全球严肃游戏市场 – 2031 年行业趋势及预测

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全球严肃游戏市场 – 2031 年行业趋势及预测

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  • Upcoming Report
  • Feb 2024
  • Global
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Global Serious Game Market

市场规模(十亿美元)

CAGR :  % Diagram

Diagram Forecast Period
2024 –0
Diagram Market Size (Base Year)
USD MILLION
Diagram Market Size (Forecast Year)
USD MILLION
Diagram CAGR
%
Diagram Major Markets Players
  • Dummy1
  • Dummy2
  • Dummy3
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>全球严肃游戏市场,按应用(广告和营销、模拟训练、销售、紧急服务、研究和规划、人力资源、产品开发、支持、其他)、涵盖的平台(基于 Web、基于 PC、基于移动、手持)、垂直行业(医疗保健、零售、航空航天和国防、政府、教育、媒体和娱乐、汽车、公司、能源、其他)、最终用户(消费者、企业)划分 - 行业趋势和预测到 2031 年。

严肃游戏市场

严肃游戏市场分析及规模

技术的快速进步,尤其是虚拟现实(VR)、增强现实(AR) 和移动设备,大大提升了严肃游戏的功能。得益于这些技术提供的沉浸式和逼真的体验,这些进步使用户能够以更真实、更令人兴奋的方式与虚拟环境互动

Data Bridge Market Research 分析,全球严肃游戏市场在 2023 年为 133.2 亿美元,到 2031 年可能达到 477.2797 亿美元,预计在预测期内的复合年增长率为 17.30%。由于“广告”在无线通信过程中用于高效信号传输,它们还支持高频且可靠,因此广泛用于军事应用,因此在市场应用领域中占据主导地位。此外,5G 网络的推出可能会导致对手机功率放大器的需求增加。

除了对市场价值、增长率、细分、地理覆盖范围和主要参与者等市场情景的见解之外,Data Bridge Market Research 策划的市场报告还包括深入的专家分析、按地理位置表示的公司生产和产能、分销商和合作伙伴的网络布局、详细和更新的价格趋势分析以及供应链和需求的赤字分析。

严肃游戏市场范围和细分

报告指标

细节

预测期

2024 至 2031 年

基准年

2023

历史岁月

2022 (可定制为 2016-2021)

定量单位

收入(百万美元)、销量(单位)、定价(美元)

涵盖的领域

按应用(广告和营销、模拟训练、销售、应急服务、研究和规划、人力资源、产品开发、支持、其他)、涵盖的平台(基于 Web、基于 PC、基于移动、手持)、垂直行业(医疗保健、零售、航空航天和国防、政府、教育、媒体和娱乐、汽车、公司、能源、其他)、最终用户(消费者、企业)

覆盖国家

U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E., South Africa, Egypt, Israel, Rest of the Middle East and Africa

Market Players Covered

Associates Inc (U.S.), BreakAway Games (U.S.), CCS (India), Cisco, Inc. (U.S.), Designing Digitally Inc. (U.S.), IBM Corporation (U.S.), Microsoft (U.S.), Diginext SRL (France), MPS Limited (India), Intuition (Ireland), Unity Studios ApS (U.S.), PLAYER RESEARCH LTD (U.K.), Savivo( Denmark), Bohemia Interactive Simulations (Czech Republic), Hopelab(U.S.), Conteneo Inc. (U.S.), Real Project Management Ltd (U.K.), Epic Systems Corporation(U.S.), TiER1 Performance Solutions (U.S.) among others

Market Opportunities

  • Expansion in healthcare simulations
  • Incorporation of gamification in corporate training
  • Rise of mobile gaming platforms

Market Definition

Serious game is designed to provide education and training-related services. It simulates the real world into a virtual world scenario. They offer multiple benefits including decision-making, self-monitoring, negotiation, enhanced problem recognition and problem-solving, and social skills such as collaboration. They are utilized in numerous end user industries such as education, healthcare, military, and government.

Global Serious Game Market Dynamics

Drivers

  • Growing Demand for Employee Training

With a surge in the need for effective employee training, serious games provide an engaging and immersive learning experience. Organizations are increasingly adopting serious games to enhance skill development, thereby driving market growth.

  • Rising Emphasis on Health and Education

The healthcare and education sectors are witnessing an increased focus on utilizing serious games for training and therapy purposes. This trend is propelling the serious game market forward as more institutions recognize the benefits of interactive and simulated learning.

  • Technological Advancements in Gaming Industry

Continuous advancements in technology, including virtual reality (VR) and augmented reality (AR), are positively influencing the serious game market. These technologies enhance the realism and effectiveness of serious games, attracting a broader audience and contributing to market expansion.

