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Global Serious Games Industry Research Report, Growth Trends and Competitive Analysis 2022-2028
Published Date: September 2022
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Report Code: QYRE-Auto-11J12115
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Global Serious Games Industry Research Report Growth Trends and Competitive Analysis 2022 2028
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Global Serious Games Industry Research Report, Growth Trends and Competitive Analysis 2022-2028

Code: QYRE-Auto-11J12115
Report
September 2022
114 Pages
QYResearch
Region: Global
DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES
Report Overview

Due to the COVID-19 pandemic and Russia-Ukraine War Influence, the global market for Serious Games estimated at US$ 4303.2 million in the year 2022, is projected to reach a revised size of US$ 8005.3 million by 2028, growing at a CAGR of 10.9% during the forecast period 2022-2028.

The USA market for Serious Games is estimated to increase from $ million in 2022 to reach $ million by 2028, at a CAGR of % during the forecast period of 2023 through 2028.

The China market for Serious Games is estimated to increase from $ million in 2022 to reach $ million by 2028, at a CAGR of % during the forecast period of 2023 through 2028.

The Europe market for Serious Games is estimated to increase from $ million in 2022 to reach $ million by 2028, at a CAGR of % during the forecast period of 2023 through 2028.

The global key companies of Serious Games include BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Intuition, Learning Nexus Ltd, Nintendo Co., Ltd., Promotion Software GmbH and Revelian, etc. In 2021, the global top five players had a share approximately % in terms of revenue.
Report Scope
This latest report researches the industry structure, revenue and gross margin. Major players’ headquarters, market shares, industry ranking and profiles are presented. The primary and secondary research is done in order to access up-to-date government regulations, market information and industry data. Data were collected from the Serious Games companies, distributors, end users, industry associations, governments' industry bureaus, industry publications, industry experts, third party database, and our in-house databases.
This report also includes a discussion of the major players across each regional Serious Games market. Further, it explains the major drivers and regional dynamics of the global Serious Games market and current trends within the industry.
Key Companies Covered
In this section of the report, the researchers have done a comprehensive analysis of the prominent players operating and the strategies they are focusing on to combat the intense competition. Company profiles and market share analysis of the prominent players are also provided in this section. Additionally, the specialists have done an all-encompassing analysis of each player. They have also provided reliable revenue, market share and rank data of the companies for the period 2017-2022. With the assistance of this report, key players, stakeholders, and other participants will be able to stay abreast of the recent and upcoming developments in the business, further enabling them to make efficient choices. Mentioned below are the prime players taken into account in this research report:
BreakAway, Ltd.
Designing Digitally, Inc.
DIGINEXT
IBM Corporation
Intuition
Learning Nexus Ltd
Nintendo Co., Ltd.
Promotion Software GmbH
Revelian
Tata Interactive Systems
Market Segments
This report has explored the key segments: by Type and by Application. The lucrativeness and growth potential have been looked into by the industry experts in this report. This report also provides revenue forecast data by type and by application segments based on value for the period 2017-2028.

Serious Games Segment by Type

Enterprises
Consumers

Serious Games Segment by Application

Healthcare
Aerospace & defense
Government
Education
Retail
Media & Entertainment
Others
Key Regions & Countries
This section of the report provides key insights regarding various regions and the key players operating in each region. Economic, social, environmental, technological, and political factors have been taken into consideration while assessing the growth of the particular region/country. The readers will also get their hands on the value data of each region and country for the period 2017-2028.
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Key Drivers & Barriers
High-impact rendering factors and drivers have been studied in this report to aid the readers to understand the general development. Moreover, the report includes restraints and challenges that may act as stumbling blocks on the way of the players. This will assist the users to be attentive and make informed decisions related to business. Specialists have also laid their focus on the upcoming business prospects.
COVID-19 and Russia-Ukraine War Influence Analysis
The readers in the section will understand how the Serious Games market scenario changed across the globe during the pandemic, post-pandemic and Russia-Ukraine War. The study is done keeping in view the changes in aspects such as demand, consumption, transportation, consumer behavior, supply chain management, export and import, and production. The industry experts have also highlighted the key factors that will help create opportunities for players and stabilize the overall industry in the years to come.
