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Serious Games - Global Market Share and Ranking, Overall Sales and Demand Forecast 2024-2030
Published Date: September 2024
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Report Code: QYRE-Auto-33A5947
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Global Serious Games Market Insights and Forecast to 2028
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Serious Games - Global Market Share and Ranking, Overall Sales and Demand Forecast 2024-2030

Code: QYRE-Auto-33A5947
Report
September 2024
Pages:111
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Serious Games - Market Size

The global market for Serious Games was estimated to be worth US$ 3766.6 million in 2023 and is forecast to a readjusted size of US$ 8005.3 million by 2030 with a CAGR of 10.9% during the forecast period 2024-2030

Serious Games - Market

Serious Games - Market

North American market for Serious Games was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Serious Games was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Europe market for Serious Games was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
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 2023, the global five largest players hold a share approximately % in terms of revenue.

Report Scope

This report aims to provide a comprehensive presentation of the global market for Serious Games, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Serious Games by region & country, by Type, and by Application.
The Serious Games market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Serious Games.
Market Segmentation

Scope of Serious Games - Market Report

Report Metric Details
Report Name Serious Games - Market
Forecasted market size in 2030 US$ 8005.3 million
CAGR 10.9%
Forecasted years 2024 - 2030
Segment by Type:
  • Enterprises
  • Consumers
Segment by Application
By Region
  • North America (United States, Canada)
  • Europe (Germany, France, UK, Italy, Russia) Rest of Europe
  • Nordic Countries
  • 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)
By Company BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Intuition, Learning Nexus Ltd, Nintendo Co., Ltd., Promotion Software GmbH, Revelian, Tata Interactive Systems
Forecast units USD million in value
Report coverage Revenue and volume forecast, company share, competitive landscape, growth factors and trends

Chapter Outline

  • Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
  • Chapter 2: Detailed analysis of Serious Games manufacturers competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
  • Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
  • Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
  • Chapter 5: Revenue of Serious Games in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
  • Chapter 6: Revenue of Serious Games in country level. It provides sigmate data by Type, and by Application for each country/region.
  • Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
  • Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
  • Chapter 9: Conclusion.

FAQ for this report

What is the Serious Games - Market size in 2030?

Ans: The Serious Games - Market size in 2030 will be US$ 8005.3 million.

Who are the main players in the Serious Games - Market report?

Ans: The main players in the Serious Games - Market are BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Intuition, Learning Nexus Ltd, Nintendo Co., Ltd., Promotion Software GmbH, Revelian, Tata Interactive Systems

What are the Application segmentation covered in the Serious Games - Market report?

Ans: The Applications covered in the Serious Games - Market report are Healthcare, Aerospace & defense, Government, Education, Retail, Media & Entertainment, Others

What are the Type segmentation covered in the Serious Games - Market report?

Ans: The Types covered in the Serious Games - Market report are Enterprises, Consumers

