Serious Game Market

Serious Game Market: Global Industry Analysis 2018-2022 and Opportunity Assessment 2023-2033

A recent market study published by FMI on Serious Game offers a global industry analysis for 2018-2022 and opportunity assessment for 2023-2033. The study offers a comprehensive assessment of the most important market dynamics. After conducting thorough research on the historical and current growth parameters, the growth prospects of the market are obtained with maximum precision.

Market Segmentation

By Gaming Platform:

  • Smartphone
  • Console
  • PC
  • Others
By Application:
  • Simulation and Training
  • Research and Planning
  • Advertising and Marketing
  • Human Resources
  • Others
By Industry Vertical:
  • Education
  • Healthcare
  • Aerospace & Defense
  • Government
  • Retail
  • Media and Entertainment
  • Others
By Region:
  • North America
  • Latin America
  • Europe
  • Asia Pacific
  • The Middle East & Africa (MEA)
Report Chapters

Executive Summary

The executive summary of the Serious Game Market includes the global market outlook, demand side trends, supply side trends and also include FMI analysis and recommendations of Vehicle Radar Test System.

Chapter 01 - Market Overview

Readers can find the detailed segmentation and definition of the Serious Game Market in this chapter, which will help to understand basic information about Vehicle Radar Test System. This section also highlights the market scope, taxonomy and limitations which help the reader understand the market coverage of Serious Game Market report.

Chapter 02 - Market Background

This chapter includes detailed analysis of the By Gaming Platform processing methods overview, consumer buying patterns & tendencies and policy developments and regulatory scenario. It also includes in depth analysis of macro-economic factors and covers topics like global GDP growth outlook, global industry value added, personal consumption, expenditures, modern trade penetration and consumer price indices. The chapter also covers forecast factors - relevance & impact, value chain analysis and market dynamics (drivers, restraints and opportunities) to better understand the market.

Chapter 03 - Global Serious Game Market Demand Analysis 2018-2022 and Forecast, 2023-2033

The chapter include historical market value (USD 7.0 billion) analysis (2018-2022) and current and future market value (USD 8.3 billion) and volume (14.8%) projections (2023-2033). The projections are based on the Y-O-Y growth trend analysis and absolute $ opportunity analysis country of operation.

Chapter 04 - Global Serious Game Market - Pricing Analysis

Based on By Gaming Platform, the pricing analysis chapter include Regional pricing analysis (USD/MT), global average pricing analysis benchmark, and key factors impacting the pricing.

Chapter 05 - Global Serious Game Market Analysis 2018-2022 and Forecast 2023-2033, By Gaming Platform

Based on By Gaming Platform, Serious Game Market is segmented into Smartphone, Console, PC, Others. Value forecast and Y-o-Y growth comparison will also be provided for above mentioned By Gaming Platform.

Chapter 06 - Global Serious Game Market Analysis 2018-2022 and Forecast 2023-2033, By Application

Based on By Application, Serious Game Market is segmented into Simulation and Training, Research and Planning, Advertising and Marketing, Human Resources, Others. This section also offers market attractiveness analysis based on By Application. Value forecast and Y-o-Y growth comparison will also be provided for above mentioned By Application.

Chapter 07 - Global Serious Game Market Analysis 2018-2022 and Forecast 2023-2033, By Industry Vertical

Based on By Industry Vertical, Serious Game Market is segmented into Education, Healthcare, Aerospace & Defense, Government, Retail, Media and Entertainment, Others. This section also offers market attractiveness analysis based on By Industry Vertical. Value forecast and Y-o-Y growth comparison will also be provided for above mentioned By Industry Vertical.

Chapter 08 - Serious Game Market Analysis 2018-2022 and Forecast 2023-2033, By Region

Based on By Region, Serious Game Market is segmented into North America, Latin America, Europe, Asia Pacific, The Middle East & Africa (MEA). This section also offers market attractiveness analysis based on By Region. Readers can also find value forecast and Y-o-Y growth comparison for all above mentioned By Region.

Chapter 09 - North America Serious Game Market Analysis 2018-2022 and Forecast 2023-2033

This chapter includes a detailed analysis of the growth of the Vehicle Radar Test System in the North American region, along with a country-wise assessment that includes the US and Canada. Readers can also find regional trends, regulations, and market growth based on different segment and countries in the North America region.

