Serious game is a game-based initiative designed for training and education, which are other than pure entertainment. These kinds of video games are referred as serious as they are used by industries including defense, healthcare, education, scientific exploration, governments, and others for training and development of employees. The characteristics of a good serious game that reinforces the learning objective include story of the game, game mechanics & interactivity, rules of the game, challenges & competition, immersive graphical environment, rewards, and risks & consequences associated with the game. Serious games have gained significant acceptance among consumers and enterprises to train and develop their employees or students with a cost-effective, realistic, and accountable method that is realistic and can be applied in the daily activities. Other advantages of such games include enhanced motivation, flexibility, better engagement, immediate feedback, unique collaborations, enhanced creativity & exploration, easy interaction, can be used as an attractive & non-intrusive advertising, can be played on mobile, consoles, online, or other platforms, and extends retention of the user &... Research Beam Model: Research Beam Product ID: 2721877 5370 USD New
Serious Games Market by User Type (Enterprises and Consumers), Application (Advertising & Marketing, Simulation Training, Research & Planning, Human resources, and Others), and Industry Vertical (Healthcare, Aerospace & Defense, Government, Education, Retail, Media & Entertainment, and Others) - Global Opportunity Analysis and Industry Forecast, 2016-2023

Toll Free : +1 (800)910-6452

 
 
PURCHASE OPTIONS
 

Serious Games Market by User Type (Enterprises and Consumers), Application (Advertising & Marketing, Simulation Training, Research & Planning, Human resources, and Others), and Industry Vertical (Healthcare, Aerospace & Defense, Government, Education, Retail, Media & Entertainment, and Others) - Global Opportunity Analysis and Industry Forecast, 2016-2023

 
  • Category : ICT & Media
  • Published On : November  2017
  • Pages : 180
 
 

Serious game is a game-based initiative designed for training and education, which are other than pure entertainment. These kinds of video games are referred as serious as they are used by industries including defense, healthcare, education, scientific exploration, governments, and others for training and development of employees. The characteristics of a good serious game that reinforces the learning objective include story of the game, game mechanics & interactivity, rules of the game, challenges & competition, immersive graphical environment, rewards, and risks & consequences associated with the game. Serious games have gained significant acceptance among consumers and enterprises to train and develop their employees or students with a cost-effective, realistic, and accountable method that is realistic and can be applied in the daily activities. Other advantages of such games include enhanced motivation, flexibility, better engagement, immediate feedback, unique collaborations, enhanced creativity & exploration, easy interaction, can be used as an attractive & non-intrusive advertising, can be played on mobile, consoles, online, or other platforms, and extends retention of the user & efficient memorization of content.  

The global serious games market is attributed to increase in need of better user engagement platforms across enterprises, growth in usage of mobile-based educational games, significant adoption of virtual reality in training and development activities, and improvement in learning outcomes. In addition, inclination of organizations toward interactive advertisements, large-scale digitization, and emergence of social networks is expected to offer ample growth opportunities for the global serious games market. However, lack of awareness about the advantages and usage of serious games and unsuitable game designs hamper the market growth.

The serious games market is segmented based on user type, application, industry vertical, and region. Based on user type, it is bifurcated into enterprises and consumers. As per application, the market is classified into advertising & marketing, simulation training, research & planning, human resources, and others. Based on industry vertical, the global serious games market is studied across healthcare, aerospace & defense, government, education, retail, media & entertainment, and others. Based on region, the market is segmented into North America, Europe, Asia-Pacific, and LAMEA.

Key players profiled in the report include BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Intuition, Learning Nexus Ltd, Nintendo Co., Ltd., Promotion Software GmbH, Revelian, and Tata Interactive Systems.

KEY BENEFITS FOR STAKEHOLDERS

  • In-depth analysis of the global serious games market along with its dynamics is provided to understand the market scenario.
  • Quantitative analysis of the current trends and future estimations from 2017 to 2023 is provided to assist strategists and stakeholders to capitalize on prevailing opportunities.
  • Porter’s Five Forces analysis examines the competitive structure of the serious games market and provides a clear understanding of the factors that influence the market entry and expansion.
  • A detailed analysis of the geographical segments enables identification of profitable segments for market players.
  • Comprehensive analysis of the trends, sub-segments, and key revenue pockets are provided in the report.
  • Detailed analysis of the key players and their business strategies are anticipated to assist stakeholders to take informed business decisions.
  • Profile analysis of leading players that operate in the serious games market are provided in the report, which highlight the major developmental strategies such as mergers & acquisitions, expansions, and new product launches adopted by these companies.

