Serious Game Comprehensive Study by Application (Emergency Services, Human Resources, Marketing, Product Development, Sales, Training, Support), Platform (Hand-held, Mobile-based, PC-based, Web-based) Players and Region - Global Market Outlook to 2026

Serious Game Market by XX Submarkets | Forecast Years 2022-2027 | CAGR: 18.7%  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
Industry Background:
A serious game, also known as applied games is game designed for purpose other than entertainment. These games are used in education, healthcare, emergency management, engineering and other fields. The purpose of such games varies from industries to industries. For serious games to be successful, a balance must be established between entertainment and the ad hoc it is designed for.
According to AMA, the market for Serious Game is expected to register a CAGR of 18.7% during the forecast period to 2026. This growth is primarily driven by High Return on Investment and Improved Learning Experience.

Globally, a noticeable market trend is evident Growing Demand for Mobile Based Educational Games . The Technology sector in the Asia Pacific region has been increasing at a sustainable rate and further growth is expected to be witnessed over the forecast period, owing to the robust investments and expansion in production facilities in the region. Major Players, such as Playgen [United Kingdom], Innovataion Games [United States], Caspian [United States], Virtual Heroes [United States], Morf Media [United States], BreakAway [United States], Blitz Games [United Kingdom], Square Enix [Japan], ESim Games [United States] and Designing Digitally [United States] etc have either set up their manufacturing facilities or are planning to start new provision in the dominated region in the upcoming years.

Market Drivers
  • High Return on Investment
  • Improved Learning Experience

Market Trend
  • Growing Demand for Mobile Based Educational Games
  • Social Media Penetration Drive Serious Games

Restraints
  • Improper Design of Games
  • Lack of Awareness Among Masses

Opportunities
Rising Digitization and Internet Penetration and Innovative and User-friendly Design
Challenges
Lack of Tools to Measure Effectiveness of Serious Games and Lack of Balance Between Entertainment and

AMA Research follow a focused and realistic research framework that provides the ability to study the crucial market dynamics in several regions across the world. Moreover, an in-depth assessment is mostly conducted by our analysts on geographical regions to provide clients and businesses the opportunity to dominate in niche markets and expand in emerging markets across the globe. This market research study also showcase the spontaneously changing Players landscape impacting the growth of the market. Furthermore, our market researchers extensively analyse the products and services offered by multiple players competing to increase their market share and presence.

Customization in the Report
AMA Research features not only specific market forecasts, but also include significant value-added commentary on:
- Market Trends
- Technological Trends and Innovations
- Market Maturity Indicators
- Growth Drivers and Constraints
- New Entrants into the Market & Entry/Exit Barriers
- To Seize Powerful Market Opportunities
- Identify Key Business Segments, Market Proposition & Gap Analysis

Against this Challenging Backdrop, Serious Game Study Sheds Light on
— The Serious Game Market status quo and key characteristics. To end this, Analyst at AMA organize and took survey of the Serious Game industry Players. The resultant snapshot serves as a basis for understanding why and how the industry can be expected to change.
— Where Serious Game industry is heading and what are the top priorities. Insights are drawn from financial analysis, the survey and interviews with key executives and industry experts.
— How every company in this diverse set of Players can best navigate the emerging competition landscape and follow a strategy that helps them position to hold value they currently claim, or capture the new addressable opportunity.

Report Objectives / Segmentation Covered

By Application
  • Emergency Services
  • Human Resources
  • Marketing
  • Product Development
  • Sales
  • Training
  • Support
By Platform
  • Hand-held
  • Mobile-based
  • PC-based
  • Web-based

