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The term serious game was coined by Clark Abt in the 1970s in his book “Serious Games”. It refers to various digital applications that are developed to impart learning through games. It includes games whose main purpose is not to entertain, but to educate and teach users and create awareness about a subject.

A key driving factor for the growth of the serious game market is the high return on investment (ROI). Besides, several other factors such as the increased need for user engagement across enterprises and consumer brands, growing usage of mobile-based educational games, and improved learning outcomes are also propelling the growth of the market. However, some of the restraining factors for the growth of the serious game market include improper game design, lack of awareness about serious games, and lack of assessment tools to measure serious game effectiveness. The increasing scale of digitization and emergence of social networks are some of the key challenges for the serious game market.

The serious game market report analyzes the market by vertical, application, platform, end user, and region. The serious game market has been segmented based on vertical into aerospace & defence, automotive, corporate, education, energy, government, healthcare, retail, media & advertising, and others. The application includes emergency services, human resources, marketing, product development, sales, training, and support. The platform covers hand-held, mobile-based, PC-based, and web-based platforms. The end-users include consumers and enterprises.

The report also provides the geographic view for the major regions including North America, Europe, Asia-Pacific (APAC), and the Rest of the World (RoW). In this report, the market drivers, restraints, and opportunities have been covered and are described briefly along with their impact on the serious game market. North America is the largest market for serious games; however, APAC is estimated to grow at the highest CAGR between 2015 and 2020. The key players in the market include IBM Corp. (U.S.), Cisco Systems Inc. (U.S.), Microsoft Corp. (U.S.), Nintendo Co. Ltd. (Japan), BreakAway Games (U.S.), and Serious Game International (U.K.) among others.


Key Takeaways:

- The total market size in terms of value for the serious game market is expected to grow at an estimated CAGR of 16.38% between 2015 and 2020.
- This report includes the market statistics pertaining to vertical, application, platform, end user, and region along with their respective revenues.
- Porter’s Five Forces framework has been utilized along with the value chain analysis to provide an in-depth insight into the serious game market.
- Major market drivers, restraints, and opportunities for the serious game market have been detailed in this report.
- Illustrative segmentation, analysis, and forecast for the markets based on major vertical, application, platform, end user, and region has been conducted to give an overall view of the serious game market.
- The detailed competitive landscape includes key players, in-depth analysis, and revenue of the respective companies.

Table Of Contents

Serious Game Market by Vertical, Application, Platform, End-User, and Region - Forecast to 2020
TABLE OF CONTENTS