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1 Market Overview
1.1 Serious Games Product Introduction
1.2 Global Serious Games Market Size Forecast
1.3 Serious Games Market Trends & Drivers
1.3.1 Serious Games Industry Trends
1.3.2 Serious Games Market Drivers & Opportunity
1.3.3 Serious Games Market Challenges
1.3.4 Serious Games Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Serious Games Players Revenue Ranking (2023)
2.2 Global Serious Games Revenue by Company (2019-2024)
2.3 Key Companies Serious Games Manufacturing Base Distribution and Headquarters
2.4 Key Companies Serious Games Product Offered
2.5 Key Companies Time to Begin Mass Production of Serious Games
2.6 Serious Games Market Competitive Analysis
2.6.1 Serious Games Market Concentration Rate (2019-2024)
2.6.2 Global 5 and 10 Largest Companies by Serious Games Revenue in 2023
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Serious Games as of 2023)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Enterprises
3.1.2 Consumers
3.2 Global Serious Games Sales Value by Type
3.2.1 Global Serious Games Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Serious Games Sales Value, by Type (2019-2030)
3.2.3 Global Serious Games Sales Value, by Type (%) (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Healthcare
4.1.2 Aerospace & defense
4.1.3 Government
4.1.4 Education
4.1.5 Retail
4.1.6 Media & Entertainment
4.1.7 Others
4.2 Global Serious Games Sales Value by Application
4.2.1 Global Serious Games Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Serious Games Sales Value, by Application (2019-2030)
4.2.3 Global Serious Games Sales Value, by Application (%) (2019-2030)
5 Segmentation by Region
5.1 Global Serious Games Sales Value by Region
5.1.1 Global Serious Games Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Serious Games Sales Value by Region (2019-2024)
5.1.3 Global Serious Games Sales Value by Region (2025-2030)
5.1.4 Global Serious Games Sales Value by Region (%), (2019-2030)
5.2 North America
5.2.1 North America Serious Games Sales Value, 2019-2030
5.2.2 North America Serious Games Sales Value by Country (%), 2023 VS 2030
5.3 Europe
5.3.1 Europe Serious Games Sales Value, 2019-2030
5.3.2 Europe Serious Games Sales Value by Country (%), 2023 VS 2030
5.4 Asia Pacific
5.4.1 Asia Pacific Serious Games Sales Value, 2019-2030
5.4.2 Asia Pacific Serious Games Sales Value by Country (%), 2023 VS 2030
5.5 South America
5.5.1 South America Serious Games Sales Value, 2019-2030
5.5.2 South America Serious Games Sales Value by Country (%), 2023 VS 2030
5.6 Middle East & Africa
5.6.1 Middle East & Africa Serious Games Sales Value, 2019-2030
5.6.2 Middle East & Africa Serious Games Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Serious Games Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Serious Games Sales Value
6.3 United States
6.3.1 United States Serious Games Sales Value, 2019-2030
6.3.2 United States Serious Games Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Serious Games Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Serious Games Sales Value, 2019-2030
6.4.2 Europe Serious Games Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Serious Games Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Serious Games Sales Value, 2019-2030
6.5.2 China Serious Games Sales Value by Type (%), 2023 VS 2030
6.5.3 China Serious Games Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Serious Games Sales Value, 2019-2030
6.6.2 Japan Serious Games Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Serious Games Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Serious Games Sales Value, 2019-2030
6.7.2 South Korea Serious Games Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Serious Games Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Serious Games Sales Value, 2019-2030
6.8.2 Southeast Asia Serious Games Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Serious Games Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Serious Games Sales Value, 2019-2030
6.9.2 India Serious Games Sales Value by Type (%), 2023 VS 2030
6.9.3 India Serious Games Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 BreakAway, Ltd.
7.1.1 BreakAway, Ltd. Profile
7.1.2 BreakAway, Ltd. Main Business
7.1.3 BreakAway, Ltd. Serious Games Products, Services and Solutions
7.1.4 BreakAway, Ltd. Serious Games Revenue (US$ Million) & (2019-2024)
7.1.5 BreakAway, Ltd. Recent Developments
