Serious Games Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028

Serious Games Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028


Market Overview:

The global serious games market size reached US$ 9.1 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 31.8 Billion by 2028, exhibiting a growth rate (CAGR) of 21.6% during 2023-2028. The growing integration of virtual reality (VR) in improving the gaming experience, increasing focus of companies on maintaining a healthy work environment, and rising investment by governing agencies and private companies in various sectors represent some of the key factors driving the market.

Serious games refer to a wide variety of activities enabling individuals to engage in meaningful ventures that allow them to practice different skills and attain goals rather than enjoying a leisure activity. They are interesting, engaging, and immersive and assist in bringing behavioral changes in individuals. They also help rehabilitation centers translate exercises into games, consultancy agencies teach aspects of teamwork, and businesses develop social and logistic dynamics. They enable individuals to understand their strengths and weaknesses and boost self-confidence through rigorous practice and continuous testing. They make information memorable and learning efficient, thereby increasing knowledge retention in individuals. They also offer a safe virtual environment, improved learning experience, exciting rewards, and story progression or other feedback systems. They encourage better brain activity in entertaining and engaging contexts and increase the motivation in individuals to experiment with new concepts without fear.

Serious Games Market Trends:



At present, the increasing demand for serious games to facilitate user engagement in various enterprises across the globe represents one of the primary factors influencing the market positively. Besides this, the rising integration of virtual reality (VR) in improving the gaming experience and creating realistic features for the training and development of trainees and employees in organizations is propelling the growth of the market. In addition, the growing focus of companies on maintaining a healthy work environment and providing a holistic training experience to their employees is offering a favorable market outlook. Apart from this, there is an increase in the incorporation of serious games in the teaching curriculum of schools as effective learning tools. This, coupled with the rising utilization of serious games by teachers to eliminate didactic approaches and encourage students to experiment and learn, is supporting the growth of the market. Additionally, increasing investments by governing agencies and private companies in the healthcare, defense, and education sectors is contributing to the growth of the market. Moreover, various benefits offered by effective serious games, such as better decision-making, self-monitoring, negotiation, and enhanced problem recognition, are strengthening the growth of the market. Furthermore, the increasing positive refurbishments and a favorable return on investment (ROI) of serious games are bolstering the market growth.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the global serious games market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on gaming platform, application and industry vertical.

Gaming Platform Insights:

Smartphone
Console
PC
Others

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

Application Insights:

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

A detailed breakup and analysis of the serious games market based on the application has also been provided in the report. This includes simulation and training, research and planning, advertising and marketing, human resources, and others. According to the report, simulation and training accounted for the largest market share.

Industry Vertical Insights:

Education
Healthcare
Aerospace and Defense
Government
Retail
Media and Entertainment
Others

A detailed breakup and analysis of the serious games market based on the industry vertical has also been provided in the report. This includes education, healthcare, aerospace and defense, government, retail, media and entertainment, and others. According to the report, education accounted for the largest market share.

Regional Insights:

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

The report has also provided a comprehensive analysis of all the major regional markets, which North America (the United States and Canada); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (the United Kingdom, Germany, France, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, Asia Pacific was the largest market for serious games. Some of the factors driving the Asia Pacific serious games market included the growing investment in the educational sector, technological advancements, rising demand for better user engagement platforms across organizations, etc.

Competitive Landscape:

The report has also provided a comprehensive analysis of the competitive landscape in the global serious games market. Competitive analysis such as market structure, market share by key players, player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided. Some of the companies covered 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, etc. Kindly note that this only represents a partial list of companies, and the complete list has been provided in the report.

Key Questions Answered in This Report:

How has the global serious games market performed so far, and how will it perform in the coming years?
What are the drivers, restraints, and opportunities in the global serious games market?
What is the impact of each driver, restraint, and opportunity on the global serious games market?
What are the key regional markets?
Which countries represent the most attractive serious games market?
What is the breakup of the market based on the gaming platform?
Which is the most attractive gaming platform in the serious games market?
What is the breakup of the market based on the application?
Which is the most attractive application in the serious games market?
What is the breakup of the market based on the industry vertical?
Which is the most attractive industry vertical in the serious games market?
What is the competitive structure of the global serious games market?
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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