.5 IBM Corporation News
4.4 Designing Digitally, Inc.
4.4.1 Company Details
4.4.2 Product Introduction, Application and Specification
4.4.3 Designing Digitally, Inc. Serious Games Gross Margin, and Revenue (2018-2023)
4.4.4 Main Business Overview
4.4.5 Designing Digitally, Inc. News
4.5 Nintendo Co., Ltd.
4.5.1 Company Details
4.5.2 Product Introduction, Application and Specification
4.5.3 Nintendo Co., Ltd. Serious Games Gross Margin, and Revenue (2018-2023)
4.5.4 Main Business Overview
4.5.5 Nintendo Co., Ltd. News
4.6 DIGINEXT
4.6.1 Company Details
4.6.2 Product Introduction, Application and Specification
4.6.3 DIGINEXT Serious Games Gross Margin, and Revenue (2018-2023)
4.6.4 Main Business Overview
4.6.5 DIGINEXT News
4.7 Tata Interactive Systems
4.7.1 Company Details
4.7.2 Product Introduction, Application and Specification
4.7.3 Tata Interactive Systems Serious Games Gross Margin, and Revenue (2018-2023)
4.7.4 Main Business Overview
4.7.5 Tata Interactive Systems News
4.8 Learning Nexus Ltd
4.8.1 Company Details
4.8.2 Product Introduction, Application and Specification
4.8.3 Learning Nexus Ltd Serious Games Gross Margin, and Revenue (2018-2023)
4.8.4 Main Business Overview
4.8.5 Learning Nexus Ltd News
4.9 Intuition
4.9.1 Company Details
4.9.2 Product Introduction, Application and Specification
4.9.3 Intuition Serious Games Gross Margin, and Revenue (2018-2023)
4.9.4 Main Business Overview
4.9.5 Intuition News
4.10 Revelian
4.10.1 Company Details
4.10.2 Product Introduction, Application and Specification
4.10.3 Revelian Serious Games Gross Margin, and Revenue (2018-2023)
4.10.4 Main Business Overview
4.10.5 Revelian News
5 Global Serious Games Market Size Categorized by Regions
5.1 Global Serious Games Revenue and Market Share by Regions
5.2 North America Serious Games Revenue and Growth Rate (2018-2023)
5.3 Europe Serious Games Revenue and Growth Rate (2018-2023)
5.4 Asia-pacific Serious Games Revenue and Growth Rate (2018-2023)
5.5 South America Serious Games Revenue and Growth Rate (2018-2023)
5.6 Middle East & Africa Serious Games Revenue and Growth Rate (2018-2023)
6 North America Serious Games Market Size Categorized by Countries
6.1 North America Serious Games Revenue and Market Share by Countries
6.1.1 North America Serious Games Market Size by Countries (2018-2023)
6.1.2 United States Serious Games Revenue and Growth Rate (2018-2023)
6.1.3 Canada Serious Games Revenue and Growth Rate (2018-2023)
6.1.4 Mexico Serious Games Revenue and Growth Rate (2018-2023)
6.2 North America Serious Games Revenue (Value) by Vendors
6.3 North America Serious Games Revenue and Market Share by Type (2018-2023)
6.4 North America Serious Games Revenue and Market Share by Application (2018-2023)
7 Europe Serious Games Market Size Categorized by Countries
7.1 Europe Serious Games Revenue and Market Share by Countries
7.1.1 Europe Serious Games Market Size by Countries (2018-2023)
7.1.2 Germany Serious Games Revenue and Growth Rate (2018-2023)
7.1.3 UK Serious Games Revenue and Growth Rate (2018-2023)
7.1.4 France Serious Games Revenue and Growth Rate (2018-2023)
7.1.5 Russia Serious Games Revenue and Growth Rate (2018-2023)
7.1.6 Italy Serious Games Revenue and Growth Rate (2018-2023)
7.1.7 Spain Serious Games Revenue and Growth Rate (2018-2023)
7.2 Europe Serious Games Revenue (Value) by Vendors
7.3 Europe Serious Games Revenue and Market Share by Type (2018-2023)
7.4 Europe Serious Games Revenue and Market Share by Application (2018-2023)
8 Asia-pacific Serious Games Market Size Categorized by Countries
8.1 Asia-pacific Serious Games Revenue and Market Share by Countries