1 INTRODUCTION 13
1.1 OBJECTIVES OF THE STUDY 13
1.2 MARKET DEFINITION 13
1.3 SCOPE OF THE STUDY 14
1.3.1 MARKET COVERED 14
1.3.2 YEARS CONSIDERED FOR THE STUDY 14
1.4 CURRENCY and PRICING 15
1.5 LIMITATIONS 15
1.6 STAKEHOLDERS 15
2 RESEARCH METHODOLOGY 16
2.1 RESEARCH DATA 16
2.1.1 SECONDARY DATA 17
2.1.1.1 Key data from secondary sources 17
2.1.2 PRIMARY DATA 18
2.1.2.1 Key data from primary sources 18
2.1.2.2 Key industry insights 19
2.1.2.3 Breakdown of primaries 19
2.2 DEMAND-SIDE ANALYSIS 20
2.2.1 INTRODUCTION 20
2.2.1.1 The implementation of serious games would greatly help in reducing costs 20
2.2.1.2 Death due to medical errors 20
2.2.1.3 Increasing proliferation of mobile devices and social media 21
2.3 MARKET SIZE ESTIMATION 21
2.3.1 BOTTOM-UP APPROACH 22
2.3.2 TOP-DOWN APPROACH 23
2.4 MARKET BREAKDOWN and DATA TRIANGULATION 24
2.5 RESEARCH ASSUMPTIONS 25
2.5.1 ASSUMPTIONS OF THE RESEARCH STUDY 25
3 EXECUTIVE SUMMARY 26
4 PREMIUM INSIGHT - SERIOUS GAME MARKET 30
4.1 SERIOUS GAME MARKET, 2015-2020 ($MILLION) 30
4.2 SERIOUS GAME MARKET, BY FUNCTION (2015-2020) 30
4.3 SERIOUS GAME MARKET, BY REGION AND PLATFORM (2014) 31
4.4 SERIOUS GAME MARKET, BY COUNTRY (2015) 31
4.5 TOP FIVE FUNCTIONS IN THE SERIOUS GAME MARKET (2015) 32
4.6 SERIOUS GAME MARKET, BY ASIA-PACIFIC, 2020 32
5 MARKET OVERVIEW 33
5.1 INTRODUCTION 34
5.2 EVOLUTION 34
5.3 MARKET SEGMENTATION 35
5.3.1 BY VERTICAL 35
5.3.2 BY FUNCTION 35
5.3.3 BY PLATFORM 36
5.3.4 BY END-USER 36
5.3.5 BY REGION 36
5.4 MARKET DYNAMICS 37
5.4.1 DRIVERS 38
5.4.1.1 Serious game drives the profitability 38
5.4.1.2 Increased need for user engagement across enterprises and consumer brands 38
5.4.1.3 Growing usage of mobile-based educational games 38
5.4.1.4 Improvement in learning outcomes is expected to increase the adoption of serious game among end-users 38
5.4.2 RESTRAINTS 40
5.4.2.1 Improper game design could hinder the market's growth 40
5.4.2.2 Lack of awareness about serious games 40
5.4.2.3 Lack of assessment tools to measure the effectiveness of serious game 40
5.4.3 OPPORTUNITIES 41
5.4.3.1 Large-scale digitization 41
