Serious Games Market Report by Gaming Platform (Smartphone, Console, PC, and Others), Application (Simulation and Training, Research and Planning, Advertising and Marketing, Human Resources, and Others), Industry Vertical (Education, Healthcare, Aerospace

Serious Games Market Report by Gaming Platform (Smartphone, Console, PC, and Others), Application (Simulation and Training, Research and Planning, Advertising and Marketing, Human Resources, and Others), Industry Vertical (Education, Healthcare, Aerospace and Defense, Government, Retail, Media and Entertainment, and Others), and Region 2024-2032


The global serious games market size reached US$ 11.1 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 59.4 Billion by 2032, exhibiting a growth rate (CAGR) of 20.1% during 2024-2032. The growing demand for effective learning solutions among individuals, rising focus on employee training and development, and increasing emergence of virtual reality (VR) and augmented reality (AR) are some of the major factors propelling the market.

Serious games refer to digital or analog interactive experiences that are designed to focus on achieving specific educational, training, or behavioral objectives. They can be easily accessed through various platforms, such as computers, consoles, and mobile devices, and offer flexibility to a diverse audience. They engage users and promote active participation, enhance knowledge acquisition, and skill development in individuals. They create real-world scenarios that benefit in enhancing problem-solving, decision-making, and critical thinking skills in a safe and controlled environment. As a result, serious games are widely utilized in education, healthcare, aerospace and defense, and media and entertainment industries across the globe.

At present, the increasing utilization of various electronic devices, such as laptops, smartphones, and tablets, among the masses around the world is strengthening the market growth. Besides this, the rising adoption of serious games, as they assist in improving engagement and knowledge retention, is providing lucrative growth opportunities to industry players. In addition, the increasing employment of serious games in healthcare and medical training for providing realistic simulations for medical procedures, patient interactions, and emergency situations is bolstering the growth of the market. Apart from this, governing agencies of various countries are promoting the integration of educational technology in schools and universities, which is contributing to the growth of the market. In line with this, the growing demand for serious games due to the increasing focus on soft skill development among individuals is offering a positive market outlook.

Serious Games Market Trends/Drivers:
Rising demand for effective learning solutions

There is an increase in the demand for effective learning solutions among the masses around the world. Traditional teaching methods do not fully engage learners or ensure optimal knowledge retention. On the other hand, serious games provide interactive and immersive experiences that actively involve learners in the learning process. They create an enjoyable and engaging environment by incorporating game mechanics, storytelling, and interactive elements, that promote active participation and enhance learning outcomes. Moreover, educational institutions are increasingly adopting serious games as an alternative to traditional teaching methods. These games cater to different learning styles and offer personalized learning experiences and allow students to grasp complex concepts in a more accessible and engaging manner.

Increasing focus on employee training and development

Organizations are increasingly focusing on employee training and development to enhance their engagement in business related areas. They are focusing on continuous skill development to improve productivity, employee engagement and retention, and overall business performance. Serious games provide a dynamic and interactive platform for training that allows employees to acquire and improve essential skills in a stimulating environment. In addition, they offer a hands-on approach to learning by allowing employees to practice tasks and scenarios relevant to their roles. Furthermore, they assist in simulating complex work situations, decision-making processes, and customer interactions. They also provide employees with a safe space to learn from their mistakes and gain valuable experience.

Technological advancements in serious games

The integration of emerging technologies, such as virtual reality (VR) and augmented reality (AR), to provide an enhanced and immersive experience to users is positively influencing the market. VR technology provides users with a simulated environment that replicates real-world situations. Learners can gain practical experience in a controlled setting by wearing a VR headset. In addition, VR technology is widely used in the healthcare industry, where medical professionals can practice complex procedures or emergency situations. On the other hand, AR enhances the learning experience by overlaying digital elements in the real world. Serious games incorporate AR technology to allow learners to interact with virtual objects and information in their physical environment.

Serious Games Industry Segmentation:
IMARC Group provides an analysis of the key trends in each segment of the global serious games market report, along with forecasts at the global, regional and country levels from 2024-2032. Our report has categorized the market based on gaming platform, application and industry vertical.

Breakup by Gaming Platform:

Smartphone
Console
PC
Others

Smartphone represents the largest market segment

The report has provided a detailed breakup and analysis of the market based on the gaming platform. This includes smartphone, console, PC, and others. According to the report, smartphone represented the largest segment.

The rising adoption of smartphones for serious games due to their convenient nature is contributing to the growth of the market. In addition, there is wide availability and accessibility of smartphones across the globe. As a result, people are increasingly preferring smartphones for accessing and playing serious games on account of their portability. Apart from this, the integration of touchscreens, motion sensors, and augmented reality capabilities in smartphones provides immersive and interactive experiences for serious game players, which is offering a positive market outlook.

Breakup by Application:

Simulation and Training
Research and Planning
Advertising and Marketing
Human Resources
Others

Simulation and training accounts for the majority of the market share

The report has provided a detailed breakup and analysis of the market based on the application. This includes simulation and training, research and planning, advertising and marketing, human resources, and others. According to the report, simulation and training represented the largest segment.