KEY MARKET SEGMENTS

By User Type

  • Enterprises
  • Consumers

By Application

  • Advertising & Marketing
  • Simulation Training
  • Research & Planning
  • Human resources
  • Others    

By Industry Vertical

  • Healthcare
  • Aerospace & defense
  • Government
  • Education
  • Retail
  • Media & Entertainment
  • Others

By Region

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Rest of Europe
  • Asia-Pacific
    • China
    • India
    • Japan
    • Australia
    • Rest of Asia-Pacific
  • LAMEA
    • Latin America
    • Middle East
    • Africa

The key players profiled in the report are as follows:

  • BreakAway, Ltd.
  • Designing Digitally, Inc.  
  • DIGINEXT
  • IBM Corporation
  • Intuition
  • Learning Nexus Ltd
  • Nintendo Co., Ltd.
  • Promotion Software GmbH
  • Revelian
  • Tata Interactive Systems

CHAPTER 1 INTRODUCTION

1.1. REPORT DESCRIPTION
1.2. KEY BENEFITS
1.3. KEY MARKET SEGMENTS
1.4. RESEARCH METHODOLOGY

1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
1.4.4. Market segmentation

CHAPTER 2 EXECUTIVE SUMMARY

2.1. CXO PERSPECTIVE

CHAPTER 3 MARKET OVERVIEW

3.1. MARKET DEFINITION AND SCOPE
3.2. KEY FINDINGS

3.2.1. Top winning strategies
3.2.2. Top investment pockets
3.2.3. Top impacting factors

3.3. PORTERS FIVE FORCES

3.3.1. Bargaining power of buyers
3.3.2. Bargaining power of suppliers
3.3.3. Degree of competition
3.3.4. Threat of new entrants
3.3.5. Threat of substitute

3.4. MARKET PLAYER POSITIONING
3.5. MARKET DYNAMICS

3.5.1. Drivers

3.5.1.1. Increase in need for better user engagement platforms across enterprises
3.5.1.2. Growing usage of mobile-based educational games
3.5.1.3. Significant adoption of virtual reality in training and development activities
3.5.1.4. Improvement in learning outcomes

3.5.2. Restraints

3.5.2.1. Lack of awareness about the advantages and usage of serious games
3.5.2.2. Unsuitable game designs

3.5.3. Opportunities

3.5.3.1. Inclination of organizations towards interactive advertisements
3.5.3.2. Large-scale digitization
3.5.3.3. Emergence of social networks