5.4.3.2 Emergence of social networks to pave new growth avenues 41
5.4.4 CHALLENGES 42
5.4.4.1 Unavailability of direct-to-consumer based serious games 42
6 INDUSTRY TREND 43
6.1 INTRODUCTION 43
6.2 VALUE CHAIN ANALYSIS 43
6.3 PORTER'S FIVE FORCES ANALYSIS 44
6.3.1 INTENSITY OF RIVALRY 45
6.3.2 THREAT OF SUBSTITUTES 45
6.3.3 BARGAINING POWER OF BUYERS 46
6.3.4 BARGAINING POWER OF SUPPLIERS 47
6.3.5 THREAT OF NEW ENTRANTS 48
6.4 STRATEGIC BENCHMARKING 49
6.4.1 TECHNOLOGY INTEGRATION AND PRODUCT ENHANCEMENT 49
7 MARKET ANALYSIS, BY VERTICAL 50
7.1 INTRODUCTION 51
7.2 AEROSPACE AND DEFENCE 52
7.3 AUTOMOTIVE 54
7.4 CORPORATE 55
7.5 EDUCATION 57
7.6 ENERGY 58
7.7 GOVERNMENT 60
7.8 HEALTHCARE 62
7.9 RETAIL 63
7.10 MEDIA AND ADVERTISING 64
7.11 OTHERS 66
8 MARKET ANALYSIS, BY FUNCTION 68
8.1 INTRODUCTION 69
8.2 EMERGENCY SERVICES 70
8.3 HUMAN RESOURCES 71
8.4 MARKETING 73
8.5 PRODUCT DEVELOPMENT 74
8.6 SALES 76
8.7 TRAINING 78
8.8 SUPPORT 79
9 MARKET ANALYSIS, BY PLATFORM 81
9.1 INTRODUCTION 82
9.2 HAND-HELD 83
9.3 MOBILE-BASED 83
9.4 PC-BASED 84
9.5 WEB-BASED 84
10 MARKET ANALYSIS, BY END-USER 85
10.1 INTRODUCTION 86
10.2 CONSUMER 87
10.3 ENTERPRISE 89
11 REGIONAL ANALYSIS 93
11.1 INTRODUCTION 94
11.2 NORTH AMERICA 95
11.3 EUROPE 99
11.4 ASIA-PACIFIC (APAC) 102
11.5 REST OF THE WORLD (ROW) 106
12 COMPETITIVE LANDSCAPE 110
12.1 OVERVIEW 110
12.2 COMPETITIVE SITUATION AND TRENDS 111
12.2.1 PARTNERSHIPS, AGREEMENTS, AND CONTRACTS 112
12.2.2 PRODUCT DEVELOPMENT 113
12.2.3 NEW PRODUCT LAUNCH 114
13 COMPANY PROFILES 115
13.1 INTRODUCTION 115
13.2 CISCO SYSTEMS INC. 116
13.3 IBM CORPORATION 119
13.4 MICROSOFT CORPORATION 122
13.5 NINTENDO CO. LTD. 125
13.6 SERIOUS GAME INTERNATIONAL 128
13.7 APPLIED RESEARCH ASSOCIATE INC 131
13.8 ATEN INTELLIGENT EDUCATIONAL SYSTEMS INC. 133
13.9 BREAKAWAY LTD. 134
13.10 CCS DIGITAL EDUCATION 135
13.11 DESIGNING DIGITALLY INC. 136
13.12 SERIOUS GAME INTERACTIVE 138
14 APPENDIX 139
14.1 INSIGHTS OF INDUSTRY EXPERTS 139
14.2 DISCUSSION GUIDE 140
14.3 INTRODUCING RT: REAL TIME MARKET INTELLIGENCE 143
14.4 AVAILABLE CUSTOMIZATIONS 144
14.5 RELATED REPORTS 145