7.2 Designing Digitally, Inc.
7.2.1 Designing Digitally, Inc. Profile
7.2.2 Designing Digitally, Inc. Main Business
7.2.3 Designing Digitally, Inc. Serious Games Products, Services and Solutions
7.2.4 Designing Digitally, Inc. Serious Games Revenue (US$ Million) & (2019-2024)
7.2.5 Designing Digitally, Inc. Recent Developments
7.3 DIGINEXT
7.3.1 DIGINEXT Profile
7.3.2 DIGINEXT Main Business
7.3.3 DIGINEXT Serious Games Products, Services and Solutions
7.3.4 DIGINEXT Serious Games Revenue (US$ Million) & (2019-2024)
7.3.5 IBM Corporation Recent Developments
7.4 IBM Corporation
7.4.1 IBM Corporation Profile
7.4.2 IBM Corporation Main Business
7.4.3 IBM Corporation Serious Games Products, Services and Solutions
7.4.4 IBM Corporation Serious Games Revenue (US$ Million) & (2019-2024)
7.4.5 IBM Corporation Recent Developments
7.5 Intuition
7.5.1 Intuition Profile
7.5.2 Intuition Main Business
7.5.3 Intuition Serious Games Products, Services and Solutions
7.5.4 Intuition Serious Games Revenue (US$ Million) & (2019-2024)
7.5.5 Intuition Recent Developments
7.6 Learning Nexus Ltd
7.6.1 Learning Nexus Ltd Profile
7.6.2 Learning Nexus Ltd Main Business
7.6.3 Learning Nexus Ltd Serious Games Products, Services and Solutions
7.6.4 Learning Nexus Ltd Serious Games Revenue (US$ Million) & (2019-2024)
7.6.5 Learning Nexus Ltd Recent Developments
7.7 Nintendo Co., Ltd.
7.7.1 Nintendo Co., Ltd. Profile
7.7.2 Nintendo Co., Ltd. Main Business
7.7.3 Nintendo Co., Ltd. Serious Games Products, Services and Solutions
7.7.4 Nintendo Co., Ltd. Serious Games Revenue (US$ Million) & (2019-2024)
7.7.5 Nintendo Co., Ltd. Recent Developments
7.8 Promotion Software GmbH
7.8.1 Promotion Software GmbH Profile
7.8.2 Promotion Software GmbH Main Business
7.8.3 Promotion Software GmbH Serious Games Products, Services and Solutions
7.8.4 Promotion Software GmbH Serious Games Revenue (US$ Million) & (2019-2024)
7.8.5 Promotion Software GmbH Recent Developments
7.9 Revelian
7.9.1 Revelian Profile
7.9.2 Revelian Main Business
7.9.3 Revelian Serious Games Products, Services and Solutions
7.9.4 Revelian Serious Games Revenue (US$ Million) & (2019-2024)
7.9.5 Revelian Recent Developments
7.10 Tata Interactive Systems
7.10.1 Tata Interactive Systems Profile
7.10.2 Tata Interactive Systems Main Business
7.10.3 Tata Interactive Systems Serious Games Products, Services and Solutions
7.10.4 Tata Interactive Systems Serious Games Revenue (US$ Million) & (2019-2024)
7.10.5 Tata Interactive Systems Recent Developments
8 Industry Chain Analysis
8.1 Serious Games Industrial Chain
8.2 Serious Games Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Serious Games Sales Model
8.5.2 Sales Channel
8.5.3 Serious Games Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
List of Tables
    Table 1. Serious Games Market Trends
    Table 2. Serious Games Market Drivers & Opportunity
    Table 3. Serious Games Market Challenges
    Table 4. Serious Games Market Restraints
    Table 5. Global Serious Games Revenue by Company (2019-2024) & (US$ Million)
    Table 6. Global Serious Games Revenue Market Share by Company (2019-2024)
    Table 7. Key Companies Serious Games Manufacturing Base Distribution and Headquarters
    Table 8. Key Companies Serious Games Product Type
    Table 9. Key Companies Time to Begin Mass Production of Serious Games
    Table 10. Global Serious Games Companies Market Concentration Ratio (CR5 and HHI)
    Table 11. Global Top Companies Market Share by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Serious Games as of 2023)
    Table 12. Mergers & Acquisitions, Expansion Plans
    Table 13. Global Serious Games Sales Value by Type: 2019 VS 2023 VS 2030 (US$ Million)
    Table 14. Global Serious Games Sales Value by Type (2019-2024) & (US$ Million)
    Table 15. Global Serious Games Sales Value by Type (2025-2030) & (US$ Million)
    Table 16. Global Serious Games Sales Market Share in Value by Type (2019-2024) & (%)
    Table 17. Global Serious Games Sales Market Share in Value by Type (2025-2030) & (%)
    Table 18. Global Serious Games Sales Value by Application: 2019 VS 2023 VS 2030 (US$ Million)
    Table 19. Global Serious Games Sales Value by Application (2019-2024) & (US$ Million)
    Table 20. Global Serious Games Sales Value by Application (2025-2030) & (US$ Million)
    Table 21. Global Serious Games Sales Market Share in Value by Application (2019-2024) & (%)