CHAPTER 4 GLOBAL SERIOUS GAMES MARKET, BY USER TYPE

4.1. OVERVIEW
4.2. ENTERPRISES

4.2.1. Key market trends
4.2.2. Key growth factors and opportunities
4.2.3. Market size and forecast

4.3. CONSUMERS

4.3.1. Key market trends
4.3.2. Key growth factors and opportunities
4.3.3. Market size and forecast

CHAPTER 5 GLOBAL SERIOUS GAMES MARKET, BY APPLICATION

5.1. OVERVIEW
5.2. ADVERTISING & MARKETING

5.2.1. Key market trends
5.2.2. Key growth factors and opportunities
5.2.3. Market size and forecast

5.3. SIMULATION TRAINING

5.3.1. Key market trends
5.3.2. Key growth factors and opportunities
5.3.3. Market size and forecast

5.4. RESEARCH & PLANNING

5.4.1. Key market trends
5.4.2. Key growth factors and opportunities
5.4.3. Market size and forecast

5.5. HUMAN RESOURCES

5.5.1. Key market trends
5.5.2. Key growth factors and opportunities
5.5.3. Market size and forecast

5.6. OTHERS

5.6.1. Key market trends
5.6.2. Key growth factors and opportunities
5.6.3. Market size and forecast

CHAPTER 6 GLOBAL SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL

6.1. OVERVIEW
6.2. HEALTHCARE

6.2.1. Key market trends
6.2.2. Key growth factors and opportunities
6.2.3. Market size and forecast

6.3. AEROSPACE & DEFENSE

6.3.1. Key market trends
6.3.2. Key growth factors and opportunities
6.3.3. Market size and forecast

6.4. GOVERNMENT

6.4.1. Key market trends
6.4.2. Key growth factors and opportunities
6.4.3. Market size and forecast

6.5. EDUCATION

6.5.1. Key market trends
6.5.2. Key growth factors and opportunities
6.5.3. Market size and forecast

6.6. RETAIL

6.6.1. Key market trends
6.6.2. Key growth factors and opportunities
6.6.3. Market size and forecast

6.7. MEDIA & ENETRTAINMENT

6.7.1. Key market trends
6.7.2. Key growth factors and opportunities
6.7.3. Market size and forecast

6.8. OTHERS

6.8.1. Key market trends
6.8.2. Key growth factors and opportunities
6.8.3. Market size and forecast

CHAPTER 7 SERIOUS GAMES MARKET, BY GEOGRAPHY

7.1. OVERVIEW
7.2. NORTH AMERICA

7.2.1. Key trends
7.2.2. Key growth factors and opportunities
7.2.3. Market size and forecast, by user type
7.2.4. Market size and forecast, by application
7.2.5. Market size and forecast, by industry vertical
7.2.6. Market size and forecast, by country
7.2.7. U.S.

7.2.7.1. Market size and forecast, by user type
7.2.7.2. Market size and forecast, by application
7.2.7.3. Market size and forecast, by industry vertical

7.2.8. Canada

7.2.8.1. Market size and forecast, by user type
7.2.8.2. Market size and forecast, by application
7.2.8.3. Market size and forecast, by industry vertical

7.2.9. Mexico

7.2.9.1. Market size and forecast, by user type
7.2.9.2. Market size and forecast, by application
7.2.9.3. Market size and forecast, by industry vertical

7.3. EUROPE

7.3.1. Key market trends
7.3.2. Key growth factors and opportunities
7.3.3. Market size and forecast, by user type
7.3.4. Market size and forecast, by application
7.3.5. Market size and forecast, by industry vertical
7.3.6. Market size and forecast, by country
7.3.7. UK

7.3.7.1. Market size and forecast, by user type
7.3.7.2. Market size and forecast, by application
7.3.7.3. Market size and forecast, by industry vertical

7.3.8. Germany

7.3.8.1. Market size and forecast, by user type
7.3.8.2. Market size and forecast, by application
7.3.8.3. Market size and forecast, by industry vertical

7.3.9. France

7.3.9.1. Market size and forecast, by user type
7.3.9.2. Market size and forecast, by application
7.3.9.3. Market size and forecast, by industry vertical

7.3.10. Rest of Europe

7.3.10.1. Market size and forecast, by user type
7.3.10.2. Market size and forecast, by application
7.3.10.3. Market size and forecast, by industry vertical

7.4. ASIA-PACIFIC

7.4.1. Key market trends
7.4.2. Key growth factors and opportunities
7.4.3. Market size and forecast, by user type
7.4.4. Market size and forecast, by application
7.4.5. Market size and forecast, by industry vertical
7.4.6. Market size and forecast, by country
7.4.7. China

7.4.7.1. Market size and forecast, by user type
7.4.7.2. Market size and forecast, by application
7.4.7.3. Market size and forecast, by industry vertical

7.4.8. Japan

7.4.8.1. Market size and forecast, by user type
7.4.8.2. Market size and forecast, by application
7.4.8.3. Market size and forecast, by industry vertical

7.4.9. Australia

7.4.9.1. Market size and forecast, by user type
7.4.9.2. Market size and forecast, by application
7.4.9.3. Market size and forecast, by industry vertical

7.4.10. Rest of Asia-Pacific

7.4.10.1. Market size and forecast, by user type
7.4.10.2. Market size and forecast, by application
7.4.10.3. Market size and forecast, by industry vertical

7.5. LAMEA

7.5.1. Key market trends
7.5.2. Key growth factors and opportunities
7.5.3. Market size and forecast, by user type
7.5.4. Market size and forecast, by application
7.5.5. Market size and forecast, by industry vertical
7.5.6. Market size and forecast, by country
7.5.7. Latin America

7.5.7.1. Market size and forecast, by user type
7.5.7.2. Market size and forecast, by application
7.5.7.3. Market size and forecast, by industry vertical

7.5.8. Middle East

7.5.8.1. Market size and forecast, by user type
7.5.8.2. Market size and forecast, by application
7.5.8.3. Market size and forecast, by industry vertical

7.5.9. Africa

7.5.9.1. Market size and forecast, by user type
7.5.9.2. Market size and forecast, by application
7.5.9.3. Market size and forecast, by industry vertical