LIST OF TABLES

TABLE 1 SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION) 28
TABLE 2 HIGH RETURN ON INVESTMENT IS PROPELLING THE GROWTH OF THE SERIOUS GAME MARKET 39
TABLE 3 IMPROPER GAME DESIGN IS RESTRAINING THE GROWTH OF THE SERIOUS GAME MARKET 41
TABLE 4 LARGE-SCALE OF DIGITIZATION IS EXPECTED TO BOOST THE SERIOUS GAME MARKET 42
TABLE 5 UNAVAILABILITY OF DIRECT-TO-CONSUMER BASED SERIOUS GAME IS EXPECTED TO BE A CHALLENGE FOR END-USERS 42
TABLE 6 SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION) 51
TABLE 7 AEROSPACE AND DEFENCE: SERIOUS GAME MARKET, BY FUNCTION,
2014-2020 ($MILLION) 52
TABLE 8 AEROSPACE AND DEFENCE: SERIOUS GAME MARKET, BY REGION,
2014-2020 ($MILLION) 53
TABLE 9 AUTOMOTIVE: SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION) 54
TABLE 10 AUTOMOTIVE: SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION) 54
TABLE 11 CORPORATE: SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION) 56
TABLE 12 CORPORATE: SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION) 56
TABLE 13 EDUCATION: SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION) 57
TABLE 14 EDUCATION: SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION) 57
TABLE 15 ENERGY: SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION) 59
TABLE 16 ENERGY: SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION) 59
TABLE 17 GOVERNMENT: SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION) 60
TABLE 18 GOVERNMENT: SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION) 61
TABLE 19 HEALTHCARE: SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION) 62
TABLE 20 HEALTHCARE: SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION) 62
TABLE 21 RETAIL: SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION) 63
TABLE 22 RETAIL: SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION) 64
TABLE 23 MEDIA and ADVERTISING SERIOUS GAME MARKET, BY FUNCTION,
2014-2020 ($MILLION) 65
TABLE 24 MEDIA and ADVERTISING SERIOUS GAME MARKET, BY REGION,
2014-2020 ($MILLION) 65
TABLE 25 OTHER SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION) 66
TABLE 26 OTHER SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION) 67
TABLE 27 SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION) 69
TABLE 28 EMERGENCY SERVICES: SERIOUS GAME MARKET, BY VERTICAL,
2014-2020 ($MILLION) 70
TABLE 29 EMERGENCY SERVICES: SERIOUS GAME MARKET, BY END-USER,
2014-2020 ($MILLION) 71
TABLE 30 HUMAN RESOURCES: SERIOUS GAME MARKET, BY VERTICAL,
2014-2020 ($MILLION) 72
TABLE 31 HUMAN RESOURCES: SERIOUS GAME MARKET, BY END-USER,
2014-2020 ($MILLION) 72
TABLE 32 MARKETING: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION) 73
TABLE 33 MARKETING: SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION) 73
TABLE 34 PRODUCT DEVELOPMENT: SERIOUS GAME MARKET, BY VERTICAL,
2014-2020 ($MILLION) 75
TABLE 35 PRODUCT DEVELOPMENT: SERIOUS GAME MARKET, BY END-USER,
2014-2020 ($MILLION) 75
TABLE 36 SALES: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION) 76
TABLE 37 SALES: SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION) 77
TABLE 38 TRAINING: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION) 78
TABLE 39 TRAINING: SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION) 78
TABLE 40 SUPPORT: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION) 80
TABLE 41 SUPPORT: SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION) 80
TABLE 42 SERIOUS GAME MARKET, BY PLATFORM, 2014-2020 ($MILLION) 82
TABLE 43 SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION) 86
TABLE 44 CONSUMER: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION) 87
TABLE 45 CONSUMER: SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION) 88
TABLE 46 CONSUMER: SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION) 89
TABLE 47 ENTERPRISE: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION) 90
TABLE 48 ENTERPRISE: SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION) 91
TABLE 49 ENTERPRISE: SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION) 92
TABLE 50 SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION) 94
TABLE 51 NORTH AMERICA: SERIOUS GAME MARKET, BY COUNTRY, 2014-2020 ($MILLION) 97
TABLE 52 NORTH AMERICA: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION) 97
TABLE 53 NORTH AMERICA: SERIOUS GAME MARKET, BY PLATFORM,
2014-2020 ($MILLION) 98
TABLE 54 NORTH AMERICA: SERIOUS GAME MARKET, BY END-USER,
2014-2020 (MILLION USD) 98
TABLE 55 EUROPE: SERIOUS GAME MARKET, BY COUNTRY, 2014-2020 ($MILLION) 100
TABLE 56 EUROPE: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION) 100
TABLE 57 EUROPE: SERIOUS GAME MARKET, BY PLATFORM, 2014-2020 ($MILLION) 101
TABLE 58 EUROPE: SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION) 101
TABLE 59 APAC: SERIOUS GAME MARKET, BY COUNTRY, 2014-2020 ($MILLION) 104
TABLE 60 APAC: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION) 104
TABLE 61 APAC: SERIOUS GAME MARKET, BY PLATFORM, 2014-2020 ($MILLION) 105
TABLE 62 APAC: SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION) 106
TABLE 63 ROW: SERIOUS GAME MARKET, BY COUNTRY, 2014-2020 ($MILLION) 107
TABLE 64 ROW: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION) 107
TABLE 65 ROW: SERIOUS GAME MARKET, BY PLATFORM, 2014-2020 ($MILLION) 108
TABLE 66 ROW: SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION) 109
TABLE 67 PARTNERSHIPS, AGREEMENTS, COLLABORATIONS, AND CONTRACTS, 2011-2014 112
TABLE 68 NEW PRODUCT DEVELOPMENT, 2012 - 2015 113
TABLE 69 NEW PRODUCT LAUNCH, 2012 - 2014 114