Serious games are widely utilized for simulation and training purposes to provide realistic and immersive environments for training individuals in various industries, such as healthcare, aviation, defense, manufacturing, and emergency services. Apart from this, simulation and training serious games enable users to practice skills, decision-making, and critical thinking in simulated scenarios. In line with this, these games help individuals in developing enhance expertise, increase performance, and improve their ability to handle complex tasks and situations easily and in an efficient way.

Breakup by Industry Vertical:

Education
Healthcare
Aerospace and Defense
Government
Retail
Media and Entertainment
Others

Education holds the biggest market share

The report has provided a detailed breakup and analysis of the market based on the industry vertical. This includes education, healthcare, aerospace and defense, government, retail, media and entertainment, and others. According to the report, education represented the largest segment.

In the education industry these games are widely used in educational institutions, such as schools, colleges, universities, and online learning platforms. They focus on subjects, such as math, science, language learning, history, and skill development. In line with this, these games offer interactive and engaging learning experiences that enhance student engagement, knowledge retention, and academic performance. In addition, the rising adoption of these games in the education system, as they can be used by learners of all age groups, from early childhood education to higher education and professional training, is propelling the growth of the market.

Breakup by Region:

North America
United States
Canada
Asia-Pacific
China
Japan
India
South Korea
Australia
Indonesia
Others
Europe
Germany
France
United Kingdom
Italy
Spain
Russia
Others
Latin America
Brazil
Mexico
Others
Middle East and Africa

Asia Pacific exhibits a clear dominance, accounting for the largest serious games market share

The report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, Asia Pacific represented the largest market

Asia Pacific held the biggest market share due to the increasing demand for quality education and training. In addition, the rising adoption of smartphones and gaming consoles among individuals is contributing to the growth of the market in the Asia Pacific region. Apart from this, increasing advancements in the gaming industry are propelling the growth of the market. In line with this, favorable government initiatives in educational technology and digital learning are bolstering the growth of the market in the region.

Competitive Landscape:
Key players in the industry are focusing on incorporating gamification techniques, interactive storytelling, realistic simulations, and cutting-edge technologies to deliver high-quality games. In line with this, they are employing game designers, developers, and content creators to design and build games that cater to the specific industries and learning objectives. Apart from this, companies are closely working with educational institutions, corporate organizations, and government entities to understand their requirements and develop customized games that support their learning goals, target audience, and industry-specific scenarios. In addition, major manufacturers are investing in research and development (R&D) activities to improve game mechanics, graphics, user interfaces, and pedagogical approaches, which is offering a positive market outlook.

The report has provided a comprehensive analysis of the competitive landscape in the market. Detailed profiles of all major companies have also been provided. Some of the key players in the market include:

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
YES!Delft

Recent Developments:
In May 2022, MPS Interactive Systems Limited (MPS Ltd.) announced the completion of the acquisition of EI Design, one of the most respected names in the custom eLearning content development industry to create a global eLearning powerhouse and provide superior experience to customers.
In 2017, Applied Research Associate Inc has ‘The Virtual Heroes Division’ that deployed Virtual Nuclear Security, a 3D game set in a nuclear power plant. Virtual Heroes created the game as a training tool for the International Atomic Energy Agency (IAEA).

Key Questions Answered in This Report

1. How big is the global serious games market?
2. What is the expected growth rate of the global serious games market during 2024-2032?
3. What are the key factors driving the global serious games market?
4. What has been the impact of COVID-19 on the global serious games market?
5. What is the breakup of the global serious games market based on the gaming platform?
6. What is the breakup of the global serious games market based on the application?
7. What is the breakup of the global serious games market based on the industry vertical?
8. What are the key regions in the global serious games market?
9. Who are the key players/companies in the global serious games market?