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. High Return on Investment
      • 3.2.2. Improved Learning Experience
    • 3.3. Market Challenges
      • 3.3.1. Lack of Tools to Measure Effectiveness of Serious Games
      • 3.3.2. Lack of Balance Between Entertainment and
    • 3.4. Market Trends
      • 3.4.1. Growing Demand for Mobile Based Educational Games
      • 3.4.2. Social Media Penetration Drive Serious Games
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Serious Game, by Application, Platform and Region (value and price ) (2015-2020)
    • 5.1. Introduction
    • 5.2. Global Serious Game (Value)
      • 5.2.1. Global Serious Game by: Application (Value)
        • 5.2.1.1. Emergency Services
        • 5.2.1.2. Human Resources
        • 5.2.1.3. Marketing
        • 5.2.1.4. Product Development
        • 5.2.1.5. Sales
        • 5.2.1.6. Training
        • 5.2.1.7. Support
      • 5.2.2. Global Serious Game by: Platform (Value)
        • 5.2.2.1. Hand-held
        • 5.2.2.2. Mobile-based
        • 5.2.2.3. PC-based
        • 5.2.2.4. Web-based
      • 5.2.3. Global Serious Game Region
        • 5.2.3.1. South America
          • 5.2.3.1.1. Brazil
          • 5.2.3.1.2. Argentina
          • 5.2.3.1.3. Rest of South America
        • 5.2.3.2. Asia Pacific
          • 5.2.3.2.1. China
          • 5.2.3.2.2. Japan
          • 5.2.3.2.3. India
          • 5.2.3.2.4. South Korea
          • 5.2.3.2.5. Taiwan
          • 5.2.3.2.6. Australia
          • 5.2.3.2.7. Rest of Asia-Pacific
        • 5.2.3.3. Europe
          • 5.2.3.3.1. Germany
          • 5.2.3.3.2. France
          • 5.2.3.3.3. Italy
          • 5.2.3.3.4. United Kingdom
          • 5.2.3.3.5. Netherlands
          • 5.2.3.3.6. Rest of Europe
        • 5.2.3.4. MEA
          • 5.2.3.4.1. Middle East
          • 5.2.3.4.2. Africa
        • 5.2.3.5. North America
          • 5.2.3.5.1. United States
          • 5.2.3.5.2. Canada
          • 5.2.3.5.3. Mexico
    • 5.3. Global Serious Game (Price)
  • 6. Serious Game: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2020)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Playgen [United Kingdom]
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Innovataion Games [United States]
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Caspian [United States]
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Virtual Heroes [United States]
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Morf Media [United States]
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. BreakAway [United States]
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Blitz Games [United Kingdom]
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Square Enix [Japan]
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. ESim Games [United States]
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Designing Digitally [United States]
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
  • 7. Global Serious Game Sale, by Application, Platform and Region (value and price ) (2021-2026)
    • 7.1. Introduction
    • 7.2. Global Serious Game (Value)
      • 7.2.1. Global Serious Game by: Application (Value)
        • 7.2.1.1. Emergency Services
        • 7.2.1.2. Human Resources
        • 7.2.1.3. Marketing
        • 7.2.1.4. Product Development
        • 7.2.1.5. Sales
        • 7.2.1.6. Training
        • 7.2.1.7. Support
      • 7.2.2. Global Serious Game by: Platform (Value)
        • 7.2.2.1. Hand-held
        • 7.2.2.2. Mobile-based
        • 7.2.2.3. PC-based
        • 7.2.2.4. Web-based
      • 7.2.3. Global Serious Game Region
        • 7.2.3.1. South America
          • 7.2.3.1.1. Brazil
          • 7.2.3.1.2. Argentina
          • 7.2.3.1.3. Rest of South America
        • 7.2.3.2. Asia Pacific
          • 7.2.3.2.1. China
          • 7.2.3.2.2. Japan
          • 7.2.3.2.3. India
          • 7.2.3.2.4. South Korea
          • 7.2.3.2.5. Taiwan
          • 7.2.3.2.6. Australia
          • 7.2.3.2.7. Rest of Asia-Pacific
        • 7.2.3.3. Europe
          • 7.2.3.3.1. Germany
          • 7.2.3.3.2. France
          • 7.2.3.3.3. Italy
          • 7.2.3.3.4. United Kingdom
          • 7.2.3.3.5. Netherlands
          • 7.2.3.3.6. Rest of Europe
        • 7.2.3.4. MEA
          • 7.2.3.4.1. Middle East
          • 7.2.3.4.2. Africa
        • 7.2.3.5. North America
          • 7.2.3.5.1. United States
          • 7.2.3.5.2. Canada
          • 7.2.3.5.3. Mexico
    • 7.3. Global Serious Game (Price)
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Serious Game: by Application(USD Billion)
  • Table 2. Serious Game Emergency Services , by Region USD Billion (2015-2020)