LIST OF FIGURES

FIGURE 1 RESEARCH DESIGN 16
FIGURE 2 BOTTOM-UP APPROACH 22
FIGURE 3 TOP-DOWN APPROACH 23
FIGURE 4 DATA TRIANGULATION 24
FIGURE 5 SERIOUS GAME MARKET SEGMENTATION 26
FIGURE 6 SERIOUS GAME FUNCTION MARKET SNAPSHOT (2015 VS. 2020): MARKET FOR TRAINING IS EXPECTED TO ACCOUNT FOR THE MAJOR SHARE DURING THE FORECAST PERIOD 27
FIGURE 7 SERIOUS GAME MARKET, BY VERTICAL, 2015 28
FIGURE 8 SERIOUS GAME MARKET, BY REGION, 2015 29
FIGURE 9 ATTRACTIVE OPPORTUNITY IN THE SERIOUS GAME MARKET 30
FIGURE 10 TRAINING FUNCTION ACCOUNTED FOR THE HIGHEST MARKET SHARE IN THE SERIOUS GAME MARKET 30
FIGURE 11 MOBILE-BASED SERIOUS GAME ACCOUNTED FOR THE HIGHEST MARKET SHARE 31
FIGURE 12 THE U.S. ACCOUNTED FOR THE HIGHEST SHARE IN THE SERIOUS GAME MARKET IN 2015 31
FIGURE 13 CORPORATE AND EDUCATION SECTORS ARE EXPECTED TO ACCOUNT FOR THE HIGHEST MARKET SHARE IN NORTH AMERICA 32
FIGURE 14 INDIA IS EXPECTED TO GROW AT A HIGHER CAGR BETWEEN 2015 AND 2020 32
FIGURE 15 EVOLUTION OF SERIOUS GAME 34
FIGURE 16 SERIOUS GAME MARKET SEGMENTATION: BY VERTICAL 35
FIGURE 17 SERIOUS GAME MARKET SEGMENTATION: BY FUNCTION 35
FIGURE 18 SERIOUS GAME MARKET SEGMENTATION: BY PLATFORM 36
FIGURE 19 SERIOUS GAME MARKET SEGMENTATION: BY END-USER 36
FIGURE 20 SERIOUS GAME MARKET SEGMENTATION: BY REGION 36
FIGURE 21 THE HIGH RETURN ON INVESTMENT IS EXPECTED TO SPUR THE DEMAND FOR SERIOUS GAMES 37
FIGURE 22 VALUE CHAIN ANALYSIS: MAJOR VALUE IS ADDED DURING THE DEVELOPMENT STAGE OF SERIOUS GAMES 44
FIGURE 23 PORTER'S FIVE FORCES ANALYSIS 44
FIGURE 24 INTENSITY OF RIVALRY 45
FIGURE 25 THREAT OF SUBSTITUTES 45
FIGURE 26 BARGAINING POWER OF BUYERS 46
FIGURE 27 BARGAINING POWER OF SUPPLIERS 47
FIGURE 28 THREAT OF NEW ENTRANTS 48
FIGURE 29 STRATEGIC BENCHMARKING: MICROSOFT AND NINTENDO LARGELY ADOPTED ORGANIC GROWTH STRATEGIES FOR TECHNOLOGY INTEGRATION AND PRODUCT ENHANCEMENT 49
FIGURE 30 SERIOUS GAME MARKET SEGMENTATION, BY VERTICAL 51
FIGURE 31 NORTH AMERICA DOMINATED THE AEROSPACE AND DEFENCE MARKET FOR SERIOUS GAMES 53
FIGURE 32 THE SALES FUNCTION IS EXPECTED TO GROW AT THE HIGHEST CAGR BETWEEN 2015 AND 2020 IN THE CORPORATE SECTOR 55
FIGURE 33 APAC IS EXPECTED TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD IN THE EDUCATION SEGMENT 58
FIGURE 34 THE TRAINING FUNCTION IS EXPECTED TO DOMINATE THE SERIOUS GAME MARKET IN THE GOVERNMENT SECTOR BETWEEN 2015 AND 2020 61
FIGURE 35 THE SALES FUNCTION OF SERIOUS GAMES IS EXPECTED TO GROW AT A HIGHER CAGR DURING 2015 AND 2020 IN THE RETAIL SECTOR 63
FIGURE 36 NORTH AMERICA ACCOUNTED FOR A MAJOR SHARE OF THE MEDIA AND ADVERTISING SERIOUS GAME MARKET 66
FIGURE 37 THE TRAINING FUNCTION IS EXPECTED TO DOMINATE THE SERIOUS GAME MARKET BETWEEN 2015 AND 2020 69
FIGURE 38 CORPORATE SECTOR IS EXPECTED TO GROW AT THE HIGHEST CAGR DURING FORECAST PERIOD 71
