The serious games market size has grown exponentially in recent years. It will grow from $9.71 billion in 2023 to $11.67 billion in 2024 at a compound annual growth rate (CAGR) of 20.3%. The expansion during the historical period can be attributed to educational initiatives, healthcare training, corporate training, and skill development, as well as military and defense applications, and efforts to enhance employee engagement and productivity.
The serious games market size is expected to see exponential growth in the next few years. It will grow to $25.74 billion in 2028 at a compound annual growth rate (CAGR) of 21.9%. The anticipated growth in the forecast period can be attributed to personalized learning solutions, healthcare patient care, diversity and inclusion training, the global expansion of e-learning, and the rise of gamified assessments. Key trends expected in the forecast period involve integration with artificial intelligence (AI), advancements in virtual reality (VR) and augmented reality (AR), increased access to technology, gamification in corporate training, and cross-platform accessibility.
The growth of the serious games market is anticipated to be driven by the adoption of virtual reality in training and development activities. Virtual reality creates an artificial world through software, immersing users to the extent that they accept it as real. This technology offers a learning environment where individuals can experiment with new skills, safely fail, learn from mistakes, and progress professionally. A study by the Korea World Bank Partnerships Facility in April 2021 demonstrated that VR training can be as effective, if not more, than traditional training in enhancing student learning outcomes. Students who underwent VR training reported a 20% improvement in confidence and self-efficacy after completing their courses. Therefore, the incorporation of virtual reality in training and development activities is expected to fuel the growth of the serious games market.
The growth of the serious games market is anticipated to be fueled by the increasing demand in the aerospace industry. The aerospace industry encompasses the collaborative efforts, development, production, and maintenance of aircraft and spacecraft. Serious games offer a realistic and immersive training environment, enabling aerospace professionals to simulate scenarios closely resembling real-world situations. This enhances the learning experience, provides hands-on training, facilitates safety training, reduces training time, supports cross-functional training, and creates customized training scenarios tailored to specific skills, procedures, or challenges relevant to their roles. For example, in August 2023, Cadrex reported that the aerospace industry revenue was $741 billion in 2022, marking a 3% increase from 2021. Hence, the growing demand in the aerospace sector is a key driver for the serious games market.
The significant trend in the serious games market is the emergence of advanced technological infrastructure. Leading players in this sector are introducing innovations to games by incorporating technologies such as cloud computing, virtual reality, and the metaverse. The metaverse creates a virtual world where users can interact within a computer-generated environment, offering real-time experiences and enhancing game interactivity. A notable example is Amazon's AWS Cloud Quest, a role-playing game introduced in March 2022. This online game simplifies users' learning of cloud computing techniques, allowing cloud practitioners to design avatars and navigate a virtual city to solve cloud-related technological problems, earning character styles, companions, and virtual goods.
The prominent companies in the serious games market are forging partnerships to enhance their market positions and develop innovative products. Collaborations in this sector aim to foster innovation, leverage complementary expertise, and expedite the advancement of advanced therapies. A notable example is the April 2023 partnership between HAVELSAN A.Ş., a Turkey-based defense and information technology company, and Epic Games, Inc., a US-based video game and software development company. This collaboration utilizes Epic Games' Unreal Engine capabilities, resulting in the creation of "malazgirt," a first-person shooter game developed for the malazgirt Serious Game Infrastructure Project, emphasizing HAVELSAN's focus on serious games for the defense sector.
In October 2021, Wicket Gaming AB, a mobile game developer based in Sweden, entered into a definitive agreement to purchase Wegesrand Group for $4.1 million. This acquisition is expected to broaden Wicket Gaming's media and edtech offerings, enhancing the diversity of its product line. The inclusion of Wegesrand Group, a game development company in Germany, brings valuable knowledge transfer to Wicket Gaming.
Major companies operating in the serious games market report are IBM Corporation, Cisco Systems Inc., Nintendo Co. Ltd., Grendel Games, Tygron BV, MPS Interactive Systems Ltd., Applied Research Associates Inc., Hourblast Games, Cole Engineering Services Inc., Diginext, Alelo TLT LLC, Tata Interactive Systems, Promotion Software GmbH, Next Games Ltd., In-Depth Engineering Corporation, iCivics Inc., Filament Games LLC, Can Studios Ltd., BreakAway Games Ltd., Chaos Theory Games, Learning Nexus Ltd., Akili Interactive Labs, Designing Digitally Inc., Triseum LLC, DFUSION Inc., Revelian Pty Ltd., Open Mind Innovation, Deus Marmota, L.I.B. Businessgames BV, CCS Digital Education Ltd., Vcom3D Inc.