  • Table 3. Serious Game Human Resources , by Region USD Billion (2015-2020)
  • Table 4. Serious Game Marketing , by Region USD Billion (2015-2020)
  • Table 5. Serious Game Product Development , by Region USD Billion (2015-2020)
  • Table 6. Serious Game Sales , by Region USD Billion (2015-2020)
  • Table 7. Serious Game Training , by Region USD Billion (2015-2020)
  • Table 8. Serious Game Support , by Region USD Billion (2015-2020)
  • Table 9. Serious Game: by Platform(USD Billion)
  • Table 10. Serious Game Hand-held , by Region USD Billion (2015-2020)
  • Table 11. Serious Game Mobile-based , by Region USD Billion (2015-2020)
  • Table 12. Serious Game PC-based , by Region USD Billion (2015-2020)
  • Table 13. Serious Game Web-based , by Region USD Billion (2015-2020)
  • Table 14. South America Serious Game, by Country USD Billion (2015-2020)
  • Table 15. South America Serious Game, by Application USD Billion (2015-2020)
  • Table 16. South America Serious Game, by Platform USD Billion (2015-2020)
  • Table 17. Brazil Serious Game, by Application USD Billion (2015-2020)
  • Table 18. Brazil Serious Game, by Platform USD Billion (2015-2020)
  • Table 19. Argentina Serious Game, by Application USD Billion (2015-2020)
  • Table 20. Argentina Serious Game, by Platform USD Billion (2015-2020)
  • Table 21. Rest of South America Serious Game, by Application USD Billion (2015-2020)
  • Table 22. Rest of South America Serious Game, by Platform USD Billion (2015-2020)
  • Table 23. Asia Pacific Serious Game, by Country USD Billion (2015-2020)
  • Table 24. Asia Pacific Serious Game, by Application USD Billion (2015-2020)
  • Table 25. Asia Pacific Serious Game, by Platform USD Billion (2015-2020)
  • Table 26. China Serious Game, by Application USD Billion (2015-2020)
  • Table 27. China Serious Game, by Platform USD Billion (2015-2020)
  • Table 28. Japan Serious Game, by Application USD Billion (2015-2020)
  • Table 29. Japan Serious Game, by Platform USD Billion (2015-2020)
  • Table 30. India Serious Game, by Application USD Billion (2015-2020)
  • Table 31. India Serious Game, by Platform USD Billion (2015-2020)
  • Table 32. South Korea Serious Game, by Application USD Billion (2015-2020)
  • Table 33. South Korea Serious Game, by Platform USD Billion (2015-2020)
  • Table 34. Taiwan Serious Game, by Application USD Billion (2015-2020)
  • Table 35. Taiwan Serious Game, by Platform USD Billion (2015-2020)
  • Table 36. Australia Serious Game, by Application USD Billion (2015-2020)
  • Table 37. Australia Serious Game, by Platform USD Billion (2015-2020)
  • Table 38. Rest of Asia-Pacific Serious Game, by Application USD Billion (2015-2020)
  • Table 39. Rest of Asia-Pacific Serious Game, by Platform USD Billion (2015-2020)
  • Table 40. Europe Serious Game, by Country USD Billion (2015-2020)
  • Table 41. Europe Serious Game, by Application USD Billion (2015-2020)
  • Table 42. Europe Serious Game, by Platform USD Billion (2015-2020)
  • Table 43. Germany Serious Game, by Application USD Billion (2015-2020)
  • Table 44. Germany Serious Game, by Platform USD Billion (2015-2020)
  • Table 45. France Serious Game, by Application USD Billion (2015-2020)
  • Table 46. France Serious Game, by Platform USD Billion (2015-2020)
  • Table 47. Italy Serious Game, by Application USD Billion (2015-2020)
  • Table 48. Italy Serious Game, by Platform USD Billion (2015-2020)
  • Table 49. United Kingdom Serious Game, by Application USD Billion (2015-2020)
  • Table 50. United Kingdom Serious Game, by Platform USD Billion (2015-2020)
  • Table 51. Netherlands Serious Game, by Application USD Billion (2015-2020)
  • Table 52. Netherlands Serious Game, by Platform USD Billion (2015-2020)
  • Table 53. Rest of Europe Serious Game, by Application USD Billion (2015-2020)
  • Table 54. Rest of Europe Serious Game, by Platform USD Billion (2015-2020)
  • Table 55. MEA Serious Game, by Country USD Billion (2015-2020)
  • Table 56. MEA Serious Game, by Application USD Billion (2015-2020)
  • Table 57. MEA Serious Game, by Platform USD Billion (2015-2020)
  • Table 58. Middle East Serious Game, by Application USD Billion (2015-2020)
  • Table 59. Middle East Serious Game, by Platform USD Billion (2015-2020)
  • Table 60. Africa Serious Game, by Application USD Billion (2015-2020)
  • Table 61. Africa Serious Game, by Platform USD Billion (2015-2020)
  • Table 62. North America Serious Game, by Country USD Billion (2015-2020)
  • Table 63. North America Serious Game, by Application USD Billion (2015-2020)
  • Table 64. North America Serious Game, by Platform USD Billion (2015-2020)
  • Table 65. United States Serious Game, by Application USD Billion (2015-2020)