CHAPTER 8 COMPANY PROFILES

8.1. BREAKAWAY, LTD.

8.1.1. Company overview
8.1.2. Company snapshot
8.1.3. Business performance
8.1.4. Key strategic moves & developments

8.2. DESIGNING DIGITALLY, INC.

8.2.1. Company overview
8.2.2. Company snapshot
8.2.3. Business performance
8.2.4. Key strategic moves & developments

8.3. DIGINEXT

8.3.1. Company overview
8.3.2. Company snapshot
8.3.3. Business performance
8.3.4. Key strategic moves & developments

8.4. IBM CORPORATION

8.4.1. Company overview
8.4.2. Company snapshot
8.4.3. Business performance
8.4.4. Key strategic moves & developments

8.5. INTUITION

8.5.1. Company overview
8.5.2. Company snapshot
8.5.3. Business performance
8.5.4. Key strategic moves & developments

8.6. LEARNING NEXUS LTD

8.6.1. Company overview
8.6.2. Company snapshot
8.6.3. Business performance
8.6.4. Key strategic moves & developments

8.7. NINTENDO CO., LTD.

8.7.1. Company overview
8.7.2. Company snapshot
8.7.3. Business performance
8.7.4. Key strategic moves & developments

8.8. PROMOTION SOFTWARE GMBH

8.8.1. Company overview
8.8.2. Company snapshot
8.8.3. Business performance
8.8.4. Key strategic moves & developments

8.9. REVELIAN

8.9.1. Company overview
8.9.2. Company snapshot
8.9.3. Business performance
8.9.4. Key strategic moves & developments

8.10. TATA INTERACTIVE SYSTEMS

8.10.1. Company overview
8.10.2. Company snapshot
8.10.3. Business performance
8.10.4. Key strategic moves & developments

