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The global serious games market reached a value of US$ 7.30 Billion in 2021. Looking forward, IMARC Group expects the market to reach a value of US$ 26.09 Billion by 2027, exhibiting a CAGR of 22.10% during 2022-2027. Keeping in mind the uncertainties of COVID-19, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic on different end use industries. These insights are included in the report as a major market contributor.
Serious games enable players to engage in activities that allow them to practice different skills and attain goals other than enjoying a leisure activity. They are engaging and immersive and promote learning and behavioral change. They assist rehabilitation centers in translating exercises to actions in the game and consultancy agencies for teaching teamwork and social and logistic dynamics within businesses. Apart from this, they offer a safe virtual environment, improved learning experience, rewards, and story progression or other feedback systems. As a result, serious games are used to teach specific subjects through gamified exercises and simulations.
At present, there is a rise in the demand for user engagement among various enterprises across the globe. This, along with the growing utilization of mobile-based educational games, represents one of the key factors driving the market. In addition, there is an increase in the adoption of virtual reality (VR), creating a realistic environment for the training and development activities of employees in organizations. This, coupled with the rising traction of serious games among the masses, is strengthening the growth of the market. Besides this, various benefits offered, including decision making, self-monitoring, negotiation, enhanced problem recognition, and social skills, are positively influencing the market. Moreover, positive refurbishment and favorable RoI (Return on Investment) of serious games is offering lucrative growth opportunities to industry investors. Furthermore, the rising expenditure in healthcare, defense, and education sectors around the world is catalyzing the demand for serious games. Rapid development in the digital world and the rising usage of social media networks are expected to bolster the growth of the market in the coming years.
IMARC Group provides an analysis of the key trends in each sub-segment of the global serious games market, along with forecasts at the global, regional and country level from 2022-2027. Our report has categorized the market based on gaming platform, application and industry vertical.
Breakup by Gaming Platform:
Breakup by Application:
Breakup by Industry Vertical:
Breakup by Region:
The competitive landscape of the industry has also been examined along with the profiles of the key players being Applied Research Associate Inc., BreakAway Games, Cisco Systems Inc., Designing Digitally Inc., Diginext SRL (CS Communication & Systèmes), Grendel Games, LIB Businessgames B.V., MPS Interactive Systems Limited (MPS Ltd.), Serious Games Interactive, Totem Learning and YES!Delft.
|Base Year of the Analysis||2021|
|Segment Coverage||Gaming Platform, Application, Industry Vertical, Region|
|Region Covered||Asia Pacific, Europe, North America, Latin America, Middle East and Africa|
|Countries Covered||United States, Canada, Germany, France, United Kingdom, Italy, Spain, Russia, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico|
|Companies Covered||Applied Research Associate Inc., BreakAway Games, Cisco Systems Inc., Designing Digitally Inc., Diginext SRL (CS Communication & Systèmes), Grendel Games, LIB Businessgames B.V., MPS Interactive Systems Limited (MPS Ltd.), Serious Games Interactive, Totem Learning and YES!Delft.|
|Customization Scope||10% Free Customization|
|Report Price and Purchase Option||Single User License: US$ 2499
Five User License: US$ 3499
Corporate License: US$ 4499
|Post-Sale Analyst Support||10-12 Weeks|
|Delivery Format||PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)|
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