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Global Serious Game Market 2018 Industry Research Report

This report focuses on the global Serious Game status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Serious Game development in United States, Europe and China. A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion, and politics. The education segment accounts for the major share of the market. APAC is expected to be the fastest-growing region in the serious game market at a CAGR between 2018 and 2023. The growing interest of manufacturers in serious games and the increasing emphasis on the development of serious games are propelling the growth of the market in the APAC region. In 2017, the global Serious Game market size was 2770 million US$ and it is expected to reach 9840 million US$ by the end of 2025, with a CAGR of 17.2% during 2018-2025. The key players covered in this study Cisco IBM Microsoft Nintendo Serious Game International Applied Research Associates BreakAway Games CCS Education Designing Digitally Serious Game Interactive Market segment by Type, the product can be split into Mobile-based PC-based Web-based Market segment by Application, split into Aerospace and Defence Automotive Education Energy Government Healthcare Media and Advertising Others Market segment by Regions/Countries, this report covers United States Europe China Japan Southeast Asia India Central & South America The study objectives of this report are: To analyze global Serious Game status, future forecast, growth opportunity, key market and key players. To present the Serious Game development in United States, Europe and China. To strategically profile the key players and comprehensively analyze their development plan and strategies. To define, describe and forecast the market by product type, market and key regions. In this study, the years considered to estimate the market size of Serious Game are as follows: History Year: 2013-2017 Base Year: 2017 Estimated Year: 2018 Forecast Year 2018 to 2025 For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
Table of Contents 1 Report Overview 1.1 Study Scope 1.2 Key Market Segments 1.3 Players Covered 1.4 Market Analysis by Type 1.4.1 Global Serious Game Market Size Growth Rate by Type (2013-2025) 1.4.2 Mobile-based 1.4.3 PC-based 1.4.4 Web-based 1.5 Market by Application 1.5.1 Global Serious Game Market Share by Application (20
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About this Report
Report ID 290679
Category
Published on 10-Aug
Number of Pages 91
Publisher Name QY Research
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