Report Includes:
This report presents an overview of global market for Serious Games market size. Analyses of the global market trends, with historic market revenue data for 2017 - 2021, estimates for 2022, and projections of CAGR through 2028.
This report researches the key producers of Serious Games, also provides the revenue of main regions and countries. Highlights of the upcoming market potential for Serious Games, and key regions/countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.
This report focuses on the Serious Games revenue, market share and industry ranking of main companies, data from 2017 to 2022. Identification of the major stakeholders in the global Serious Games market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.
This report analyzes the segments data by type and by application, revenue, and growth rate, from 2017 to 2028. Evaluation and forecast the market size for Serious Games revenue, projected growth trends, production technology, application and end-user industry.
Descriptive company profiles of the major global players, including BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Intuition, Learning Nexus Ltd, Nintendo Co., Ltd., Promotion Software GmbH and Revelian, etc.
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Serious Games Market Size Growth Rate by Type: 2017 VS 2021 VS 2028
1.2.2 Enterprises
1.2.3 Consumers
1.3 Market by Application
1.3.1 Global Serious Games Market Growth Rate by Application: 2017 VS 2021 VS 2028
1.3.2 Healthcare
1.3.3 Aerospace & defense
1.3.4 Government
1.3.5 Education
1.3.6 Retail
1.3.7 Media & Entertainment
1.3.8 Others
1.4 Study Objectives
1.5 Years Considered
2 Market Perspective
2.1 Global Serious Games Market Size (2017-2028)
2.2 Serious Games Market Size across Key Geographies Worldwide: 2017 VS 2021 VS 2028
2.3 Global Serious Games Market Size by Region (2017-2022)
2.4 Global Serious Games Market Size Forecast by Region (2023-2028)
2.5 Global Top Serious Games Countries Ranking by Market Size
3 Serious Games Competitive by Company
3.1 Global Serious Games Revenue by Players
3.1.1 Global Serious Games Revenue by Players (2017-2022)
3.1.2 Global Serious Games Market Share by Players (2017-2022)
3.2 Global Serious Games Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Company Covered: Ranking by Serious Games Revenue
3.4 Global Serious Games Market Concentration Ratio
3.4.1 Global Serious Games Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Serious Games Revenue in 2021
3.5 Global Serious Games Key Players Head office and Area Served
3.6 Key Players Serious Games Product Solution and Service
3.7 Date of Enter into Serious Games Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Global Serious Games Breakdown Data by Type