Restraints

  • High Development Costs

The creation of high-quality serious games involves significant investment in research, development, and technology. The substantial upfront costs can act as a barrier for smaller companies, limiting their entry into the market and potentially hindering overall growth.

  • Limited Awareness and Acceptance

Despite the benefits of serious games, there remains a lack of awareness and acceptance in some industries. Convincing traditional sectors about the efficacy of serious games for training and education poses a challenge, impacting the market's widespread adoption.

Opportunities

  • Expansion in Healthcare Simulations

The healthcare sector presents substantial opportunities for serious games, particularly in medical training simulations and patient education. The demand for realistic healthcare scenarios in a risk-free virtual environment opens avenues for market growth.

  • Incorporation of Gamification in Corporate Training

The integration of gamification elements in corporate training programs is a growing trend. Serious games offer an interactive and engaging way to train employees, and the market has the opportunity to expand further by catering to the corporate sector's evolving training needs.

  • Rise of Mobile Gaming Platforms

The increasing popularity of mobile gaming platforms provides a significant opportunity for the serious game market. Developing mobile-compatible serious games can enhance accessibility, allowing a broader audience to engage with educational and training content on their smartphones.

Challenges

  • Customization for Diverse Learning Needs

Designing serious games that cater to diverse learning styles and requirements can be challenging. The market must address the need for customization to ensure that serious games effectively meet the specific educational and training objectives of different industries.

  • Data Privacy and Security Concerns

As serious games often involve the collection of user data for performance analysis, there is a need to address concerns related to data privacy and security. Implementing robust measures to protect sensitive information is crucial to building trust among users and stakeholders.

This serious game market report provides details of new recent developments, trade regulations, import-export analysis, production analysis, value chain optimization, market share, the impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on the serious game market contact the Data Bridge Market Research for an Analyst Brief, our team will help you make an informed market decision to achieve market growth.

Recent Developments

  • 2023 年 12 月,Crunchyroll Games、T3 Studio 和 A Plus Japan 于 2024 年 1 月 30 日成功推出了《一拳超人:世界》,这是一款以一拳超人世界为背景的免费 3D 动作手机游戏。该游戏可在 PC、iOS 和 Android 上使用,为手机游戏玩家提供身临其境的体验。虽然 Nintendo Switch、PS4、PS5、Xbox One、Xbox Series S 或 Xbox Series X 上不可用,但粉丝们热切期待在他们喜欢的平台上体验激动人心的游戏体验。
  • 2023 年 11 月,麻省理工学院游戏实验室采用严肃游戏的方式,让学生探索和学习批判性地思考游戏的社会影响。该实验室以其热闹的开放日、公共活动、研究项目和课程而闻名,旨在灌输一种深思熟虑的游戏设计方法。鼓励学生批判性地分析他们经常玩的游戏中蕴含的价值观,为他们认真的设计实践做好准备。

全球严肃游戏市场范围

严肃游戏市场根据应用、覆盖平台、垂直行业和最终用户进行细分。这些细分市场之间的增长情况将帮助您分析行业中增长缓慢的细分市场,并为用户提供有价值的市场概览和市场洞察,帮助他们做出战略决策,确定核心市场应用。

应用

  • 广告和营销
  • 模拟训练
  • 销售量
  • 紧急服务
  • 研究与规划
  • 人力资源
  • 产品开发
  • 支持
  • 其他的

涵盖的平台

  • 基于网络
  • 基于PC
  • 基于移动设备
  • 手持式

垂直行业

  • 卫生保健
  • 零售、航空航天和国防
  • 政府
  • 教育
  • 媒体和娱乐
  • 汽车
  • 公司的
  • 活力
  • 其他的

终端用户

  • 消费者
  • 企业

全球严肃游戏市场区域分析/洞察

正如上文所述,我们对严肃游戏市场进行了分析,并按国家、应用、涵盖的平台、垂直行业和最终用户提供了市场规模洞察和趋势。

市场报告涉及的国家包括美国、加拿大、墨西哥、巴西、阿根廷、南美洲其他地区、德国、意大利、英国、法国、西班牙、荷兰、比利时、瑞士、土耳其、俄罗斯、欧洲其他地区、日本、中国、印度、韩国、澳大利亚、新加坡、马来西亚、泰国、印度尼西亚、菲律宾、亚太其他地区、沙特阿拉伯、阿联酋、南非、埃及、以色列以及中东和非洲其他地区。