1 Preface
2 Scope and Methodology
2.1 Objectives of the Study
2.2 Stakeholders
2.3 Data Sources
2.3.1 Primary Sources
2.3.2 Secondary Sources
2.4 Market Estimation
2.4.1 Bottom-Up Approach
2.4.2 Top-Down Approach
2.5 Forecasting Methodology
3 Executive Summary
4 Introduction
4.1 Overview
4.2 Key Industry Trends
5 Global Serious Games Market
5.1 Market Overview
5.2 Market Performance
5.3 Impact of COVID-19
5.4 Market Forecast
6 Market Breakup by Gaming Platform
6.1 Smartphone
6.1.1 Market Trends
6.1.2 Market Forecast
6.2 Console
6.2.1 Market Trends
6.2.2 Market Forecast
6.3 PC
6.3.1 Market Trends
6.3.2 Market Forecast
6.4 Others
6.4.1 Market Trends
6.4.2 Market Forecast
7 Market Breakup by Application
7.1 Simulation and Training
7.1.1 Market Trends
7.1.2 Market Forecast
7.2 Research and Planning
7.2.1 Market Trends
7.2.2 Market Forecast
7.3 Advertising and Marketing
7.3.1 Market Trends
7.3.2 Market Forecast
7.4 Human Resources
7.4.1 Market Trends
7.4.2 Market Forecast
7.5 Others
7.5.1 Market Trends
7.5.2 Market Forecast
8 Market Breakup by Industry Vertical
8.1 Education
8.1.1 Market Trends
8.1.2 Market Forecast
8.2 Healthcare
8.2.1 Market Trends
8.2.2 Market Forecast
8.3 Aerospace and Defense
8.3.1 Market Trends
8.3.2 Market Forecast
8.4 Government
8.4.1 Market Trends
8.4.2 Market Forecast
8.5 Retail
8.5.1 Market Trends
8.5.2 Market Forecast
8.6 Media and Entertainment
8.6.1 Market Trends
8.6.2 Market Forecast
8.7 Others
8.7.1 Market Trends
8.7.2 Market Forecast
9 Market Breakup by Region
9.1 North America
9.1.1 United States
9.1.1.1 Market Trends
9.1.1.2 Market Forecast
9.1.2 Canada
9.1.2.1 Market Trends
9.1.2.2 Market Forecast
9.2 Asia-Pacific
9.2.1 China
9.2.1.1 Market Trends
9.2.1.2 Market Forecast
9.2.2 Japan
9.2.2.1 Market Trends
9.2.2.2 Market Forecast
9.2.3 India
9.2.3.1 Market Trends
9.2.3.2 Market Forecast
9.2.4 South Korea
9.2.4.1 Market Trends
9.2.4.2 Market Forecast
9.2.5 Australia
9.2.5.1 Market Trends
9.2.5.2 Market Forecast
9.2.6 Indonesia
9.2.6.1 Market Trends
9.2.6.2 Market Forecast
9.2.7 Others
9.2.7.1 Market Trends
9.2.7.2 Market Forecast
9.3 Europe
9.3.1 Germany
9.3.1.1 Market Trends
9.3.1.2 Market Forecast
9.3.2 France
9.3.2.1 Market Trends
9.3.2.2 Market Forecast
9.3.3 United Kingdom
9.3.3.1 Market Trends
9.3.3.2 Market Forecast
9.3.4 Italy
9.3.4.1 Market Trends
9.3.4.2 Market Forecast
9.3.5 Spain
9.3.5.1 Market Trends
9.3.5.2 Market Forecast
9.3.6 Russia
9.3.6.1 Market Trends
9.3.6.2 Market Forecast
9.3.7 Others
9.3.7.1 Market Trends
9.3.7.2 Market Forecast
9.4 Latin America
9.4.1 Brazil
9.4.1.1 Market Trends
9.4.1.2 Market Forecast
9.4.2 Mexico
9.4.2.1 Market Trends
9.4.2.2 Market Forecast
9.4.3 Others
9.4.3.1 Market Trends
9.4.3.2 Market Forecast
9.5 Middle East and Africa
9.5.1 Market Trends
9.5.2 Market Breakup by Country
9.5.3 Market Forecast
10 SWOT Analysis
10.1 Overview
10.2 Strengths
10.3 Weaknesses
10.4 Opportunities
10.5 Threats
11 Value Chain Analysis
12 Porters Five Forces Analysis
12.1 Overview
12.2 Bargaining Power of Buyers
12.3 Bargaining Power of Suppliers
12.4 Degree of Competition
12.5 Threat of New Entrants
12.6 Threat of Substitutes
13 Price Analysis
14 Competitive Landscape
14.1 Market Structure
14.2 Key Players
14.3 Profiles of Key Players
14.3.1 Applied Research Associate Inc.
14.3.1.1 Company Overview
14.3.1.2 Product Portfolio
14.3.2 BreakAway Games
14.3.2.1 Company Overview
14.3.2.2 Product Portfolio
14.3.3 Cisco Systems Inc.
14.3.3.1 Company Overview
14.3.3.2 Product Portfolio
14.3.3.3 Financials
14.3.3.4 SWOT Analysis
14.3.4 Designing Digitally Inc.
14.3.4.1 Company Overview
14.3.4.2 Product Portfolio
14.3.5 Diginext SRL (CS Communication & Systèmes)
14.3.5.1 Company Overview
14.3.5.2 Product Portfolio
14.3.6 Grendel Games
14.3.6.1 Company Overview
14.3.6.2 Product Portfolio
14.3.7 LIB Businessgames B.V.
14.3.7.1 Company Overview
14.3.7.2 Product Portfolio
14.3.8 MPS Interactive Systems Limited (MPS Ltd.)
14.3.8.1 Company Overview
14.3.8.2 Product Portfolio
14.3.9 Serious Games Interactive
14.3.9.1 Company Overview
14.3.9.2 Product Portfolio
14.3.10 Totem Learning
14.3.10.1 Company Overview
14.3.10.2 Product Portfolio
14.3.11 YES!Delft
14.3.11.1 Company Overview
14.3.11.2 Product Portfolio

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