Global Serious Game Market Research Report 2023-Competitive Analysis, Status and Outlook by Type, Downstream Industry, and Geography, Forecast to 2029

Global Serious Game Market Research Report 2023-Competitive Analysis, Status and Outlook by Type, Downstream Industry, and Geography, Forecast to 2029


Unlike the gamification (applying game elements to make a task more fun), serious games are created around the specific purpose of teaching skills or to help create a better understanding of concepts. They are used to promote learning and behavior change. Serious games are used in various fields such as education, media and advertising and other businesses and industries. The strength of serious game lies in their entertainment, attraction and immersion. Serious game combines learning strategies, knowledge and structure and game elements to teach specific skills, knowledge and attitudes. They are designed to solve problems in many fields, and involve challenges and rewards, using entertainment and participation components provided by users when playing games. The report mainly studies the global and United States serious game market.

Market Overview:

The latest research study on the global Serious Game market finds that the global Serious Game market reached a value of USD 4722.82 million in 2022. It’s expected that the market will achieve USD 8789.81 million by 2028, exhibiting a CAGR of 10.91% during the forecast period.

Serious Game Market Drivers

Serious game is a digital application designed for interesting education. The main function of serious game is to provide knowledge, train, inform, remember and teach end users, not just entertainment. It allows users to receive information during the game, and obtain a brand-new learning experience which is highly personalized, interactive and entertaining, thus stimulating learners' creativity and innovative consciousness. Serious game is also used for inspection, technical training, capability assessment, troubleshooting and correction, and other applications.
With the development of economy, the popularization of Internet mobile devices, the increase of the Internet access rate and the deepening of the Internet penetration rate have provided a profound social foundation for the development of Internet-related industries. The latest data shows that the number of smartphone users is increasing year by year. In 2020, global smartphone users are expected to reach 3.5 billion, an increase of 9.3% over 2019. At present, the global population is 7.7 billion, which means the penetration rate of smart phones is 45.4%. The increase of mobile phone penetration rate means the increase of mobile users and the popularity of Internet connection. At the same time, the Internet of Things has become the main development trend of modern society, and the digitalization process of various industries has begun to accelerate. Large-scale digitalization across growing economies provides considerable growth opportunities for the global serious game market.

Region Overview:

From 2023-2028, North America is estimated to witness robust growth prospects.

Company Overview:

Microsoft is one of the major players operating in the Serious Game market, holding a share of 15.72% in 2021.

Microsoft Corporation develops, manufactures, licenses, sells, and supports software products. The Company offers operating system software, server application software, business and consumer applications software, software development tools, and Internet and intranet software. Microsoft also develops video game consoles and digital music entertainment devices.

International Business Machines Corporation (IBM) provides computer solutions. The Company offers application, technology consulting and support, process design and operations, cloud, digital workplace, and network services, as well as business resiliency, strategy, and design solutions.

Segmentation Overview:

Among different product types, PC-based segment is anticipated to contribute the largest market share in 2028.

Application Overview:

By application, the Education segment occupied the biggest share from 2018 to 2022.

Key Companies in the global Serious Game market covered in Chapter 3:

Revelian (Criteria Corp)
Chaos Theory Games Pty. Ltd. 
Microsoft
Applied Research Associates
Diginext (CS Group)
Serious Game Interactive
Designing Digitally
L.I.B. Businessgames BV
MPS Interactive Systems
Promotion Software GmbH
IBM Corp
BreakAway Games
Grendel Games

In Chapter 4 and Chapter 14.2, on the basis of types, the Serious Game market from 2018 to 2029 is primarily split into:

Mobile-based
PC-based

In Chapter 5 and Chapter 14.3, on the basis of Downstream Industry, the Serious Game market from 2018 to 2029 covers:

Aerospace and Defence
Automotive
Education
Energy
Government
Healthcare
Media and Advertising
Others

Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2018-2029) of the following regions are covered in Chapter 8 to Chapter 14:

North America (United States, Canada)
Europe (Germany, UK, France, Italy, Spain, Russia, Netherlands, Turkey, Switzerland, Sweden)
Asia Pacific (China, Japan, South Korea, Australia, India, Indonesia, Philippines, Malaysia)
Latin America (Brazil, Mexico, Argentina)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa)


Chapter 1 Market Definition and Statistical Scope
Chapter 2 Research Findings and Conclusion
Chapter 3 Key Companies’ Profile
Chapter 4 Global Serious Game Market Segmented by Type
Chapter 5 Global Serious Game Market Segmented by Downstream Industry
Chapter 6 Serious Game Industry Chain Analysis
Chapter 7 The Development and Dynamics of Serious Game Market
Chapter 8 Global Serious Game Market Segmented by Geography
Chapter 9 North America
Chapter 10 Europe
Chapter 11 Asia Pacific
Chapter 12 Latin America
Chapter 13 Middle East & Africa
Chapter 14 Global Serious Game Market Forecast by Geography, Type, and Downstream Industry 2023-2029
Chapter 15 Appendix

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