Serious Games Comprehensive Study by Application (Healthcare, Retail, Aerospace & Defense, Government, Education, Media & Entertainment, Automotive, Corporate, Energy, Others), Platform (Mobile-based, PC-based, Web-based), Age Group (Preschool and below, Elementary school, Middle school and high school, College, adult, and senior), Element of Serious Game (Story., Gamification, Immediate and individualized feedback, Simulation), End User (Enterprises, Consumers) Players and Region - Global Market Outlook to 2027
Edition: Single User ;
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