4.1 Global Serious Games Historic Revenue by Type (2017-2022)
4.2 Global Serious Games Forecasted Revenue by Type (2023-2028)
5 Global Serious Games Breakdown Data by Application
5.1 Global Serious Games Historic Market Size by Application (2017-2022)
5.2 Global Serious Games Forecasted Market Size by Application (2023-2028)
6 North America
6.1 North America Serious Games Revenue by Company (2020-2022)
6.2 North America Serious Games Revenue by Type (2017-2028)
6.3 North America Serious Games Revenue by Application (2017-2028)
6.4 North America Serious Games Revenue by Country (2017-2028)
6.4.1 U.S.
6.4.2 Canada
7 Europe
7.1 Europe Serious Games Revenue by Company (2020-2022)
7.2 Europe Serious Games Revenue by Type (2017-2028)
7.3 Europe Serious Games Revenue by Application (2017-2028)
7.4 Europe Serious Games Revenue by Country (2017-2028)
7.4.1 Germany
7.4.2 France
7.4.3 U.K.
7.4.4 Italy
7.4.5 Russia
8 Asia Pacific
8.1 Asia Pacific Serious Games Revenue by Company (2020-2022)
8.2 Asia Pacific Serious Games Revenue by Type (2017-2028)
8.3 Asia Pacific Serious Games Revenue by Application (2017-2028)
8.4 Asia Pacific Serious Games Revenue by Region (2017-2028)
8.4.1 China
8.4.2 Japan
8.4.3 South Korea
8.4.4 India
8.4.5 Australia
8.4.6 Taiwan
8.4.7 Indonesia
8.4.8 Thailand
8.4.9 Malaysia
8.4.10 Philippines
8.4.11 Vietnam
9 Latin America
9.1 Latin America Serious Games Revenue by Company (2020-2022)
9.2 Latin America Serious Games Revenue by Type (2017-2028)
9.3 Latin America Serious Games Revenue by Application (2017-2028)
9.4 Latin America Serious Games Revenue by Country (2017-2028)
9.4.1 Mexico
9.4.2 Brazil
9.4.3 Argentina
10 Middle East and Africa
10.1 Middle East and Africa Serious Games Revenue by Company (2020-2022)
10.2 Middle East and Africa Serious Games Revenue by Type (2017-2028)
10.3 Middle East and Africa Serious Games Revenue by Application (2017-2028)
10.4 Middle East and Africa Serious Games Revenue by Country (2017-2028)
10.4.1 Turkey
10.4.2 Saudi Arabia
10.4.3 UAE
11 Company Profiles
11.1 BreakAway, Ltd.
11.1.1 BreakAway, Ltd. Company Details
11.1.2 BreakAway, Ltd. Business Overview
11.1.3 BreakAway, Ltd. Serious Games Products and Services
11.1.4 BreakAway, Ltd. Serious Games Revenue in Serious Games Business (2017-2022)
11.1.5 BreakAway, Ltd. Serious Games SWOT Analysis
11.1.6 BreakAway, Ltd. Recent Developments
11.2 Designing Digitally, Inc.
11.2.1 Designing Digitally, Inc. Company Details
11.2.2 Designing Digitally, Inc. Business Overview
11.2.3 Designing Digitally, Inc. Serious Games Products and Services
11.2.4 Designing Digitally, Inc. Serious Games Revenue in Serious Games Business (2017-2022)
11.2.5 Designing Digitally, Inc. Serious Games SWOT Analysis
11.2.6 Designing Digitally, Inc. Recent Developments
11.3 DIGINEXT
11.3.1 DIGINEXT Company Details
11.3.2 DIGINEXT Business Overview
11.3.3 DIGINEXT Serious Games Products and Services
11.3.4 DIGINEXT Serious Games Revenue in Serious Games Business (2017-2022)
11.3.5 DIGINEXT Serious Games SWOT Analysis
11.3.6 DIGINEXT Recent Developments
11.4 IBM Corporation
11.4.1 IBM Corporation Company Details
11.4.2 IBM Corporation Business Overview
11.4.3 IBM Corporation Serious Games Products and Services
11.4.4 IBM Corporation Serious Games Revenue in Serious Games Business (2017-2022)
11.4.5 IBM Corporation Serious Games SWOT Analysis
11.4.6 IBM Corporation Recent Developments
11.5 Intuition
11.5.1 Intuition Company Details
11.5.2 Intuition Business Overview
11.5.3 Intuition Serious Games Products and Services
11.5.4 Intuition Serious Games Revenue in Serious Games Business (2017-2022)
11.5.5 Intuition Serious Games SWOT Analysis
11.5.6 Intuition Recent Developments
11.6 Learning Nexus Ltd
11.6.1 Learning Nexus Ltd Company Details
11.6.2 Learning Nexus Ltd Business Overview
11.6.3 Learning Nexus Ltd Serious Games Products and Services
11.6.4 Learning Nexus Ltd Serious Games Revenue in Serious Games Business (2017-2022)
11.6.5 Learning Nexus Ltd Serious Games SWOT Analysis
11.6.6 Learning Nexus Ltd Recent Developments
11.7 Nintendo Co., Ltd.
11.7.1 Nintendo Co., Ltd. Company Details