    Table 22. Global Serious Games Sales Market Share in Value by Application (2025-2030) & (%)
    Table 23. Global Serious Games Sales Value by Region: 2019 VS 2023 VS 2030 (US$ Million)
    Table 24. Global Serious Games Sales Value by Region (2019-2024) & (US$ Million)
    Table 25. Global Serious Games Sales Value by Region (2025-2030) & (US$ Million)
    Table 26. Global Serious Games Sales Value by Region (2019-2024) & (%)
    Table 27. Global Serious Games Sales Value by Region (2025-2030) & (%)
    Table 28. Key Countries/Regions Serious Games Sales Value Growth Trends, (US$ Million): 2019 VS 2023 VS 2030
    Table 29. Key Countries/Regions Serious Games Sales Value, (2019-2024) & (US$ Million)
    Table 30. Key Countries/Regions Serious Games Sales Value, (2025-2030) & (US$ Million)
    Table 31. BreakAway, Ltd. Basic Information List
    Table 32. BreakAway, Ltd. Description and Business Overview
    Table 33. BreakAway, Ltd. Serious Games Products, Services and Solutions
    Table 34. Revenue (US$ Million) in Serious Games Business of BreakAway, Ltd. (2019-2024)
    Table 35. BreakAway, Ltd. Recent Developments
    Table 36. Designing Digitally, Inc. Basic Information List
    Table 37. Designing Digitally, Inc. Description and Business Overview
    Table 38. Designing Digitally, Inc. Serious Games Products, Services and Solutions
    Table 39. Revenue (US$ Million) in Serious Games Business of Designing Digitally, Inc. (2019-2024)
    Table 40. Designing Digitally, Inc. Recent Developments
    Table 41. DIGINEXT Basic Information List
    Table 42. DIGINEXT Description and Business Overview
    Table 43. DIGINEXT Serious Games Products, Services and Solutions
    Table 44. Revenue (US$ Million) in Serious Games Business of DIGINEXT (2019-2024)
    Table 45. DIGINEXT Recent Developments
    Table 46. IBM Corporation Basic Information List
    Table 47. IBM Corporation Description and Business Overview
    Table 48. IBM Corporation Serious Games Products, Services and Solutions
    Table 49. Revenue (US$ Million) in Serious Games Business of IBM Corporation (2019-2024)
    Table 50. IBM Corporation Recent Developments
    Table 51. Intuition Basic Information List
    Table 52. Intuition Description and Business Overview
    Table 53. Intuition Serious Games Products, Services and Solutions
    Table 54. Revenue (US$ Million) in Serious Games Business of Intuition (2019-2024)
    Table 55. Intuition Recent Developments
    Table 56. Learning Nexus Ltd Basic Information List
    Table 57. Learning Nexus Ltd Description and Business Overview
    Table 58. Learning Nexus Ltd Serious Games Products, Services and Solutions
    Table 59. Revenue (US$ Million) in Serious Games Business of Learning Nexus Ltd (2019-2024)
    Table 60. Learning Nexus Ltd Recent Developments
    Table 61. Nintendo Co., Ltd. Basic Information List
    Table 62. Nintendo Co., Ltd. Description and Business Overview
    Table 63. Nintendo Co., Ltd. Serious Games Products, Services and Solutions
    Table 64. Revenue (US$ Million) in Serious Games Business of Nintendo Co., Ltd. (2019-2024)
    Table 65. Nintendo Co., Ltd. Recent Developments
    Table 66. Promotion Software GmbH Basic Information List
    Table 67. Promotion Software GmbH Description and Business Overview
    Table 68. Promotion Software GmbH Serious Games Products, Services and Solutions
    Table 69. Revenue (US$ Million) in Serious Games Business of Promotion Software GmbH (2019-2024)
    Table 70. Promotion Software GmbH Recent Developments
    Table 71. Revelian Basic Information List
    Table 72. Revelian Description and Business Overview
    Table 73. Revelian Serious Games Products, Services and Solutions
    Table 74. Revenue (US$ Million) in Serious Games Business of Revelian (2019-2024)
    Table 75. Revelian Recent Developments
    Table 76. Tata Interactive Systems Basic Information List
    Table 77. Tata Interactive Systems Description and Business Overview
    Table 78. Tata Interactive Systems Serious Games Products, Services and Solutions
    Table 79. Revenue (US$ Million) in Serious Games Business of Tata Interactive Systems (2019-2024)
    Table 80. Tata Interactive Systems Recent Developments
    Table 81. Key Raw Materials Lists
    Table 82. Raw Materials Key Suppliers Lists
    Table 83. Serious Games Downstream Customers
    Table 84. Serious Games Distributors List