8.1.1 Asia-pacific Serious Games Market Size by Countries (2018-2023)
8.1.2 China Serious Games Revenue and Growth Rate (2018-2023)
8.1.3 South Korea Serious Games Revenue and Growth Rate (2018-2023)
8.1.4 Japan Serious Games Revenue and Growth Rate (2018-2023)
8.1.5 Australia Serious Games Revenue and Growth Rate (2018-2023)
8.1.6 India Serious Games Revenue and Growth Rate (2018-2023)
8.1.7 Southeast Asia Serious Games Revenue and Growth Rate (2018-2023)
8.2 Asia-pacific Serious Games Revenue (Value) by Vendors
8.3 Asia-pacific Serious Games Revenue and Market Share by Type (2018-2023)
8.4 Asia-pacific Serious Games Revenue and Market Share by Application (2018-2023)
9 South America Serious Games Market Size Categorized by Countries
9.1 South America Serious Games Revenue and Market Share by Countries
9.1.1 South America Serious Games Market Size by Countries (2018-2023)
9.1.2 Brazil Serious Games Revenue and Growth Rate (2018-2023)
9.1.3 Chile Serious Games Revenue and Growth Rate (2018-2023)
9.2 South America Serious Games Revenue and Market Share by Type (2018-2023)
9.3 South America Serious Games Revenue and Market Share by Application (2018-2023)
10 Middle East and Africa Serious Games Market Size Categorized by Countries
10.1 Middle East and Africa Serious Games Revenue and Market Share by Countries
10.1.1 Middle East and Africa Serious Games Market Size by Countries (2018-2023)
10.1.2 GCC Countries Serious Games Revenue and Growth Rate (2018-2023)
10.1.3 Turkey Serious Games Revenue and Growth Rate (2018-2023)
10.1.4 Egypt Serious Games Revenue and Growth Rate (2018-2023)
10.1.5 South Africa Serious Games Revenue and Growth Rate (2018-2023)
10.2 Middle East and Africa Serious Games Revenue and Market Share by Type
10.3 Middle East and Africa Serious Games Revenue Market Share by Application (2018-2023)
11 Global Serious Games Market Segment by Type
11.1 Global Serious Games Revenue and Market Share by Type (2018-2023)
11.2 Enterprises Revenue Growth Rate and Price
11.3 Consumers Revenue Growth Rate and Price
12 Global Serious Games Market Segment by Application
12.1 Global Serious Games Revenue Market Share by Application (2018-2023)
12.2 Healthcare Revenue Growth Rate (2018-2023)
12.3 Aerospace & defense Revenue Growth Rate (2018-2023)
12.4 Government Revenue Growth Rate (2018-2023)
12.5 Education Revenue Growth Rate (2018-2023)
12.6 Retail Revenue Growth Rate (2018-2023)
12.7 Media & Entertainment Revenue Growth Rate (2018-2023)
12.8 Others Revenue Growth Rate (2018-2023)
13 Global Serious Games Market Forecast
13.1 Global Serious Games Revenue and Growth Rate (2023-2028)
13.2 Serious Games Market Forecast by Regions (2023-2028)
13.2.1 North America Serious Games Market Forecast (2023-2028)
13.2.2 Europe Serious Games Market Forecast (2023-2028)
13.2.3 Asia-Pacific Serious Games Market Forecast (2023-2028)
13.2.4 South America Serious Games Market Forecast (2023-2028)
13.2.5 Middle East & Africa Serious Games Market Forecast (2023-2028)
13.3 Serious Games Market Forecast by Type (2023-2028)
13.3.1 Global Serious Games Revenue Forecast by Type (2023-2028)
13.3.2 Global Serious Games Market Share Forecast by Type (2023-2028)
13.4 Serious Games Market Forecast by Application (2023-2028)
13.4.1 Global Serious Games Revenue Forecast by Application (2023-2028)
14 Market Analysis
14.1.1 Market overview
14.1.2 Market Opportunities
14.1.3 Market Risk
14.1.4 Market Driving Force
14.1.5 Porter's Five Forces Analysis
14.1.6 SWOT Analysis
15 Downstream Market Analysis
15.1 Macro Analysis of Down Markets
15.2 Key Players in Down Markets
16 Research Findings and Conclusion
BreakAway, Ltd.