Asia-Pacific was the largest region in the serious games market in 2023. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the serious games market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the serious games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The primary platforms for serious games encompass smartphones, consoles, PCs, and other platforms. The smartphone segment involves the sales of serious games specifically designed for smartphones, which are mobile devices incorporating built-in computers, operating systems, web browsing, and the capacity to run software programs. Serious games find applications in simulation and training, research and planning, advertising and marketing, human resources, and other domains. End users of serious games span education, healthcare, aerospace and defense, government, retail, media and entertainment, and various other verticals.
The serious games market research report is one of a series of new reports that provides serious games market statistics, including serious games industry global market size, regional shares, competitors with a serious games market share, detailed serious games market segments, market trends and opportunities, and any further data you may need to thrive in the serious games industry. The serious games market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The serious games market consists of revenues earned by entities by providing cognitive training and physical rehabilitation. Values in this market are ‘factory gate’ values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
The serious games market size is expected to see exponential growth in the next few years. It will grow to $25.74 billion in 2028 at a compound annual growth rate (CAGR) of 21.9%. The anticipated growth in the forecast period can be attributed to personalized learning solutions, healthcare patient care, diversity and inclusion training, the global expansion of e-learning, and the rise of gamified assessments. Key trends expected in the forecast period involve integration with artificial intelligence (AI), advancements in virtual reality (VR) and augmented reality (AR), increased access to technology, gamification in corporate training, and cross-platform accessibility.
The growth of the serious games market is anticipated to be driven by the adoption of virtual reality in training and development activities. Virtual reality creates an artificial world through software, immersing users to the extent that they accept it as real. This technology offers a learning environment where individuals can experiment with new skills, safely fail, learn from mistakes, and progress professionally. A study by the Korea World Bank Partnerships Facility in April 2021 demonstrated that VR training can be as effective, if not more, than traditional training in enhancing student learning outcomes. Students who underwent VR training reported a 20% improvement in confidence and self-efficacy after completing their courses. Therefore, the incorporation of virtual reality in training and development activities is expected to fuel the growth of the serious games market.
The growth of the serious games market is anticipated to be fueled by the increasing demand in the aerospace industry. The aerospace industry encompasses the collaborative efforts, development, production, and maintenance of aircraft and spacecraft. Serious games offer a realistic and immersive training environment, enabling aerospace professionals to simulate scenarios closely resembling real-world situations. This enhances the learning experience, provides hands-on training, facilitates safety training, reduces training time, supports cross-functional training, and creates customized training scenarios tailored to specific skills, procedures, or challenges relevant to their roles. For example, in August 2023, Cadrex reported that the aerospace industry revenue was $741 billion in 2022, marking a 3% increase from 2021. Hence, the growing demand in the aerospace sector is a key driver for the serious games market.
The significant trend in the serious games market is the emergence of advanced technological infrastructure. Leading players in this sector are introducing innovations to games by incorporating technologies such as cloud computing, virtual reality, and the metaverse. The metaverse creates a virtual world where users can interact within a computer-generated environment, offering real-time experiences and enhancing game interactivity. A notable example is Amazon's AWS Cloud Quest, a role-playing game introduced in March 2022. This online game simplifies users' learning of cloud computing techniques, allowing cloud practitioners to design avatars and navigate a virtual city to solve cloud-related technological problems, earning character styles, companions, and virtual goods.
The prominent companies in the serious games market are forging partnerships to enhance their market positions and develop innovative products. Collaborations in this sector aim to foster innovation, leverage complementary expertise, and expedite the advancement of advanced therapies. A notable example is the April 2023 partnership between HAVELSAN A.Ş., a Turkey-based defense and information technology company, and Epic Games, Inc., a US-based video game and software development company. This collaboration utilizes Epic Games' Unreal Engine capabilities, resulting in the creation of "malazgirt," a first-person shooter game developed for the malazgirt Serious Game Infrastructure Project, emphasizing HAVELSAN's focus on serious games for the defense sector.
In October 2021, Wicket Gaming AB, a mobile game developer based in Sweden, entered into a definitive agreement to purchase Wegesrand Group for $4.1 million. This acquisition is expected to broaden Wicket Gaming's media and edtech offerings, enhancing the diversity of its product line. The inclusion of Wegesrand Group, a game development company in Germany, brings valuable knowledge transfer to Wicket Gaming.
Major companies operating in the serious games market report are IBM Corporation, Cisco Systems Inc., Nintendo Co. Ltd., Grendel Games, Tygron BV, MPS Interactive Systems Ltd., Applied Research Associates Inc., Hourblast Games, Cole Engineering Services Inc., Diginext, Alelo TLT LLC, Tata Interactive Systems, Promotion Software GmbH, Next Games Ltd., In-Depth Engineering Corporation, iCivics Inc., Filament Games LLC, Can Studios Ltd., BreakAway Games Ltd., Chaos Theory Games, Learning Nexus Ltd., Akili Interactive Labs, Designing Digitally Inc., Triseum LLC, DFUSION Inc., Revelian Pty Ltd., Open Mind Innovation, Deus Marmota, L.I.B. Businessgames BV, CCS Digital Education Ltd., Vcom3D Inc.