LIST OF TABLES

TABLE 1. GLOBAL SERIOUS GAMES MARKET, BY USER TYPE, 2016-2023 ($MILLION)
TABLE 2. GLOBAL SERIOUS GAMES MARKET FOR ENTERPRISES, BY REGION, 2016-2023 ($MILLION)
TABLE 3. GLOBAL SERIOUS GAMES MARKET FOR CONSUMERS, BY REGION, 2016-2023 ($MILLION)
TABLE 4. GLOBAL SERIOUS GAMES MARKET, BY APPLICATION, 2016-2023 ($MILLION)
TABLE 5. GLOBAL SERIOUS GAMES MARKET FOR ADVERTISING & MARKETING, BY REGION, 2016-2023 ($MILLION)
TABLE 6. GLOBAL SERIOUS GAMES MARKET FOR SIMULATION TRAINING, BY REGION, 2016-2023 ($MILLION)
TABLE 7. GLOBAL SERIOUS GAMES MARKET FOR RESEARCH & PLANNING, BY REGION, 2016-2023 ($MILLION)
TABLE 8. GLOBAL SERIOUS GAMES MARKET FOR HUMAN RESOURCES, BY REGION, 2016-2023 ($MILLION)
TABLE 9. GLOBAL SERIOUS GAMES MARKET FOR OTHERS, BY REGION, 2016-2023 ($MILLION)
TABLE 10. GLOBAL SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 11. GLOBAL SERIOUS GAMES MARKET FOR HEALTHCARE, BY REGION, 2016-2023 ($MILLION)
TABLE 12. GLOBAL SERIOUS GAMES MARKET FOR AEROSPACE & DEFENSE, BY REGION, 2016-2023 ($MILLION)
TABLE 13. GLOBAL SERIOUS GAMES MARKET FOR GOVERNMENT, BY REGION, 2016-2023 ($MILLION)
TABLE 14. GLOBAL SERIOUS GAMES MARKET FOR EDUCATION, BY REGION, 2016-2023 ($MILLION)
TABLE 15. GLOBAL SERIOUS GAMES MARKET FOR RETAIL, BY REGION, 2016-2023 ($MILLION)
TABLE 16. GLOBAL SERIOUS GAMES MARKET FOR MEDIA & ENTERTAINMENT, BY REGION, 2016-2023 ($MILLION)
TABLE 17. GLOBAL SERIOUS GAMES MARKET FOR OTHERS, BY REGION, 2016-2023 ($MILLION)
TABLE 18. SERIOUS GAMES MARKET, BY REGION, 2016-2023 ($MILLION)
TABLE 19. NORTH AMERICA SERIOUS GAMES MARKET, BY USER TYPE, 2016-2023 ($MILLION)
TABLE 20. NORTH AMERICA SERIOUS GAMES MARKET, BY APPLICATION, 2016-2023 ($MILLION)
TABLE 21. NORTH AMERICA SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 22. NORTH AMERICA SERIOUS GAMES MARKET, BY COUNTRY, 2016-2023 ($MILLION)
TABLE 23. U.S. SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 24. U.S. SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 25. U.S. SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 26. CANADA SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 27. CANADA SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 28. CANADA SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 29. MEXICO SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 30. MEXICO SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 31. MEXICO SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 32. EUROPE SERIOUS GAMES MARKET, BY USER TYPE, 2016-2023 ($MILLION)
TABLE 33. EUROPE SERIOUS GAMES MARKET, BY APPLICATION, 2016-2023 ($MILLION)
TABLE 34. EUROPE SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 35. EUROPE SERIOUS GAMES MARKET, BY COUNTRY, 2016-2023 ($MILLION)
TABLE 36. UK SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 37. UK SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 38. UK SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 39. GERMANY SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 40. GERMANY SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 41. GERMANY SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 42. FRANCE SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 43. FRANCE SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 44. FRANCE SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 45. REST OF EUROPE SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 46. REST OF EUROPE SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 47. REST OF EUROPE SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 48. ASIA-PACIFIC SERIOUS GAMES MARKET, BY USER TYPE, 2016-2023 ($MILLION)
TABLE 49. ASIA-PACIFIC SERIOUS GAMES MARKET, BY APPLICATION, 2016-2023 ($MILLION)
TABLE 50. ASIA-PACIFIC SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 51. ASIA-PACIFIC SERIOUS GAMES MARKET, BY COUNTRY, 2016-2023 ($MILLION)
TABLE 52. CHINA SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 53. CHINA SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 54. CHINA SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 55. JAPAN SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 56. JAPAN SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 57. JAPAN SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 58. AUSTRALIA SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 59. AUSTRALIA SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 60. AUSTRALIA SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 61. REST OF ASIA-PACIFIC SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 62. REST OF ASIA-PACIFIC SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 63. REST OF ASIA-PACIFIC SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 64. LAMEA SERIOUS GAMES MARKET, BY USER TYPE, 2016-2023 ($MILLION)
TABLE 65. LAMEA SERIOUS GAMES MARKET, BY APPLICATION, 2016-2023 ($MILLION)
TABLE 66. LAMEA SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 67. LAMEA SERIOUS GAMES MARKET, BY COUNTRY, 2016-2023 ($MILLION)
TABLE 68. LATIN AMERICA SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 69. LATIN AMERICA SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 70. LATIN AMERICA SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 71. MIDDLE EAST SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 72. MIDDLE EAST SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 73. MIDDLE EAST SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 74. AFRICA SERIOUS GAMES MARKET BY USER TYPE, 2016-2023 ($MILLION)
TABLE 75. AFRICA SERIOUS GAMES MARKET BY APPLICATION, 2016-2023 ($MILLION)
TABLE 76. AFRICA SERIOUS GAMES MARKET BY INDUSTRY VERTICAL, 2016-2023 ($MILLION)
TABLE 77. COMPANY SNAPSHOT: BREAKAWAY, LTD.
TABLE 78. COMPANY SNAPSHOT: DESIGNING DIGITALLY, INC.
TABLE 79. COMPANY SNAPSHOT: DIGINEXT
TABLE 80. COMPANY SNAPSHOT: IBM CORPORATION
TABLE 81. COMPANY SNAPSHOT: INTUITION
TABLE 82. COMPANY SNAPSHOT: LEARNING NEXUS LTD
TABLE 83. COMPANY SNAPSHOT: NINTENDO CO., LTD.
TABLE 84. COMPANY SNAPSHOT: PROMOTION SOFTWARE GMBH
TABLE 85. COMPANY SNAPSHOT: REVELIAN
TABLE 86. COMPANY SNAPSHOT: TATA INTERACTIVE SYSTEMS