Promotion Software GmbH
IBM Corporation
Designing Digitally, Inc.
Nintendo Co., Ltd.
DIGINEXT
Tata Interactive Systems
Learning Nexus Ltd
Intuition
Revelian
Methodology/Research Approach
This research study involved the extensive usage of both primary and secondary data sources. The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. The following illustrative figure shows the market research methodology applied in this report.Research Programs/Design
Historical Data (2015-2019) |
|
|
Influencing Factors |
|
|
Market Forecast (2021-2026) |
|
|
Market Size Estimation
Top-down and bottom-up approaches are used to validate the global Voluntary Carbon Offset market size market and estimate the market size for Company, regions segments, product segments and Application (end users).
The market estimations in this report are based on the marketed sale price of Voluntary Carbon Offset (excluding any discounts provided by the player, distributor, wholesaler or traders). The percentage splits, market share, and breakdowns of the product segments are derived on the basis of weights assigned to each of the segments on the basis of their utilization rate and average sale price. The regional splits of the overall Voluntary Carbon Offset market and its sub-segments are based on the percentage adoption or utilization of the given product in the respective region or country.
Major Company in the market is identified through secondary research and their market revenues determined through primary and secondary research. Secondary research included the research of the annual and financial reports of the top Company; whereas, primary research included extensive interviews of key opinion leaders and industry experts such as experienced front-line staff, directors, CEOs and marketing executives. The percentage splits, market share, Growth Rate and breakdowns of the product markets are determined through using secondary sources and verified through the primary sources.
All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or other factors are not accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from Market Intellix and presented in this report
The following figure shows an illustrative representation of the overall market size estimation process used for this study.
Market Breakdown and Data Triangulation
After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation, extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub-segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.
Data Source
Secondary Sources
Secondary sources include such as press releases, annual reports, non-profit organizations, industry associations, governmental agencies and customs data, etc. This research study involves the usage of widespread secondary sources, directories, databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), and TRADING ECONOMICS, and News Network, statista, Federal Reserve Economic Data, annual reports, BIS Statistics, ICIS; company house documents; CAS(American Chemical Society); investor presentations; and SEC filings of companies. Secondary research was used to identify and collect information useful for the extensive, technical, market-oriented, and Hospitals study of the Voluntary Carbon Offset market. It was also used to obtain important information about the top companies, market classification and segmentation according to industry trends to the bottom-most level, and key developments related to market and technology perspectives.
Market Size |
|
|
Market Position of Top Company |
|
|
Qualitative Analysis |
|
|
Primary Sources
In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product Company (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers, etc.
The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end use (product buyers), and related key executives from various key companies and organizations operating in the global market.
Primary research was conducted to identify segmentation Type, product price range, product Application, key Company, raw materials supply and the downstream demand, industry status and outlook, and key market dynamics such as risks, influence factors, opportunities, market barriers, industry trends, and key player strategies.
Key Executives Interviewed
Key Data Information from Primary Sources
Primary Sources | Parameters | Key Data |
Market Segments(by Application, by Type) |
|
|
Total Market |
|
|