11.7.2 Nintendo Co., Ltd. Business Overview
11.7.3 Nintendo Co., Ltd. Serious Games Products and Services
11.7.4 Nintendo Co., Ltd. Serious Games Revenue in Serious Games Business (2017-2022)
11.7.5 Nintendo Co., Ltd. Serious Games SWOT Analysis
11.7.6 Nintendo Co., Ltd. Recent Developments
11.8 Promotion Software GmbH
11.8.1 Promotion Software GmbH Company Details
11.8.2 Promotion Software GmbH Business Overview
11.8.3 Promotion Software GmbH Serious Games Products and Services
11.8.4 Promotion Software GmbH Serious Games Revenue in Serious Games Business (2017-2022)
11.8.5 Promotion Software GmbH Serious Games SWOT Analysis
11.8.6 Promotion Software GmbH Recent Developments
11.9 Revelian
11.9.1 Revelian Company Details
11.9.2 Revelian Business Overview
11.9.3 Revelian Serious Games Products and Services
11.9.4 Revelian Serious Games Revenue in Serious Games Business (2017-2022)
11.9.5 Revelian Serious Games SWOT Analysis
11.9.6 Revelian Recent Developments
11.10 Tata Interactive Systems
11.10.1 Tata Interactive Systems Company Details
11.10.2 Tata Interactive Systems Business Overview
11.10.3 Tata Interactive Systems Serious Games Products and Services
11.10.4 Tata Interactive Systems Serious Games Revenue in Serious Games Business (2017-2022)
11.10.5 Tata Interactive Systems Serious Games SWOT Analysis
11.10.6 Tata Interactive Systems Recent Developments
12 Serious Games Market Dynamics
12.1 Serious Games Market Trends
12.2 Serious Games Market Drivers
12.3 Serious Games Market Challenges
12.4 Serious Games Market Restraints
13 Research Findings and Conclusion
14 Appendix
14.1 Research Methodology
14.1.1 Methodology/Research Approach
14.1.2 Data Source
14.2 Author Details
List of Tables
    Table 1. Global Serious Games Market Size Growth Rate by Type (US$ Million), 2017 VS 2021 VS 2028
    Table 2. Key Players of Enterprises
    Table 3. Key Players of Consumers
    Table 4. Global Serious Games Market Size Growth Rate by Application (US$ Million), 2017 VS 2021 VS 2028
    Table 5. Global Serious Games Market Size (US$ Million) by Region: 2017 VS 2021 VS 2028
    Table 6. Global Serious Games Revenue by Region (2017-2022) & (US$ Million)
    Table 7. Global Serious Games Revenue Market Share by Region (2017-2022)
    Table 8. Global Serious Games Revenue by Players (2017-2022) & (US$ Million)
    Table 9. Global Serious Games Market Share by Players (2017-2022)
    Table 10. Global Top Serious Games Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Serious Games as of 2021)
    Table 11. Ranking of Global Top Serious Games Companies by Revenue (US$ Million) in 2021
    Table 12. Global 5 Largest Players Market Share by Serious Games Revenue (CR5 and HHI) & (2017-2022)
    Table 13. Key Players Headquarters and Area Served
    Table 14. Key Players Serious Games Product Solution and Service
    Table 15. Date of Key Manufacturers Enter into Serious Games Market
    Table 16. Mergers & Acquisitions, Expansion Plans
    Table 17. Global Serious Games Market Size by Type (2017-2022) & (US$ Million)
    Table 18. Global Serious Games Revenue Market Share by Type (2017-2022)
    Table 19. Global Serious Games Forecasted Market Size by Type (2023-2028) & (US$ Million)
    Table 20. Global Serious Games Revenue Market Share by Type (2023-2028)
    Table 21. Global Serious Games Market Size by Application (2017-2022) & (US$ Million)
    Table 22. Global Serious Games Revenue Market Share by Application (2017-2022)
    Table 23. Global Serious Games Forecasted Market Size by Application (2023-2028) & (US$ Million)
    Table 24. Global Serious Games Revenue Market Share by Application (2023-2028)
    Table 25. North America Serious Games Revenue by Company (2020-2022) & (US$ Million)
    Table 26. North America Serious Games Revenue by Type (2017-2022) & (US$ Million)
    Table 27. North America Serious Games Revenue by Type (2023-2028) & (US$ Million)
    Table 28. North America Serious Games Revenue by Application (2017-2022) & (US$ Million)
    Table 29. North America Serious Games Revenue by Application (2023-2028) & (US$ Million)
    Table 30. North America Serious Games Revenue by Country (2017-2022) & (US$ Million)