    Table 85. Research Programs/Design for This Report
    Table 86. Key Data Information from Secondary Sources
    Table 87. Key Data Information from Primary Sources
    Table 88. Business Unit and Senior & Team Lead Analysts
List of Figures
    Figure 1. Serious Games Product Picture
    Figure 2. Global Serious Games Sales Value, 2019 VS 2023 VS 2030 (US$ Million)
    Figure 3. Global Serious Games Sales Value (2019-2030) & (US$ Million)
    Figure 4. Serious Games Report Years Considered
    Figure 5. Global Serious Games Players Revenue Ranking (2023) & (US$ Million)
    Figure 6. The 5 and 10 Largest Manufacturers in the World: Market Share by Serious Games Revenue in 2023
    Figure 7. Serious Games Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2019 VS 2023
    Figure 8. Enterprises Picture
    Figure 9. Consumers Picture
    Figure 10. Global Serious Games Sales Value by Type (2019 VS 2023 VS 2030) & (US$ Million)
    Figure 11. Global Serious Games Sales Value Market Share by Type, 2023 & 2030
    Figure 12. Product Picture of Healthcare
    Figure 13. Product Picture of Aerospace & defense
    Figure 14. Product Picture of Government
    Figure 15. Product Picture of Education
    Figure 16. Product Picture of Retail
    Figure 17. Product Picture of Media & Entertainment
    Figure 18. Product Picture of Others
    Figure 19. Global Serious Games Sales Value by Application (2019 VS 2023 VS 2030) & (US$ Million)
    Figure 20. Global Serious Games Sales Value Market Share by Application, 2023 & 2030
    Figure 21. North America Serious Games Sales Value (2019-2030) & (US$ Million)
    Figure 22. North America Serious Games Sales Value by Country (%), 2023 VS 2030
    Figure 23. Europe Serious Games Sales Value (2019-2030) & (US$ Million)
    Figure 24. Europe Serious Games Sales Value by Country (%), 2023 VS 2030
    Figure 25. Asia Pacific Serious Games Sales Value (2019-2030) & (US$ Million)
    Figure 26. Asia Pacific Serious Games Sales Value by Country (%), 2023 VS 2030
    Figure 27. South America Serious Games Sales Value (2019-2030) & (US$ Million)
    Figure 28. South America Serious Games Sales Value by Country (%), 2023 VS 2030
    Figure 29. Middle East & Africa Serious Games Sales Value (2019-2030) & (US$ Million)
    Figure 30. Middle East & Africa Serious Games Sales Value by Country (%), 2023 VS 2030
    Figure 31. Key Countries/Regions Serious Games Sales Value (%), (2019-2030)
    Figure 32. United States Serious Games Sales Value, (2019-2030) & (US$ Million)
    Figure 33. United States Serious Games Sales Value by Type (%), 2023 VS 2030
    Figure 34. United States Serious Games Sales Value by Application (%), 2023 VS 2030
    Figure 35. Europe Serious Games Sales Value, (2019-2030) & (US$ Million)
    Figure 36. Europe Serious Games Sales Value by Type (%), 2023 VS 2030
    Figure 37. Europe Serious Games Sales Value by Application (%), 2023 VS 2030
    Figure 38. China Serious Games Sales Value, (2019-2030) & (US$ Million)
    Figure 39. China Serious Games Sales Value by Type (%), 2023 VS 2030
    Figure 40. China Serious Games Sales Value by Application (%), 2023 VS 2030
    Figure 41. Japan Serious Games Sales Value, (2019-2030) & (US$ Million)
    Figure 42. Japan Serious Games Sales Value by Type (%), 2023 VS 2030
    Figure 43. Japan Serious Games Sales Value by Application (%), 2023 VS 2030
    Figure 44. South Korea Serious Games Sales Value, (2019-2030) & (US$ Million)
    Figure 45. South Korea Serious Games Sales Value by Type (%), 2023 VS 2030
    Figure 46. South Korea Serious Games Sales Value by Application (%), 2023 VS 2030
    Figure 47. Southeast Asia Serious Games Sales Value, (2019-2030) & (US$ Million)
    Figure 48. Southeast Asia Serious Games Sales Value by Type (%), 2023 VS 2030
    Figure 49. Southeast Asia Serious Games Sales Value by Application (%), 2023 VS 2030
    Figure 50. India Serious Games Sales Value, (2019-2030) & (US$ Million)
    Figure 51. India Serious Games Sales Value by Type (%), 2023 VS 2030
    Figure 52. India Serious Games Sales Value by Application (%), 2023 VS 2030
    Figure 53. Serious Games Industrial Chain
    Figure 54. Serious Games Manufacturing Cost Structure
    Figure 55. Channels of Distribution (Direct Sales, and Distribution)
    Figure 56. Bottom-up and Top-down Approaches for This Report
    Figure 57. Data Triangulation
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