Chapter 10 - Latin America Serious Game Market Analysis 2018-2022 and Forecast 2023-2033

This chapter includes a detailed analysis of the growth of Vehicle Radar Test System in the Latin America region, along with a country-wise assessment that includes the Brazil, Mexico, Chile, Argentina, Peru and Rest of Latin America. Readers can find detailed information about several factors, such as the pricing analysis and regional trends, which are impacting growth of the Serious Game Market in the Latin America region.

Chapter 11 - Europe Serious Game Market Analysis 2018-2022 and Forecast 2023-2033

This chapter includes a detailed analysis of the growth of Vehicle Radar Test System in the European region, along with a country-wise assessment that includes the Germany, Italy, France, U.K., Spain, Russia, Nordic, Benelux and Rest of Europe. Readers can find detailed information about several factors, such as the pricing analysis and regional trends, which are impacting growth of the Serious Game Market in the regional market.

Chapter 12 - East Asia Serious Game Market Analysis 2018-2022 and Forecast 2023-2033

This chapter includes a detailed analysis of the growth of Vehicle Radar Test System in the East Asia region, along with a country-wise assessment that includes the China, Japan, and South Korea. Readers can find detailed information about several factors, such as the pricing analysis and regional trends, which are impacting growth of the Serious Game Market in the regional market.

Chapter 13 - South Asia Serious Game Market Analysis 2018-2022 and Forecast 2023-2033

This chapter includes a detailed analysis of the growth of Vehicle Radar Test System in the South Asia region, along with a country-wise assessment that includes the India, Indonesia, Malaysia, Thailand, and Rest of South Asia. Readers can find detailed information about several factors, such as the pricing analysis and regional trends, which are impacting growth of the Serious Game Market in the regional market.

Chapter 14 - Middle East and Africa Serious Game Market Analysis 2018-2022 and Forecast 2023-2033

This chapter includes a detailed analysis of the growth of Vehicle Radar Test System in the MEA region, along with a country-wise assessment that includes the GCC Countries, South Africa, North Africa, Turkey and Rest of MEA. Readers can find detailed information about several factors, such as the pricing analysis and regional trends, which are impacting growth of the Serious Game Market in the regional market.

Chapter 15 - Key Countries Serious Game Market Analysis 2018-2022 and Forecast 2023-2033

This chapter offers insights into how the Serious Game Market is expected to grow in major countries globally.

Chapter 16 - Market Structure Analysis- Global Assessment

This chapter includes company dashboard, industry structure analysis by tier of companies, 2022E, company share analysis of top players, 2022E, and competition benchmarking- matrix.

Chapter 17 - Competition Deep Dive (Tentative List)

This chapter includes company overview, By Gaming Platform portfolio of companies, profitability by market segments, sales footprint, SWOT analysis and strategy overview of the companies being studied in the report. Some of the market players featured in the report are Tencent Holdings Ltd., SmileGate Inc., Nexon Co. Ltd., NetDragon Websoft, Designing Digitally Inc., Diginext, CCS Digital Education Ltd., Applied Research Associate Inc., Grendel Games.

Chapter 18 - Assumptions and Acronyms

This chapter includes a list of acronyms and assumptions that provide a base to the information and statistics included in the Vehicle Radar Test System report.

Chapter 19 - Research Methodology

This chapter helps readers understand the research methodology followed to obtain various conclusions, as well as important qualitative and quantitative information, on Serious Game Market.


1. Executive Summary
2. Market Overview
3. Market Background
4. Global Market Analysis 2018 to 2022 and Forecast, 2023 to 2033
5. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Gaming Platform
5.1. Smartphone
5.2. Console
5.3. PC
5.4. Others
6. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Application
6.1. Simulation and Training
6.2. Research and Planning
6.3. Advertising and Marketing
6.4. Human Resources
6.5. Others
7. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Industry Vertical
7.1. Education
7.2. Healthcare
7.3. Aerospace and Defense
7.4. Government
7.5. Retail
7.6. Media and Entertainment
7.7. Others
8. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Region
8.1. North America
8.2. Latin America
8.3. Europe
8.4. Asia Pacific
8.5. MEA
9. North America Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country
10. Latin America Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country
11. Europe Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country
12. Asia Pacific Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country
13. MEA Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country
14. Key Countries Market Analysis
15. Market Structure Analysis
16. Competition Analysis
16.1. BreakAway, Ltd.
16.2. Designing Digitally, Inc.
16.3. DIGINEXT
16.4. IBM Corporation
16.5. CISCO Systems Inc.
16.6. Virtual Heroes, Inc.
16.7. Nintendo Co. Ltd.
16.8. Promotion Software GmbH
16.9. Criteria
16.10. MPS Limited
17. Assumptions & Acronyms Used
18. Research Methodology

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