    Table 31. North America Serious Games Revenue by Country (2023-2028) & (US$ Million)
    Table 32. Europe Serious Games Revenue by Company (2020-2022) & (US$ Million)
    Table 33. Europe Serious Games Revenue by Type (2017-2022) & (US$ Million)
    Table 34. Europe Serious Games Revenue by Type (2023-2028) & (US$ Million)
    Table 35. Europe Serious Games Revenue by Application (2017-2022) & (US$ Million)
    Table 36. Europe Serious Games Revenue by Application (2023-2028) & (US$ Million)
    Table 37. Europe Serious Games Revenue by Country (2017-2022) & (US$ Million)
    Table 38. Europe Serious Games Revenue by Country (2023-2028) & (US$ Million)
    Table 39. Asia Pacific Serious Games Revenue by Company (2020-2022) & (US$ Million)
    Table 40. Asia Pacific Serious Games Revenue by Type (2017-2022) & (US$ Million)
    Table 41. Asia Pacific Serious Games Revenue by Type (2023-2028) & (US$ Million)
    Table 42. Asia Pacific Serious Games Revenue by Application (2017-2022) & (US$ Million)
    Table 43. Asia Pacific Serious Games Revenue by Application (2023-2028) & (US$ Million)
    Table 44. Asia Pacific Serious Games Revenue by Region (2017-2022) & (US$ Million)
    Table 45. Asia Pacific Serious Games Revenue by Region (2023-2028) & (US$ Million)
    Table 46. Latin America Serious Games Revenue by Company (2020-2022) & (US$ Million)
    Table 47. Latin America Serious Games Revenue by Type (2017-2022) & (US$ Million)
    Table 48. Latin America Serious Games Revenue by Type (2023-2028) & (US$ Million)
    Table 49. Latin America Serious Games Revenue by Application (2017-2022) & (US$ Million)
    Table 50. Latin America Serious Games Revenue by Application (2023-2028) & (US$ Million)
    Table 51. Latin America Serious Games Revenue by Country (2017-2022) & (US$ Million)
    Table 52. Latin America Serious Games Revenue by Country (2023-2028) & (US$ Million)
    Table 53. Middle East and Africa Serious Games Revenue by Company (2020-2022) & (US$ Million)
    Table 54. Middle East and Africa Serious Games Revenue by Type (2017-2022) & (US$ Million)
    Table 55. Middle East and Africa Serious Games Revenue by Type (2023-2028) & (US$ Million)
    Table 56. Middle East and Africa Serious Games Revenue by Application (2017-2022) & (US$ Million)
    Table 57. Middle East and Africa Serious Games Revenue by Application (2023-2028) & (US$ Million)
    Table 58. Middle East and Africa Serious Games Revenue by Country (2017-2022) & (US$ Million)
    Table 59. Middle East and Africa Serious Games Revenue by Country (2023-2028) & (US$ Million)
    Table 60. BreakAway, Ltd. Company Details
    Table 61. BreakAway, Ltd. Business Overview
    Table 62. BreakAway, Ltd. Serious Games Product and Services
    Table 63. BreakAway, Ltd. Serious Games Revenue in Serious Games Business (2017-2022) & (US$ Million)
    Table 64. BreakAway, Ltd. Serious Games SWOT Analysis
    Table 65. BreakAway, Ltd. Recent Developments
    Table 66. Designing Digitally, Inc. Company Details
    Table 67. Designing Digitally, Inc. Business Overview
    Table 68. Designing Digitally, Inc. Serious Games Product and Services
    Table 69. Designing Digitally, Inc. Serious Games Revenue in Serious Games Business (2017-2022) & (US$ Million)
    Table 70. Designing Digitally, Inc. Serious Games SWOT Analysis
    Table 71. Designing Digitally, Inc. Recent Developments
    Table 72. DIGINEXT Company Details
    Table 73. DIGINEXT Business Overview
    Table 74. DIGINEXT Serious Games Product and Services
    Table 75. DIGINEXT Serious Games Revenue in Serious Games Business (2017-2022) & (US$ Million)
    Table 76. DIGINEXT Serious Games SWOT Analysis
    Table 77. DIGINEXT Recent Developments
    Table 78. IBM Corporation Company Details
    Table 79. IBM Corporation Business Overview
    Table 80. IBM Corporation Serious Games Product and Services
    Table 81. IBM Corporation Serious Games Revenue in Serious Games Business (2017-2022) & (US$ Million)
    Table 82. IBM Corporation Serious Games SWOT Analysis
    Table 83. IBM Corporation Recent Developments