FIGURE 39 THE ENTERPRISE SECTOR IS EXPECTED TO LEAD THE MARKETING FUNCTION OF SERIOUS GAMES DURING THE FORECAST PERIOD 74
FIGURE 40 THE ENTERPRISE SEGMENT IS EXPECTED TO LEAD THE MARKET FOR SERIOUS GAMES USED IN THE SALES FUNCTION BETWEEN 2015 AND 2020 77
FIGURE 41 THE HEALTHCARE SEGMENT IS EXPECTED TO DOMINATE THE SUPPORT FUNCTION OF THE SERIOUS GAME MARKET BETWEEN 2015 AND 2020 79
FIGURE 42 SERIOUS GAME MARKET, BY PLATFORM 82
FIGURE 43 MOBILE-BASED GAMES ARE EXPECTED TO DOMINATE THE SERIOUS GAME MARKET DURING THE FORECAST PERIOD 83
FIGURE 44 SERIOUS GAME MARKET SEGMENTATION: BY END-USER 86
FIGURE 45 THE EDUCATION SEGMENT IS EXPECTED TO DOMINATE THE CONSUMER MARKET BETWEEN 2015 AND 2020 88
FIGURE 46 SALES FUNCTION ACCOUNTED FOR A MAJOR SHARE OF THE ENTERPRISE MARKET FOR SERIOUS GAMES 91
FIGURE 47 GEOGRAPHIC SNAPSHOT - DEVELOPING COUNTRIES ARE EMERGING AS NEW HOT SPOTS 94
FIGURE 48 NORTH AMERICA IS EXPECTED TO DOMINATE THE SERIOUS GAME MARKET DURING 2015 AND 2020 95
FIGURE 49 NORTH AMERICA SNAPSHOT (2014-2020): DEMAND IS LIKELY TO BE DRIVEN BY HUGE INVESTMENTS BY BIG PLAYERS IN THE SERIOUS GAME MARKET 96
FIGURE 50 THE ENTERPRISE SEGMENT IS EXPECTED TO DOMINATE THE NORTH AMERICAN SERIOUS GAME MARKET 99
FIGURE 51 WEB-BASED SERIOUS GAMES ARE EXPECTED TO GROW AT A HIGHER CAGR IN THE EUROPEAN MARKET 101
FIGURE 52 ASIA PACIFIC SERIOUS GAME MARKET SNAPSHOT - CHINA IS THE MOST LUCRATIVE MARKET 103
FIGURE 53 THE HEALTHCARE SEGMENT IS EXPECTED TO DOMINATE THE APAC SERIOUS GAME MARKET BETWEEN 2015 AND 2020 105
FIGURE 54 SOUTH AMERICA IS EXPECTED TO DOMINATE AS WELL AS GROW AT A HIGHER RATE DURING 2015 AND 2020 106
FIGURE 55 MOBILE-BASED SERIOUS GAMES ACCOUNTED FOR A MAJOR MARKET SHARE OF THE ROW MARKET 108
FIGURE 56 COMPANIES ADOPTED PARTNERSHIPS, AGREEMENTS, AND CONTRACTS AS KEY GROWTH STRATEGIES DURING 2012 AND 2015 110
FIGURE 57 MICROSOFT CORP. GREW AT THE FASTEST RATE BETWEEN 2011 AND 2014 111
FIGURE 58 MARKET EVOLUTION FRAMEWORK-SIGNIFICANT PARTNERSHIPS, AGREEMENTS, AND CONTRACTS HAVE FUELLED THE GROWTH AND INNOVATION IN THE SERIOUS GAME MARKET IN 2014 111
FIGURE 59 BATTLE FOR MARKET SHARE: PARTNERSHIPS, AGREEMENTS, AND CONTRACTS COMPRISED THE KEY STRATEGY 112
FIGURE 60 GEOGRAPHIC REVENUE MIX OF THE TOP FIVE MARKET PLAYERS 115
FIGURE 61 CISCO SYSTEMS INC.: COMPANY SNAPSHOT 116
FIGURE 62 CISCO SYSTEMS INC.: SWOT ANALYSIS 117
FIGURE 63 IBM CORPORATION: COMPANY SNAPSHOT 119
FIGURE 64 IBM CORPORATION: SWOT ANALYSIS 120
FIGURE 65 MICROSOFT CORPORATION: COMPANY SNAPSHOT 122
FIGURE 66 MICROSOFT CORPORATION: SWOT ANALYSIS 124
FIGURE 67 NINTENDO CO. LTD.: COMPANY SNAPSHOT 125
FIGURE 68 NINTENDO CO. LTD.: SWOT ANALYSIS 126
FIGURE 69 SERIOUS GAME INTERNATIONAL: SWOT ANALYSIS 130

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