LIST OF FIGURES

FIGURE 1. MARKET SEGMENTATION: SERIOUS GAMES MARKET
FIGURE 2. TOP WINNING STRATEGIES, 2013-2017 (%)
FIGURE 3. TOP WINNING STRATEGIES, 2013-2017
FIGURE 4. TOP INVESTMENT POCKETS
FIGURE 5. TOP IMPACTING FACTORS
FIGURE 6. PORTERS FIVE FORCES ANALYSIS
FIGURE 7. BARGAINING POWER OF BUYERS
FIGURE 8. BARGAINING POWER OF SUPPLIERS
FIGURE 9. DEGREE OF COMPETITION
FIGURE 10. THREAT OF NEW ENTRANTS
FIGURE 11. THREAT OF SUBSTITUTES
FIGURE 12. MARKET PLAYER POSITIONING, 2015
FIGURE 13. DRIVERS
FIGURE 14. RESTRAINTS
FIGURE 15. OPPORTUNITIES
FIGURE 16. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES MARKET, BY USER TYPE, 2016 & 2023 (%)
FIGURE 17. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES MARKET FOR ENTERPRISES, BY REGION, 2016 & 2023 (%)
FIGURE 18. GLOBAL SERIOUS GAMES MARKET FOR ENTERPRISES, 2016-2023 ($MILLION)
FIGURE 19. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES MARKET FOR CONSUMERS, BY REGION, 2016 & 2023 (%)
FIGURE 20. GLOBAL SERIOUS GAMES MARKET FOR CONSUMERS, 2016-2023 ($MILLION)
FIGURE 21. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES MARKET, BY APPLICATION, 2016 & 2023 (%)
FIGURE 22. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR ADVERTISING & MARKETING, BY REGION, 2016 & 2023 (%)
FIGURE 23. GLOBAL SERIOUS GAMES MARKET FOR ADVERTISING & MARKETING, 2016-2023 ($MILLION)
FIGURE 24. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR SIMULATION TRAINING, BY REGION, 2016 & 2023 (%)
FIGURE 25. GLOBAL SERIOUS GAMES MARKET FOR SIMULATION TRAINING, 2016-2023 ($MILLION)
FIGURE 26. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR RESEARCH & PLANNING, BY REGION, 2016 & 2023 (%)
FIGURE 27. GLOBAL SERIOUS GAMES MARKET FOR RESEARCH & PLANNING, 2016-2023 ($MILLION)
FIGURE 28. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR HUMAN RESOURCES, BY REGION, 2016 & 2023 (%)
FIGURE 29. GLOBAL SERIOUS GAMES MARKET FOR HUMAN RESOURCES, 2016-2023 ($MILLION)
FIGURE 30. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR OTHERS, BY REGION, 2016 & 2023 (%)
FIGURE 31. GLOBAL SERIOUS GAMES MARKET FOR OTHERS, 2016-2023 ($MILLION)
FIGURE 32. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016 & 2023 (%)
FIGURE 33. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR HEALTHCARE, BY REGION, 2016 & 2023 (%)
FIGURE 34. GLOBAL SERIOUS GAMES MARKET FOR HEALTHCARE, 2016-2023 ($MILLION)
FIGURE 35. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR AEROSPACE & DEFENSE, BY REGION, 2016 & 2023 (%)
FIGURE 36. GLOBAL SERIOUS GAMES MARKET FOR AEROSPACE & DEFENSE, 2016-2023 ($MILLION)
FIGURE 37. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR GOVERNMENT, BY REGION, 2016 & 2023 (%)
FIGURE 38. GLOBAL SERIOUS GAMES MARKET FOR GOVERNMENT, 2016-2023 ($MILLION)
FIGURE 39. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR EDUCATION, BY REGION, 2016 & 2023 (%)
FIGURE 40. GLOBAL SERIOUS GAMES MARKET FOR EDUCATION, 2016-2023 ($MILLION)
FIGURE 41. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR RETAIL, BY REGION, 2016 & 2023 (%)
FIGURE 42. GLOBAL SERIOUS GAMES MARKET FOR RETAIL, 2016-2023 ($MILLION)
FIGURE 43. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR MEDIA & ENTERTAINMENT, BY REGION, 2016 & 2023 (%)
FIGURE 44. GLOBAL SERIOUS GAMES MARKET FOR MEDIA & ENTERTAINMENT, 2016-2023 ($MILLION)
FIGURE 45. COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES FOR OTHERS, BY REGION, 2016 & 2023 (%)
FIGURE 46. GLOBAL SERIOUS GAMES MARKET FOR OTHERS, 2016-2023 ($MILLION)
