The global Serious Games market is expected to grow at a CAGR of 11.3% during the forecast period.
The global Serious Games market is estimated to be about 3994.3 million US dollars in 2020.
The global Serious Games market is estimated to reach 6131.0 million USD by 2026.
The global Serious Games market is segmented by company, region (country), type and application. Participants, stakeholders, and other readers in the global Serious Games market will be able to gain an advantage as they use reports as a powerful resource.
The global Serious Games market is segmented by company, region (country), type and application. Participants, stakeholders, and other readers in the global Serious Games market will be able to gain an advantage as they use reports as a powerful resource.
Serious Games markets by category
Enterprises
Consumers
Serious Games Market by Application (Percentage of Demand)
Healthcare
Aerospace & defense
Government
Education
Retail
Media & Entertainment
Others
Who are the leading companies in Serious Games market
BreakAway, Ltd.
Designing Digitally, Inc.
DIGINEXT
IBM Corporation
Intuition
Learning Nexus Ltd
Nintendo Co., Ltd.
Promotion Software GmbH
Revelian
Tata Interactive Systems
Serious Games markets by region:
In North America
In Latin America
Europe
The Asia-pacific
Middle East and Africa (MEA)
What are the main countries covered
The United States
Canada
Germany
France
UK
Italy
Russia
China
Japan
Korea
Southeast Asia
India
Australia
Brazil
Mexico
Argentina
Chile
Colombia
Egypt
Saudi Arabia
United Arab Emirates
Nigeria
South Africa
Which is the most profitable market
Among regions, North America/Europe/Asia Pacific accounted for the largest share of global personalized beauty equipment as rising consumer incomes led to increased spending at Serious Games.
What methodology did you follow in your research
This study was conducted by our expert analysts through a combination of primary and secondary studies. The methodology we follow includes a demand-side assessment of the market and triangulation of this through supply-side analysis. The methodology is based on the use of standard market structures, methods, and definitions.
Who were the primary study respondents
We talk to stakeholders across the spectrum. Including C-level executives, distributors, product manufacturers, industry experts, etc.
What are the sources of secondary research
We conduct extensive secondary studies using proprietary databases, paid databases, and information available in the public domain. We refer to industry associations, company press releases, annual reports, investor presentations and research papers.
1. Introduction
1.1 Definition of the Market
1.2 Research Purpose
1.3 Scope of the Study
1.4 Stakeholders
1.5 Geography Coverage
1.6 Currency Under Consideration
1.7 Consumption Units
1.8 Review Cycle
2 Global Market Overview
2.1 Global Serious Games Market Size and Growth Forecast 2014-2026
2.2 Global Serious Games Market Size by Region 2014-2026
2.3 Serious Games Gross Margin in Different Region 2014-2021
2.4 Global Serious Games Market by Major Companies
2.1 Global Serious Games Revenue and Market Share by Vendors (2016-2021)
2.2 Global Serious Games Industry Concentration Ratio (CR5 and HHI)
2.3 Top 5 Serious Games Vendors Market Share
2.4 Top 10 Serious Games Vendors Market Share
3 Global Serious Games Market by Type
3.1 Global Serious Games Market Size and Growth Rate Segment by Types from 2014-2021
3.2 Brief Introduction of Different Types
3.2.1 Enterprises
3.2.2 Consumers
4 Global Serious Games Market by Application
4.1 Global Serious Games Market Size and Growth Rate Segment by Applications from 2014-2021
4.2 Brief Introduction of Different Applications
4.2.1 Healthcare
4.2.2 Aerospace & defense
4.2.3 Government
4.2.4 Education
4.2.5 Retail
4.2.6 Media & Entertainment
4.2.7 Others
5 North America Serious Games Market Value and Segmentation (by Type, Application, Countries and Participants)
5.1 North America Serious Games Value ($) from 2014-2021
5.2 North America Serious Games Market Value ($) and Growth (%) by Type from 2014-2021
5.3 North America Serious Games Market Value ($) and Growth (%) by Application from 2014-2021
5.4 North America Serious Games Market Value ($) and Growth (%) by Countries from 2014-2021
5.4.1 The United States
5.4.2 Canada
5.5 Top North America Serious Games Participants Value ($) and Market Share (%) in 2020
6 Europe Serious Games Market Value and Segmentation (by Type, Application, Countries and Participants)
6.1 Europe Serious Games Value ($) from 2014-2021
6.2 Europe Serious Games Market Value ($) and Growth (%) by Type from 2014-2021
6.3 Europe Serious Games Market Value ($) and Growth (%) by Application from 2014-2021
6.4 Europe Serious Games Market Value ($) and Growth (%) by Countries from 2014-2021
6.4.1 Germany
6.4.2 France
6.4.3 UK
6.4.4 Italy
6.4.5 Russia
…
6.5 Top Europe Serious Games Participants Value ($) and Market Share (%) in 2020
7 Asia-Pacific Serious Games Market Value and Segmentation (by Type, Application, Countries and Participants)