    Table 84. Intuition Company Details
    Table 85. Intuition Business Overview
    Table 86. Intuition Serious Games Product and Services
    Table 87. Intuition Serious Games Revenue in Serious Games Business (2017-2022) & (US$ Million)
    Table 88. Intuition Serious Games SWOT Analysis
    Table 89. Intuition Recent Developments
    Table 90. Learning Nexus Ltd Company Details
    Table 91. Learning Nexus Ltd Business Overview
    Table 92. Learning Nexus Ltd Serious Games Product and Services
    Table 93. Learning Nexus Ltd Serious Games Revenue in Serious Games Business (2017-2022) & (US$ Million)
    Table 94. Learning Nexus Ltd Serious Games SWOT Analysis
    Table 95. Learning Nexus Ltd Recent Developments
    Table 96. Nintendo Co., Ltd. Company Details
    Table 97. Nintendo Co., Ltd. Business Overview
    Table 98. Nintendo Co., Ltd. Serious Games Product and Services
    Table 99. Nintendo Co., Ltd. Serious Games Revenue in Serious Games Business (2017-2022) & (US$ Million)
    Table 100. Nintendo Co., Ltd. Serious Games SWOT Analysis
    Table 101. Nintendo Co., Ltd. Recent Developments
    Table 102. Promotion Software GmbH Company Details
    Table 103. Promotion Software GmbH Business Overview
    Table 104. Promotion Software GmbH Serious Games Product and Services
    Table 105. Promotion Software GmbH Serious Games Revenue in Serious Games Business (2017-2022) & (US$ Million)
    Table 106. Promotion Software GmbH Serious Games SWOT Analysis
    Table 107. Promotion Software GmbH Recent Developments
    Table 108. Revelian Company Details
    Table 109. Revelian Business Overview
    Table 110. Revelian Serious Games Product and Services
    Table 111. Revelian Serious Games Revenue in Serious Games Business (2017-2022) & (US$ Million)
    Table 112. Revelian Serious Games SWOT Analysis
    Table 113. Revelian Recent Developments
    Table 114. Tata Interactive Systems Company Details
    Table 115. Tata Interactive Systems Business Overview
    Table 116. Tata Interactive Systems Serious Games Product and Services
    Table 117. Tata Interactive Systems Serious Games Revenue in Serious Games Business (2017-2022) & (US$ Million)
    Table 118. Tata Interactive Systems Serious Games SWOT Analysis
    Table 119. Tata Interactive Systems Recent Developments
    Table 120. Serious Games Market Trends
    Table 121. Serious Games Market Drivers
    Table 122. Serious Games Market Challenges
    Table 123. Serious Games Market Restraints
    Table 124. Research Programs/Design for This Report
    Table 125. Key Data Information from Secondary Sources
    Table 126. Key Data Information from Primary Sources
List of Figures
    Figure 1. Global Serious Games Sales Market Share by Type: 2021 VS 2028
    Figure 2. Enterprises Features
    Figure 3. Consumers Features
    Figure 4. Global Serious Games Sales Market Share by Application: 2021 VS 2028
    Figure 5. Healthcare Case Studies
    Figure 6. Aerospace & defense Case Studies
    Figure 7. Government Case Studies
    Figure 8. Education Case Studies
    Figure 9. Retail Case Studies
    Figure 10. Media & Entertainment Case Studies
    Figure 11. Others Case Studies
    Figure 12. Serious Games Report Years Considered
    Figure 13. Global Serious Games Revenue, (US$ Million), 2017 VS 2021 VS 2028
    Figure 14. Global Serious Games Market Size 2017-2028 (US$ Million)
    Figure 15. Global Serious Games Market Size Market Share by Region: 2021 VS 2028
    Figure 16. Global Serious Games Revenue Market Share by Region in 2017 VS 2022
    Figure 17. Global Top 10 Serious Games Countries Ranking by Market Size (US$ Million) in 2021
    Figure 18. Global Serious Games Market Share by Players in 2021
    Figure 19. Global Top Serious Games Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Serious Games as of 2021)
    Figure 20. The Top 10 and 5 Players Market Share by Serious Games Revenue in 2021
    Figure 21. North America Serious Games Revenue Market Share by Company in 2021
    Figure 22. North America Serious Games Revenue Market Share by Type (2017-2028)