由于主要关键参与者的出现,预计北美将主导市场。

由于众多供应商的进步,亚太地区市场预计将出现大幅增长。此外,智能手机的接受度也在上升。此外,移动服务使用率的上升预计将在未来几年进一步推动该地区严肃游戏市场的增长。

报告的国家部分还提供了影响市场当前和未来趋势的各个市场影响因素和国内市场监管变化。下游和上游价值链分析、技术趋势和波特五力分析、案例研究等数据点是用于预测各个国家市场情景的一些指标。此外,在提供区域数据的预测分析时,还考虑了全球品牌的存在和可用性以及由于来自本地和国内品牌的大量或稀缺竞争而面临的挑战、国内关税的影响和贸易路线。   

半导体基础设施增长安装基础和新技术渗透

严肃游戏市场还为您提供了详细的市场分析,包括每个地区资本设备医疗支出的增长、严肃游戏市场不同类型产品的安装基数、使用生命线曲线的技术的影响以及电池监管情景的变化及其对严肃游戏市场的影响。数据涵盖 2010-2020 年的历史时期。

竞争格局和全球严肃游戏市场份额分析

严肃游戏市场竞争格局按竞争对手提供详细信息。详细信息包括公司概况、公司财务状况、收入、市场潜力、研发投资、新市场计划、区域存在、公司优势和劣势、产品发布、产品宽度和广度、应用主导地位。以上提供的数据点仅与公司对严肃游戏市场的关注有关。

严肃游戏市场的一些主要参与者包括:

  • Associates Inc(美国)
  • BreakAway Games(美国)
  • CCS(印度)
  • 思科公司(美国)
  • Designing Digitally Inc.(美国)
  • IBM 公司(美国)
  • 微软 (美国)
  • Diginext SRL(法国)
  • MPS 有限公司 (印度)
  • 直觉(爱尔兰)
  • Unity Studios ApS(美国)
  • PLAYER RESEARCH LTD(英国)
  • 萨维沃(丹麦)
  • 波西米亚互动模拟公司(捷克共和国)
  • Hopelab(美国)
  • Conteneo Inc.(美国)
  • Real Project Management Ltd(英国)
  • Epic Systems Corporation(美国)
  • TiER1 性能解决方案(美国)


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研究方法

Data collection and base year analysis are done using data collection modules with large sample sizes. The stage includes obtaining market information or related data through various sources and strategies. It includes examining and planning all the data acquired from the past in advance. It likewise envelops the examination of information inconsistencies seen across different information sources. The market data is analysed and estimated using market statistical and coherent models. Also, market share analysis and key trend analysis are the major success factors in the market report. To know more, please request an analyst call or drop down your inquiry.

The key research methodology used by DBMR research team is data triangulation which involves data mining, analysis of the impact of data variables on the market and primary (industry expert) validation. Data models include Vendor Positioning Grid, Market Time Line Analysis, Market Overview and Guide, Company Positioning Grid, Patent Analysis, Pricing Analysis, Company Market Share Analysis, Standards of Measurement, Global versus Regional and Vendor Share Analysis. To know more about the research methodology, drop in an inquiry to speak to our industry experts.

可定制

Data Bridge Market Research is a leader in advanced formative research. We take pride in servicing our existing and new customers with data and analysis that match and suits their goal. The report can be customized to include price trend analysis of target brands understanding the market for additional countries (ask for the list of countries), clinical trial results data, literature review, refurbished market and product base analysis. Market analysis of target competitors can be analyzed from technology-based analysis to market portfolio strategies. We can add as many competitors that you require data about in the format and data style you are looking for. Our team of analysts can also provide you data in crude raw excel files pivot tables (Fact book) or can assist you in creating presentations from the data sets available in the report.

Frequently Asked Questions

The serious game market value was USD 13,320.00 million in 2023.
The growth rate of the serious game market is 17.30% during the forecast by 2031.
Growing demand for employee training & rising emphasis on health and education are the growth drivers of the serious game market.
Application, platforms covered, industry verticals, and end-users are the factors on which the serious game market research is based.
Major companies in the serious game market are Associates Inc (U.S.), BreakAway Games (U.S.), CCS (India), Cisco, Inc. (U.S.), Designing Digitally Inc. (U.S.), IBM Corporation (U.S.), Microsoft (U.S.), Diginext SRL (France), MPS Limited (India), Intuition (Ireland), Unity Studios ApS (U.S.), PLAYER RESEARCH LTD (U.K.), Savivo( Denmark), Bohemia Interactive Simulations (Czech Republic), Hopelab(U.S.), Conteneo Inc. (U.S.), Real Project Management Ltd (U.K.), Epic Systems Corporation(U.S.), TiER1 Performance Solutions (U.S.) among others