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Serious Games Market Report 2025

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    Report

  • 200 Pages
  • March 2025
  • Region: Global
  • The Business Research Company
  • ID: 5767439
The serious games market size has grown rapidly in recent years. It will grow from $11.44 billion in 2024 to $13.62 billion in 2025 at a compound annual growth rate (CAGR) of 19.1%. The growth in the historic period can be attributed to educational initiatives, healthcare training, corporate training and skill development, military and defense applications, employee engagement and productivity.

The serious games market size is expected to see exponential growth in the next few years. It will grow to $32.33 billion in 2029 at a compound annual growth rate (CAGR) of 24.1%. The growth in the forecast period can be attributed to personalized learning solutions, healthcare patient care, diversity and inclusion training, global expansion of e-learning, rise of gamified assessments. Major trends in the forecast period include integration with artificial intelligence (AI), advancements in virtual reality (VR) and augmented reality (AR), increased access to technology, gamification in corporate training, cross-platform accessibility.

The increasing adoption of virtual reality in training and development activities is projected to significantly boost the growth of the serious games market. Virtual reality creates an artificial environment through software, allowing users to immerse themselves in a simulated world that feels real. This technology provides a safe learning environment where individuals can practice new skills, make mistakes, learn from them, and enhance their professional capabilities. For instance, in February 2022, the National Institutes of Health (NIH), a US-based government agency, indicated that total spending on augmented reality (AR) and virtual reality (VR) products was expected to exceed $215 billion in 2021, with the global healthcare AR and VR market projected to reach $5.1 billion by 2025. Consequently, the integration of virtual reality into training and development initiatives is anticipated to propel 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 April 2023, Savvy Games Group, a video game industry company based in Saudi Arabia, acquired Scopely, Inc., for an undisclosed amount. This acquisition was aimed at leveraging Savvy's strategic resources to enhance Scopely's growth, allowing the company to deepen its franchises, expand its player base, and explore cross-platform opportunities in PC and console gaming. This initiative is intended to foster innovation and bolster Savvy's position in the global gaming market. Scopely, Inc., a US-based interactive entertainment company, specializes in mobile-first video game development and offers serious games.

Major companies operating in the serious games market include IBM Corporation, Cisco Systems Inc., 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, 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 2024. 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.

Serious games are designed to facilitate learning and behavior change, incorporating specific skills, knowledge, and attitudes. They blend learning techniques, game mechanics, and structured knowledge to create captivating, engrossing, and entertaining experiences.