7.1 Asia-Pacific Serious Games Value ($) from 2014-2021
7.2 Asia-Pacific Serious Games Market Value ($) and Growth (%) by Type from 2014-2021
7.3 Asia-Pacific Serious Games Market Value ($) and Growth (%) by Application from 2014-2021
7.4 Asia-Pacific Serious Games Market Value ($) and Growth (%) by Countries from 2014-2021
7.4.1 China
7.4.2 Japan
7.4.3 Korea
7.4.4 Southeast Asia
7.4.5 India
7.4.6 Australia
…
7.5 Top Asia-Pacific Serious Games Participants Value ($) and Market Share (%) in 2020
8 Latin America Serious Games Market Value and Segmentation (by Type, Application, Countries and Participants)
8.1 Latin America Serious Games Value ($) from 2014-2021
8.2 Latin America Serious Games Market Value ($) and Growth (%) by Type from 2014-2021
8.3 Latin America Serious Games Market Value ($) and Growth (%) by Application from 2014-2021
8.4 Latin America Serious Games Market Value ($) and Growth (%) by Countries from 2014-2021
8.4.1 Brazil
8.4.2 Mexico
8.4.3 Argentina
8.4.4 Chile
8.4.5 Colombia
…
8.5 Top Latin America Serious Games Participants Value ($) and Market Share (%) in 2020
9 Middle East & Africa Serious Games Market Value and Segmentation (by Type, Application, Countries and Participants)
9.1 Middle East & Africa Serious Games Value ($) from 2014-2021
9.2 Middle East & Africa Serious Games Market Value ($) and Growth (%) by Type from 2014-2021
9.3 Middle East & Africa Serious Games Market Value ($) and Growth (%) by Application from 2014-2021
9.4 Middle East & Africa Serious Games Market Value ($) and Growth (%) by Countries from 2014-2021
9.4.1 Egypt
9.4.2 Saudi Arabia
9.4.3 United Arab Emirates
9.4.4 Nigeria
9.4.5 South Africa
…
9.5 Top Middle East & Africa Serious Games Participants Value ($) and Market Share (%) in 2020
10. Global Level Competitive Intelligence – Company Profiles
10.1 BreakAway, Ltd.
10.1.1 BreakAway, Ltd. Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.1.2 BreakAway, Ltd. Value, Gross and Growth Rate from 2014-2021
10.2 Designing Digitally, Inc.
10.2.1 Designing Digitally, Inc. Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.2.2 Designing Digitally, Inc. Value, Gross and Growth Rate from 2014-2021
10.3 DIGINEXT
10.3.1 DIGINEXT Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.3.2 DIGINEXT Value, Gross and Growth Rate from 2014-2021
10.4 IBM Corporation
10.4.1 IBM Corporation Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.4.2 IBM Corporation Value, Gross and Growth Rate from 2014-2021
10.5 Intuition
10.5.1 Intuition Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.5.2 Intuition Value, Gross and Growth Rate from 2014-2021
10.6 Learning Nexus Ltd
10.6.1 Learning Nexus Ltd Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.6.2 Learning Nexus Ltd Value, Gross and Growth Rate from 2014-2021
10.7 Nintendo Co., Ltd.
10.7.1 Nintendo Co., Ltd. Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.7.2 Nintendo Co., Ltd. Value, Gross and Growth Rate from 2014-2021
10.8 Promotion Software GmbH
10.8.1 Promotion Software GmbH Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.8.2 Promotion Software GmbH Value, Gross and Growth Rate from 2014-2021
10.9 Revelian
10.9.1 Revelian Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.9.2 Revelian Value, Gross and Growth Rate from 2014-2021
10.10 Tata Interactive Systems
10.10.1 Tata Interactive Systems Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.10.2 Tata Interactive Systems Value, Gross and Growth Rate from 2014-2021
11. Market Dynamics
11.1 Driving Factors
11.1.1 Rising Demand in one or More of the Following Regions: North America, Europe, Asia-Pacific, Latin America, Middle East & Africa
11.1.2 Increasing Use of Serious Games by Different End-User/Applications
11.2 Restraints and Challenges in the Market
11.3 Opportunities
12. Future Forecast of Global Serious Games Market from 2021-2026
12.1 Future Forecast of Global Serious Games Market from 2021-2026 Segment by Regions
12.2 Future Forecast of Global Serious Games Market from 2021-2026 Segment by Type
12.3 Future Forecast of Global Serious Games Market from 2021-2026 Segment by Application
13. Investment Analysis
13.1 Fundamental Analysis (Porter's Five Forces Analysis)
13.2 Technical Preparation Analysis
13.3 Risk Evaluating Analysis
13.4 Estimated Investment Pay-Back Period
14 Research Methodology
14.1 Research Data
14.1.1 Secondary Data
14.1.2 Primary Data
14.2 Market Size Estimation
14.2.1 Bottom-Up Approach
14.2.2 Top-Down Approach (Involves time, Space, and Persons)
14.3 Data Triangulation
14.4 Assumptions
14.5 Hypothesis of this Research, Clear, specific, and testable statement of this research
14.6 Limitations of Our Study
14.7 Scene Based Modeling
14.8 Covid-19 Impact/Evaluation
15 Disclaimer Table Key Data Covered
Table Key Data Parameter
Figure Global Serious Games Market Size and Growth Forecast 2014-2026
Table Global Serious Games Market Size ($) by Region 2014-2026
Table Serious Games Gross Margin in Different Region 2014-2021
Table Global Serious Games Market Size ($) and Growth Rate Segment by Types from 2014-2021
