According to the new market research report Serious Game Market
by Vertical, Application,
Platform, End-User, and Region - Forecast to 2020,
published by MarketsandMarkets, the Serious
Game Market is estimated to reach $5,448.82 Million by 2020, at a CAGR of
16.38% between 2015 and 2020.
The Serious Games Market has been segmented based on vertical into
aerospace & defense, automotive, corporate, education, energy, government,
healthcare, retail, media & advertising, and others. The education and
corporate segments account for the major share of the market and are also
expected to grow at the highest CAGR between 2015 and 2020.
The report profiles the major companies in the Serious Games Market. It
provides the competitive landscape of key players along with detailing their
growth strategy. The report also covers the entire value chain of the market,
including an in-depth analysis of the same. The major players include IBM Corp.
(U.S.), Cisco Systems Inc. (U.S.), Microsoft Corp. (U.S.), Nintendo Co. Ltd.
(Japan), BreakAway Games (U.S.), and Serious Game International (U.K.) among
others.
The report details the market dynamics such as drivers, restraints,
challenges, and opportunities. It also provides Porter’s Five Forces analysis
with a description of each of its forces and their respective impact on the
market.
According to the report, the factors that are driving the Serious Game Market include the
high return on investment, increased need for user engagement across
enterprises and consumer brands, growing usage of mobile-based educational
games, and improved learning outcomes. The restraining factors affecting the
market include the improper game design, lack of awareness about Serious Games,
and shortage of assessment tools. The explosion of the digital world and
emergence of social networks are considered to be an opportunity for the Serious
Game Market. Unavailability of direct-to-consumer based Serious Games is a big
challenge faced by the end-users in the Serious Games Market.
The detailed explanation of the different market segments has been given
below:
Market by Vertical:
The Serious Games Market has been segmented based on vertical into
aerospace & defense, automotive, corporate, education, energy, government,
healthcare, retail, media & advertising, and others (research, tourism, and
agriculture).
Market by Application:
The Serious Games Market has been segmented based on application into
emergency services, human resources, marketing, product development, sales,
training, and support.
Market by Platform:
The Serious Games Market has been segmented on the basis of platform
into hand-held, mobile-based, PC-based, and web-based.
Market by End User:
The Serious Games Market includes two main end users, namely, consumer
and enterprise.
Market by Region:
The Serious Games Market has been segmented into four different regions,
namely, North America, Europe, Asia-Pacific (APAC), and the rest of the world
(RoW).
MarketsandMarkets specializes in consulting assignments
and business research across high growth markets, cutting edge
technologies and newer applications.
Here is the today’s press release:
Serious Game Market
Worth $5,448.82 Million by 2020
DALLAS, May 27, 2015 /PRNewswire/ -- The
Serious Game Market is expected to grow at a CAGR of 16.38% between 2015 and
2020. The report covers different type of verticals, namely, aerospace &
defense, automotive, corporate, education, energy, government, healthcare,
retail, media & advertising, and others (research, tourism, and
agriculture).
Browse 70 market data Tables and 67 Figures spread through 160 Pages and
in-depth TOC on "Serious Game Market".
Early buyers will
receive 10% customization on this report.
Speak to Analyst @http://www.marketsandmarkets.com/speaktoanalyst.asp?id=67640395
Serious Games comprise a set of learning tools that are used for
educational and training purposes. They have various applications, namely,
training, human resources, marketing, product development, sales, emergency
services, and support. The increasing adoption of Serious Games in the
corporate and education sector is a key trend in the said market.
This report describes the drivers, restraints, opportunities, and challenges
with respect to the Serious Game Market. The factors which are driving
the Serious Game Market include
the high return on investment, increased need for user engagement across
enterprises and consumer brands, growing usage of mobile-based educational
games, and improved learning outcomes. The restraining factors affecting the
market include the improper game design, lack of awareness about serious game,
and shortage of assessment tools. The explosion of the digital world and
emergence of social networks are considered to be an opportunity for the Serious
Game Market. Unavailability of direct-to-consumer based serious games is a big
challenge faced by the end-users in the serious game market.
This report provides a detailed view of the market across geographies,
namely, North America, Europe, Asia-Pacific, and RoW. North
America accounted for the highest share of ~54% of the Serious Game Market
in 2014, it is expected to grow at a CAGR of 15.80% between 2015 and 2020.
The major players involved in the development of Serious Game Market
include IBM Corp. (U.S.), Cisco Systems Inc. (U.S.), Microsoft Corp. (U.S.),
Nintendo Co. Ltd. (Japan), BreakAway Games (U.S.), and Serious Game
International (U.K.) among others.
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