FIGURE 47. GLOBAL SERIOUS GAMES MARKET BY GEOGRAPHY, MARKET SHARE (2016) AND CAGR (2017-2023, %)
FIGURE 48. COMPARATIVE SHARE ANALYSIS OF NORTH AMERICA SERIOUS GAMES MARKET, BY USER TYPE, 2016 & 2023 (%)
FIGURE 49. COMPARATIVE SHARE ANALYSIS OF NORTH AMERICA SERIOUS GAMES MARKET, BY APPLICATION, 2016 & 2023 (%)
FIGURE 50. COMPARATIVE SHARE ANALYSIS OF NORTH AMERICA SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016 & 2023 (%)
FIGURE 51. COMPARATIVE SHARE ANALYSIS OF NORTH AMERICA SERIOUS GAMES MARKET, BY COUNTRY, 2016 & 2023 (%)
FIGURE 52. NORTH AMERICA SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 53. U.S. SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 54. CANADA SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 55. MEXICO SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 56. COMPARATIVE SHARE ANALYSIS OF EUROPE SERIOUS GAMES MARKET, BY TYPE, 2016 & 2023 (%)
FIGURE 57. COMPARATIVE SHARE ANALYSIS OF EUROPE SERIOUS GAMES MARKET, BY APPLICATION, 2016 & 2023 (%)
FIGURE 58. COMPARATIVE SHARE ANALYSIS OF EUROPE SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016 & 2023 (%)
FIGURE 59. COMPARATIVE SHARE ANALYSIS OF EUROPE SERIOUS GAMES MARKET, BY COUNTRY, 2016 & 2023 (%)
FIGURE 60. EUROPE SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 61. UK SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 62. GERMANY SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 63. FRANCE SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 64. REST OF EUROPE SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 65. COMPARATIVE SHARE ANALYSIS OF ASIA-PACIFIC SERIOUS GAMES MARKET, BY USER TYPE, 2016 & 2023 (%)
FIGURE 66. COMPARATIVE SHARE ANALYSIS OF ASIA-PACIFIC SERIOUS GAMES MARKET, BY APPLICATION, 2016 & 2023 (%)
FIGURE 67. COMPARATIVE SHARE ANALYSIS OF ASIA-PACIFIC SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016 & 2023 (%)
FIGURE 68. COMPARATIVE SHARE ANALYSIS OF ASIA-PACIFIC SERIOUS GAMES MARKET, BY COUNTRY, 2016 & 2023 (%)
FIGURE 69. ASIA-PACIFIC SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 70. CHINA SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 71. JAPAN SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 72. AUSTRALIA SERIOUS GAMES MARKET, 2016-2023 (MILLION)
FIGURE 73. REST OF ASIA-PACIFIC SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 74. COMPARATIVE SHARE ANALYSIS OF LAMEA SERIOUS GAMES MARKET, BY USER TYPE, 2016 & 2023 (%)
FIGURE 75. COMPARATIVE SHARE ANALYSIS OF LAMEA SERIOUS GAMES MARKET, BY APPLICATION, 2016 & 2023 (%)
FIGURE 76. COMPARATIVE SHARE ANALYSIS OF LAMEA SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL, 2016-2023 (%)
FIGURE 77. COMPARATIVE SHARE ANALYSIS OF LAMEA SERIOUS GAMES MARKET, BY COUNTRY, 2016 & 2023 (%)
FIGURE 78. LAMEA SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 79. LATIN AMERICA SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 80. MIDDLE EAST SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 81. AFRICA SERIOUS GAMES MARKET, 2016-2023 ($MILLION)
FIGURE 82. BREAKAWAY, LTD.: FINANCIAL PERFORMANCE
FIGURE 83. DESIGNING DIGITALLY, INC.: FINANCIAL PERFORMANCE
FIGURE 84. DIGINEXT: FINANCIAL PERFORMANCE
FIGURE 85. IBM CORPORATION: FINANCIAL PERFORMANCE
FIGURE 86. INTUITION: FINANCIAL PERFORMANCE
FIGURE 87. LEARNING NEXUS LTD: FINANCIAL PERFORMANCE
FIGURE 88. NINTENDO CO., LTD.: FINANCIAL PERFORMANCE
FIGURE 89. PROMOTION SOFTWARE GMBH: FINANCIAL PERFORMANCE
FIGURE 90. REVELIAN: FINANCIAL PERFORMANCE
FIGURE 91. TATA INTERACTIVE SYSTEMS: FINANCIAL PERFORMANCE