{"product_id":"serious-games-market-by-gaming-platform-smartphone-console-pc-and-others-application-simulation-and-training-research-and-planning-advertising-and-marketing-human-resources-and-others-industry-vertical-education-healthcare-aerospace-and-de","title":"Serious Games Market by Gaming Platform (Smartphone, Console, PC, and Others), Application (Simulation and Training, Research and Planning, Advertising and Marketing, Human Resources, and Others), Industry Vertical (Education, Healthcare, Aerospace and De","description":"\u003cp\u003eSerious Games Market by Gaming Platform (Smartphone, Console, PC, and Others), Application (Simulation and Training, Research and Planning, Advertising and Marketing, Human Resources, and Others), Industry Vertical (Education, Healthcare, Aerospace and Defense, Government, Retail, Media and Entertainment, and Others), and Region: Global Opportunity Analysis and Industry Forecast, 2021–2030\u003c\/p\u003e\n\n\u003cp\u003eSerious game is a game-based initiative that has been designed for purposes such as training and education, which are other than pure entertainment. These kinds of video games are referred as serious, as these are used by industries, including defense, healthcare, education, scientific exploration, governments, and others for training and development of employees. The characteristics of a good serious game that reinforce the learning objective include story of the game, game mechanics \u0026amp; interactivity, rules of the game, challenges \u0026amp; competition, immersive graphical environment, rewards, and risks \u0026amp; consequences associated with the game. Serious games have gained significant acceptance among consumers \u0026amp; enterprises to train and develop their employees or students with a cost-effective, realistic, accountable method that is realistic and can be applied in the daily activities. Other advantages of such games include enhanced motivation, flexibility, better engagement, immediate feedback, unique collaborations, enhanced creativity \u0026amp; exploration, and easy interaction. Moreover, it can be used as an attractive \u0026amp; non-intrusive advertising; can be played on mobile, consoles, online, or other platforms; and extend retention of the user \u0026amp; efficient memorization of content.\u003c\/p\u003e \n\n\u003cp\u003eThe growth of the global serious games market is driven by increase in need of better user engagement platforms across enterprises, rise in usage of mobile-based educational games, significant adoption of virtual reality in training \u0026amp; development activities, and improvement in learning outcomes. In addition, inclination of organizations toward interactive advertisements, large-scale digitization, and emergence of social networks are expected to provide the ample growth opportunities for the market. However, lack of awareness about the advantages \u0026amp; usage of serious games and unsuitable game designs hamper the market growth.\u003c\/p\u003e \n\n\u003cp\u003eThe serious games market is segmented on the basis of gaming platform, application, industry vertical and region. Depending on gaming platform, the market is divided into Smartphone, Console, PC, and Others. On the basis of application, the market is classified into simulation and training, research and planning, advertising and marketing, human resources, and others. On the basis of industry vertical, the market is divided into education, healthcare, aerospace and defense, government, retail, media and entertainment, and others. On the basis of region, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.\u003c\/p\u003e \n\n\u003cp\u003eThe market players operating in the serious games market includes BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Cisco Systems Inc., Virtual Heroes, Inc., Nintendo Co., Ltd., Promotion Software GmbH, Revelian, and Tata Interactive Systems. These major players have adopted various key development strategies such as business expansion, new product launches, and others, which help to drive the growth of the market.\u003c\/p\u003e \n\n\u003cp\u003eKEY BENEFITS FOR STAKEHOLDERS\u003c\/p\u003e\n\n\u003cp\u003eThe study provides an in-depth analysis of the serious games market along with current trends and future estimations to elucidate imminent investment pockets.\u003cbr\u003e\nInformation about key drivers, restrains, and opportunities and their impact analysis on the market size is provided in the report.\u003cbr\u003e\nPorter’s five forces analysis illustrates the potency of buyers and suppliers operating in the industry.\u003cbr\u003e\nThe quantitative analysis of serious games market for the period 2020–2030 is provided to determine the market potential.\u003c\/p\u003e\n\n\u003cp\u003eKEY MARKET SEGMENTS\u003c\/p\u003e\n\n\n\u003cp\u003eBy Gaming Platform\u003c\/p\u003e\n\n\u003cp\u003eSmartphone\u003cbr\u003e\nConsole\u003cbr\u003e\nPC\u003cbr\u003e\nOthers\u003c\/p\u003e\n\n\u003cp\u003eBy Application\u003c\/p\u003e\n\n\u003cp\u003eSimulation And Training\u003cbr\u003e\nResearch And Planning\u003cbr\u003e\nAdvertising And Marketing\u003cbr\u003e\nHuman Resources\u003cbr\u003e\nOthers\u003c\/p\u003e\n\n\u003cp\u003eBy Industry Vertical\u003c\/p\u003e\n\n\u003cp\u003eEducation\u003cbr\u003e\nHealthcare\u003cbr\u003e\nAerospace and Defense\u003cbr\u003e\nGovernment\u003cbr\u003e\nRetail\u003cbr\u003e\nMedia and Entertainment\u003cbr\u003e\nOthers\u003c\/p\u003e\n\n\u003cp\u003eBy Geography\u003c\/p\u003e\n\n\u003cp\u003eNorth America\u003cbr\u003e\nU.S.\u003cbr\u003e\nCanada\u003cbr\u003e\nEurope\u003cbr\u003e\nUK\u003cbr\u003e\nGermany \u003cbr\u003e\nFrance\u003cbr\u003e\nSpain \u003cbr\u003e\nItaly\u003cbr\u003e\nRussia\u003cbr\u003e\nNetherlands\u003cbr\u003e\nRest of Europe\u003cbr\u003e\nAsia-Pacific\u003cbr\u003e\nChina\u003cbr\u003e\nIndia\u003cbr\u003e\nJapan\u003cbr\u003e\nAustralia\u003cbr\u003e\nSouth Korea\u003cbr\u003e\nRest of Asia-Pacific\u003cbr\u003e\nLAMEA\u003cbr\u003e\nLatin America \u003cbr\u003e\nMiddle East\u003cbr\u003e\nAfrica\u003c\/p\u003e\n\n\u003cp\u003eKey Market Players Profiled In the Report\u003c\/p\u003e\n\n\u003cp\u003eBreakAway, Ltd.\u003cbr\u003e\nDesigning Digitally, Inc.\u003cbr\u003e\nDIGINEXT\u003cbr\u003e\nIBM Corporation\u003cbr\u003e\nCISCO Systems Inc.\u003cbr\u003e\nVirtual Heroes, Inc.\u003cbr\u003e\nNintendo Co. Ltd.\u003cbr\u003e\nPromotion Software GmbH\u003cbr\u003e\nRevelian\u003cbr\u003e\nTata Interactive Systems\u003c\/p\u003e","brand":"Marketing \u0026 Market Research","offers":[{"title":"March, 2022 \/ 197 Pages \/ MCW16258201","offer_id":47682983395634,"sku":null,"price":4951.0,"currency_code":"USD","in_stock":true}],"url":"https:\/\/www.hardmanwell.com\/products\/serious-games-market-by-gaming-platform-smartphone-console-pc-and-others-application-simulation-and-training-research-and-planning-advertising-and-marketing-human-resources-and-others-industry-vertical-education-healthcare-aerospace-and-de","provider":"HARDMAN AND WELL MANAGEMENT CONSULTANCIES L.L.C","version":"1.0","type":"link"}