Figure Enterprises of Serious Games
Figure Consumers of Serious Games
Table Global Serious Games Market Size ($) and Growth Rate Segment by Applications from 2014-2021
Figure Healthcare of Serious Games
Figure Aerospace & defense of Serious Games
Figure Government of Serious Games
Figure Education of Serious Games
Figure Retail of Serious Games
Figure Media & Entertainment of Serious Games
Figure Others of Serious Games
Figure North America Serious Games Value ($) and Growth Rate from 2014-2021
Table North America Serious Games Value ($) and Growth (%) by Type from 2014-2021
Table North America Serious Games Value ($) and Growth (%) by Application from 2014-2021
Table Top North America Serious Games Participants Value ($) and Market Share (%) in 2020
Figure Europe Serious Games Value ($) and Growth Rate from 2014-2021
Table Europe Serious Games Value ($) and Growth (%) by Type from 2014-2021
Table Europe Serious Games Value ($) and Growth (%) by Application from 2014-2021
Table Top Europe Serious Games Participants Value ($) and Market Share (%) in 2020
Figure Asia-Pacific Serious Games Value ($) and Growth Rate from 2014-2021
Table Asia-Pacific Serious Games Value ($) and Growth (%) by Type from 2014-2021
Table Asia-Pacific Serious Games Value ($) and Growth (%) by Application from 2014-2021
Table Top Asia-Pacific Serious Games Participants Value ($) and Market Share (%) in 2020
Figure Latin America Serious Games Value ($) and Growth Rate from 2014-2021
Table Latin America Serious Games Value ($) and Growth (%) by Type from 2014-2021
Table Latin America Serious Games Value ($) and Growth (%) by Application from 2014-2021
Table Top Latin America Serious Games Participants Value ($) and Market Share (%) in 2020
Figure Middle East & Africa Serious Games Value ($) and Growth Rate from 2014-2021
Table Middle East & Africa Serious Games Value ($) and Growth (%) by Type from 2014-2021
Table Middle East & Africa Serious Games Value ($) and Growth (%) by Application from 2014-2021
Table Top Middle East & Africa Serious Games Participants Value ($) and Market Share (%) in 2020
Table BreakAway, Ltd. Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure BreakAway, Ltd. Value, Gross and Growth Rate from 2014-2021
Figure BreakAway, Ltd. Gross Margin from 2014-2021
Table Designing Digitally, Inc. Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure Designing Digitally, Inc. Value, Gross and Growth Rate from 2014-2021
Figure Designing Digitally, Inc. Gross Margin from 2014-2021
Table DIGINEXT Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure DIGINEXT Value, Gross and Growth Rate from 2014-2021
Figure DIGINEXT Gross Margin from 2014-2021
Table IBM Corporation Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure IBM Corporation Value, Gross and Growth Rate from 2014-2021
Figure IBM Corporation Gross Margin from 2014-2021
Table Intuition Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure Intuition Value, Gross and Growth Rate from 2014-2021
Figure Intuition Gross Margin from 2014-2021
Table Learning Nexus Ltd Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure Learning Nexus Ltd Value, Gross and Growth Rate from 2014-2021
Figure Learning Nexus Ltd Gross Margin from 2014-2021
Table Nintendo Co., Ltd. Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure Nintendo Co., Ltd. Value, Gross and Growth Rate from 2014-2021
Figure Nintendo Co., Ltd. Gross Margin from 2014-2021
Table Promotion Software GmbH Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure Promotion Software GmbH Value, Gross and Growth Rate from 2014-2021
Figure Promotion Software GmbH Gross Margin from 2014-2021
Table Revelian Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure Revelian Value, Gross and Growth Rate from 2014-2021
Figure Revelian Gross Margin from 2014-2021
Table Tata Interactive Systems Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure Tata Interactive Systems Value, Gross and Growth Rate from 2014-2021
Figure Tata Interactive Systems Gross Margin from 2014-2021
Table Driving Factors for this Market (North America, Europe, Asia-Pacific, Latin America, Middle East & Africa)
Table Global Serious Games Value ($) and Growth Rate Forecast by Regions (2021-2026)
Table Global Serious Games Production and Growth Rate Forecast by Types (2021-2026)
Table Global Serious Games Value and Growth Rate Forecast by End-User/Applications (2021-2026)
Table Key Data from Secondary Sources
Table Key Data Parameter
Figure Market Size Estimation by End-Use Industry
Figure Market: Data Triangulation
Figure Market Size Estimation: Top-Down Approach
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) |
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Market Forecast (2021-2026) |
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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.
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Qualitative Analysis |
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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 |
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