Asia-Pacific was the largest region in the serious games market in 2023. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the serious games market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the serious games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The primary platforms for serious games encompass smartphones, consoles, PCs, and other platforms. The smartphone segment involves the sales of serious games specifically designed for smartphones, which are mobile devices incorporating built-in computers, operating systems, web browsing, and the capacity to run software programs. Serious games find applications in simulation and training, research and planning, advertising and marketing, human resources, and other domains. End users of serious games span education, healthcare, aerospace and defense, government, retail, media and entertainment, and various other verticals.
The serious games market research report is one of a series of new reports that provides serious games market statistics, including serious games industry global market size, regional shares, competitors with a serious games market share, detailed serious games market segments, market trends and opportunities, and any further data you may need to thrive in the serious games industry. The serious games market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The serious games market consists of revenues earned by entities by providing cognitive training and physical rehabilitation. Values in this market are ‘factory gate’ values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Serious Games Market Characteristics3. Serious Games Market Trends and Strategies32. Global Serious Games Market Competitive Benchmarking33. Global Serious Games Market Competitive Dashboard34. Key Mergers and Acquisitions in the Serious Games Market
4. Serious Games Market - Macro Economic Scenario
5. Global Serious Games Market Size and Growth
6. Serious Games Market Segmentation
7. Serious Games Market Regional and Country Analysis
8. Asia-Pacific Serious Games Market
9. China Serious Games Market
10. India Serious Games Market
11. Japan Serious Games Market
12. Australia Serious Games Market
13. Indonesia Serious Games Market
14. South Korea Serious Games Market
15. Western Europe Serious Games Market
16. UK Serious Games Market
17. Germany Serious Games Market
18. France Serious Games Market
19. Italy Serious Games Market
20. Spain Serious Games Market
21. Eastern Europe Serious Games Market
22. Russia Serious Games Market
23. North America Serious Games Market
24. USA Serious Games Market
25. Canada Serious Games Market
26. South America Serious Games Market
27. Brazil Serious Games Market
28. Middle East Serious Games Market
29. Africa Serious Games Market
30. Serious Games Market Competitive Landscape and Company Profiles
31. Serious Games Market Other Major and Innovative Companies
35. Serious Games Market Future Outlook and Potential Analysis
36. Appendix
Executive Summary
Serious Games Global Market Report 2024 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on serious games market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Reasons to Purchase
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- Assess the Russia-Ukraine war’s impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
- Measure the impact of high global inflation on market growth.
- Create regional and country strategies on the basis of local data and analysis.
- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
- Understand customers based on the latest market shares.
- Benchmark performance against key competitors.
- Suitable for supporting your internal and external presentations with reliable high quality data and analysis.
- Report will be updated with the latest data and delivered to you with an Excel data sheet for easy data extraction and analysis.
- All data from the report will also be delivered in an excel dashboard format.
Where is the largest and fastest growing market for serious games? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? This report answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include:
- The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.
- The impact of higher inflation in many countries and the resulting spike in interest rates.
- The continued but declining impact of COVID-19 on supply chains and consumption patterns.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Report Scope
Markets Covered:1) By Gaming Platform: Smartphone; Console; PC; Other Platforms
2) By Application: Simulation and Training; Research and Planning; Advertising and Marketing; Human Resources; Other Applications
3) By Industry Vertical: Education; Healthcare; Aerospace and Defense; Government; Retail; Media and Entertainment; Other Verticals
Key Companies Mentioned: IBM Corporation; Cisco Systems Inc.; Nintendo Co. Ltd.; Grendel Games; Tygron BV
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes
Delivery Format: PDF, Word and Excel Data Dashboard
Companies Mentioned
- IBM Corporation
- Cisco Systems Inc.
- Nintendo Co. Ltd.
- Grendel Games
- Tygron BV
- MPS Interactive Systems Ltd.
- Applied Research Associates Inc.
- Hourblast Games
- Cole Engineering Services Inc.
- Diginext
- Alelo TLT LLC
- Tata Interactive Systems
- Promotion Software GmbH
- Next Games Ltd.
- In-Depth Engineering Corporation
- iCivics Inc.
- Filament Games LLC
- Can Studios Ltd.
- BreakAway Games Ltd.
- Chaos Theory Games
- Learning Nexus Ltd.
- Akili Interactive Labs
- Designing Digitally Inc.
- Triseum LLC
- DFUSION Inc.
- Revelian Pty Ltd.
- Open Mind Innovation
- Deus Marmota
- L.I.B. Businessgames BV
- CCS Digital Education Ltd.
- Vcom3D Inc.
Methodology
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