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 Strategies4. Serious Games Market - Macro Economic Scenario Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics and Covid and Recovery on the Market
5. Global Serious Games Growth Analysis and Strategic Analysis Framework
5.1. Global Serious Games PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
5.2. Analysis of End Use Industries
5.3. Global Serious Games Market Growth Rate Analysis
5.4. Global Serious Games Historic Market Size and Growth, 2019-2024, Value ($ Billion)
5.5. Global Serious Games Forecast Market Size and Growth, 2024-2029, 2034F, Value ($ Billion)
5.6. Global Serious Games Total Addressable Market (TAM)
6. Serious Games Market Segmentation
6.1. Global Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Smartphone
  • Console
  • PC
  • Other Platforms
6.2. Global Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Simulation and Training
  • Research and Planning
  • Advertising and Marketing
  • Human Resources
  • Other Applications
6.3. Global Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Education
  • Healthcare
  • Aerospace and Defense
  • Government
  • Retail
  • Media and Entertainment
  • Other Verticals
6.4. Global Serious Games Market, Sub-Segmentation of Smartphone, by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Mobile Apps
  • Augmented Reality (AR) Games
6.5. Global Serious Games Market, Sub-Segmentation of Console, by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • PlayStation
  • Xbox
  • Nintendo Switch
6.6. Global Serious Games Market, Sub-Segmentation of PC, by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Windows
  • MacOS
  • Linux
6.7. Global Serious Games Market, Sub-Segmentation of Other Platforms, by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality (VR) Systems
  • Web-Based Games
7. Serious Games Market Regional and Country Analysis
7.1. Global Serious Games Market, Split by Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
7.2. Global Serious Games Market, Split by Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
8. Asia-Pacific Serious Games Market
8.1. Asia-Pacific Serious Games Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
8.2. Asia-Pacific Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
8.3. Asia-Pacific Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
8.4. Asia-Pacific Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
9. China Serious Games Market
9.1. China Serious Games Market Overview
9.2. China Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
9.3. China Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
9.4. China Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
10. India Serious Games Market
10.1. India Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
10.2. India Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
10.3. India Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
11. Japan Serious Games Market
11.1. Japan Serious Games Market Overview
11.2. Japan Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
11.3. Japan Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
11.4. Japan Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
12. Australia Serious Games Market
12.1. Australia Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
12.2. Australia Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
12.3. Australia Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
13. Indonesia Serious Games Market
13.1. Indonesia Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
13.2. Indonesia Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
13.3. Indonesia Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
14. South Korea Serious Games Market
14.1. South Korea Serious Games Market Overview
14.2. South Korea Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
14.3. South Korea Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
14.4. South Korea Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
15. Western Europe Serious Games Market
15.1. Western Europe Serious Games Market Overview
15.2. Western Europe Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
15.3. Western Europe Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
15.4. Western Europe Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
16. UK Serious Games Market
16.1. UK Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
16.2. UK Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
16.3. UK Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
17. Germany Serious Games Market
17.1. Germany Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
17.2. Germany Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
17.3. Germany Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
18. France Serious Games Market
18.1. France Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
18.2. France Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
18.3. France Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
19. Italy Serious Games Market
19.1. Italy Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
19.2. Italy Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
19.3. Italy Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
20. Spain Serious Games Market
20.1. Spain Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
20.2. Spain Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
20.3. Spain Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
21. Eastern Europe Serious Games Market
21.1. Eastern Europe Serious Games Market Overview
21.2. Eastern Europe Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
21.3. Eastern Europe Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
21.4. Eastern Europe Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
22. Russia Serious Games Market
22.1. Russia Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
22.2. Russia Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
22.3. Russia Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
23. North America Serious Games Market
23.1. North America Serious Games Market Overview
23.2. North America Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
23.3. North America Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
23.4. North America Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
24. USA Serious Games Market
24.1. USA Serious Games Market Overview
24.2. USA Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
24.3. USA Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
24.4. USA Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
25. Canada Serious Games Market
25.1. Canada Serious Games Market Overview
25.2. Canada Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
25.3. Canada Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
25.4. Canada Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
26. South America Serious Games Market
26.1. South America Serious Games Market Overview
26.2. South America Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
26.3. South America Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
26.4. South America Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
27. Brazil Serious Games Market
27.1. Brazil Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
27.2. Brazil Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
27.3. Brazil Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
28. Middle East Serious Games Market
28.1. Middle East Serious Games Market Overview
28.2. Middle East Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
28.3. Middle East Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
28.4. Middle East Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
29. Africa Serious Games Market
29.1. Africa Serious Games Market Overview
29.2. Africa Serious Games Market, Segmentation by Gaming Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
29.3. Africa Serious Games Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
29.4. Africa Serious Games Market, Segmentation by Industry Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
30. Serious Games Market Competitive Landscape and Company Profiles
30.1. Serious Games Market Competitive Landscape
30.2. Serious Games Market Company Profiles
30.2.1. IBM Corporation Overview, Products and Services, Strategy and Financial Analysis
30.2.2. Cisco Systems Inc. Overview, Products and Services, Strategy and Financial Analysis
30.2.3. Grendel Games Overview, Products and Services, Strategy and Financial Analysis
30.2.4. Tygron BV Overview, Products and Services, Strategy and Financial Analysis
30.2.5. MPS Interactive Systems Ltd. Overview, Products and Services, Strategy and Financial Analysis
31. Serious Games Market Other Major and Innovative Companies
31.1. Applied Research Associates Inc.
31.2. Hourblast Games
31.3. Cole Engineering Services Inc.
31.4. Diginext
31.5. Alelo TLT LLC
31.6. Tata Interactive Systems
31.7. Promotion Software GmbH
31.8. In-Depth Engineering Corporation
31.9. ICivics Inc.
31.10. Filament Games LLC
31.11. Can Studios Ltd.
31.12. BreakAway Games Ltd.
31.13. Chaos Theory Games
31.14. Learning Nexus Ltd.
31.15. Akili Interactive Labs
32. Global Serious Games Market Competitive Benchmarking and Dashboard33. Key Mergers and Acquisitions in the Serious Games Market34. Recent Developments in the Serious Games Market
35. Serious Games Market High Potential Countries, Segments and Strategies
35.1 Serious Games Market in 2029 - Countries Offering Most New Opportunities
35.2 Serious Games Market in 2029 - Segments Offering Most New Opportunities
35.3 Serious Games Market in 2029 - Growth Strategies
35.3.1 Market Trend-based Strategies
35.3.2 Competitor Strategies
36. Appendix
36.1. Abbreviations
36.2. Currencies
36.3. Historic and Forecast Inflation Rates
36.4. Research Inquiries
36.5. About the Analyst
36.6. Copyright and Disclaimer

Executive Summary

Serious Games Global Market Report 2025 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:

  • Gain a truly global perspective with the most comprehensive report available on this market covering 15 geographies.
  • Assess the impact of key macro factors such as conflict, pandemic and recovery, inflation and interest rate environment and the 2nd Trump presidency.
  • 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 along 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.

Description

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? The serious games market global 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 forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
  • 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.

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

Subsegments:

1) By Smartphone: Mobile Apps; Augmented Reality (AR) Games
2) By Console: PlayStation; Xbox; Nintendo Switch
3) By PC: Windows; macOS; Linux
4) By Other Platforms: Virtual Reality (VR) Systems; Web-Based Games

Key Companies Mentioned: IBM Corporation; Cisco Systems Inc.; Grendel Games; Tygron BV; MPS Interactive Systems Ltd.

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.
  • 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
  • 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.

Table Information