    Figure 23. North America Serious Games Revenue Market Share by Application (2017-2028)
    Figure 24. North America Serious Games Revenue Share by Country (2017-2028)
    Figure 25. U.S. Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 26. Canada Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 27. Europe Serious Games Revenue Market Share by Company in 2021
    Figure 28. Europe Serious Games Revenue Market Share by Type (2017-2028)
    Figure 29. Europe Serious Games Revenue Market Share by Application (2017-2028)
    Figure 30. Europe Serious Games Revenue Share by Country (2017-2028)
    Figure 31. Germany Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 32. France Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 33. U.K. Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 34. Italy Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 35. Russia Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 36. Asia Pacific Serious Games Revenue Market Share by Company in 2021
    Figure 37. Asia Pacific Serious Games Revenue Market Share by Type (2017-2028)
    Figure 38. Asia Pacific Serious Games Revenue Market Share by Application (2017-2028)
    Figure 39. Asia Pacific Serious Games Revenue Share by Region (2017-2028)
    Figure 40. China Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 41. Japan Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 42. South Korea Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 43. India Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 44. Australia Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 45. Taiwan Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 46. Indonesia Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 47. Thailand Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 48. Malaysia Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 49. Philippines Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 50. Vietnam Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 51. Latin America Serious Games Revenue Market Share by Company in 2021
    Figure 52. Latin America Serious Games Revenue Market Share by Type (2017-2028)
    Figure 53. Latin America Serious Games Revenue Market Share by Application (2017-2028)
    Figure 54. Latin America Serious Games Revenue Share by Country (2017-2028)
    Figure 55. Mexico Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 56. Brazil Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 57. Argentina Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 58. Middle East and Africa Serious Games Revenue Market Share by Company in 2021
    Figure 59. Middle East and Africa Serious Games Revenue Market Share by Type (2017-2028)
    Figure 60. Middle East and Africa Serious Games Revenue Market Share by Application (2017-2028)
    Figure 61. Middle East and Africa Serious Games Revenue Share by Country (2017-2028)
    Figure 62. Turkey Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 63. Saudi Arabia Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 64. UAE Serious Games Revenue (2017-2028) & (US$ Million)
    Figure 65. BreakAway, Ltd. Revenue Growth Rate in Serious Games Business (2017-2022)
    Figure 66. Designing Digitally, Inc. Revenue Growth Rate in Serious Games Business (2017-2022)
    Figure 67. DIGINEXT Revenue Growth Rate in Serious Games Business (2017-2022)
    Figure 68. IBM Corporation Revenue Growth Rate in Serious Games Business (2017-2022)
    Figure 69. Intuition Revenue Growth Rate in Serious Games Business (2017-2022)
    Figure 70. Learning Nexus Ltd Revenue Growth Rate in Serious Games Business (2017-2022)
    Figure 71. Nintendo Co., Ltd. Revenue Growth Rate in Serious Games Business (2017-2022)
    Figure 72. Promotion Software GmbH Revenue Growth Rate in Serious Games Business (2017-2022)
    Figure 73. Revelian Revenue Growth Rate in Serious Games Business (2017-2022)
    Figure 74. Tata Interactive Systems Revenue Growth Rate in Serious Games Business (2017-2022)
    Figure 75. Bottom-up and Top-down Approaches for This Report
    Figure 76. Data Triangulation
    Figure 77. Key Executives Interviewed
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