  • Table 66. United States Serious Game, by Platform USD Billion (2015-2020)
  • Table 67. Canada Serious Game, by Application USD Billion (2015-2020)
  • Table 68. Canada Serious Game, by Platform USD Billion (2015-2020)
  • Table 69. Mexico Serious Game, by Application USD Billion (2015-2020)
  • Table 70. Mexico Serious Game, by Platform USD Billion (2015-2020)
  • Table 71. Company Basic Information, Sales Area and Its Competitors
  • Table 72. Company Basic Information, Sales Area and Its Competitors
  • Table 73. Company Basic Information, Sales Area and Its Competitors
  • Table 74. Company Basic Information, Sales Area and Its Competitors
  • Table 75. Company Basic Information, Sales Area and Its Competitors
  • Table 76. Company Basic Information, Sales Area and Its Competitors
  • Table 77. Company Basic Information, Sales Area and Its Competitors
  • Table 78. Company Basic Information, Sales Area and Its Competitors
  • Table 79. Company Basic Information, Sales Area and Its Competitors
  • Table 80. Company Basic Information, Sales Area and Its Competitors
  • Table 81. Serious Game: by Application(USD Billion)
  • Table 82. Serious Game Emergency Services , by Region USD Billion (2021-2026)
  • Table 83. Serious Game Human Resources , by Region USD Billion (2021-2026)
  • Table 84. Serious Game Marketing , by Region USD Billion (2021-2026)
  • Table 85. Serious Game Product Development , by Region USD Billion (2021-2026)
  • Table 86. Serious Game Sales , by Region USD Billion (2021-2026)
  • Table 87. Serious Game Training , by Region USD Billion (2021-2026)
  • Table 88. Serious Game Support , by Region USD Billion (2021-2026)
  • Table 89. Serious Game: by Platform(USD Billion)
  • Table 90. Serious Game Hand-held , by Region USD Billion (2021-2026)
  • Table 91. Serious Game Mobile-based , by Region USD Billion (2021-2026)
  • Table 92. Serious Game PC-based , by Region USD Billion (2021-2026)
  • Table 93. Serious Game Web-based , by Region USD Billion (2021-2026)
  • Table 94. South America Serious Game, by Country USD Billion (2021-2026)
  • Table 95. South America Serious Game, by Application USD Billion (2021-2026)
  • Table 96. South America Serious Game, by Platform USD Billion (2021-2026)
  • Table 97. Brazil Serious Game, by Application USD Billion (2021-2026)
  • Table 98. Brazil Serious Game, by Platform USD Billion (2021-2026)
  • Table 99. Argentina Serious Game, by Application USD Billion (2021-2026)
  • Table 100. Argentina Serious Game, by Platform USD Billion (2021-2026)
  • Table 101. Rest of South America Serious Game, by Application USD Billion (2021-2026)
  • Table 102. Rest of South America Serious Game, by Platform USD Billion (2021-2026)
  • Table 103. Asia Pacific Serious Game, by Country USD Billion (2021-2026)
  • Table 104. Asia Pacific Serious Game, by Application USD Billion (2021-2026)
  • Table 105. Asia Pacific Serious Game, by Platform USD Billion (2021-2026)
  • Table 106. China Serious Game, by Application USD Billion (2021-2026)
  • Table 107. China Serious Game, by Platform USD Billion (2021-2026)
  • Table 108. Japan Serious Game, by Application USD Billion (2021-2026)
  • Table 109. Japan Serious Game, by Platform USD Billion (2021-2026)
  • Table 110. India Serious Game, by Application USD Billion (2021-2026)
  • Table 111. India Serious Game, by Platform USD Billion (2021-2026)
  • Table 112. South Korea Serious Game, by Application USD Billion (2021-2026)
  • Table 113. South Korea Serious Game, by Platform USD Billion (2021-2026)
  • Table 114. Taiwan Serious Game, by Application USD Billion (2021-2026)
  • Table 115. Taiwan Serious Game, by Platform USD Billion (2021-2026)
  • Table 116. Australia Serious Game, by Application USD Billion (2021-2026)
  • Table 117. Australia Serious Game, by Platform USD Billion (2021-2026)
  • Table 118. Rest of Asia-Pacific Serious Game, by Application USD Billion (2021-2026)
  • Table 119. Rest of Asia-Pacific Serious Game, by Platform USD Billion (2021-2026)
  • Table 120. Europe Serious Game, by Country USD Billion (2021-2026)
  • Table 121. Europe Serious Game, by Application USD Billion (2021-2026)
  • Table 122. Europe Serious Game, by Platform USD Billion (2021-2026)
  • Table 123. Germany Serious Game, by Application USD Billion (2021-2026)
  • Table 124. Germany Serious Game, by Platform USD Billion (2021-2026)
  • Table 125. France Serious Game, by Application USD Billion (2021-2026)
  • Table 126. France Serious Game, by Platform USD Billion (2021-2026)
  • Table 127. Italy Serious Game, by Application USD Billion (2021-2026)
  • Table 128. Italy Serious Game, by Platform USD Billion (2021-2026)
  • Table 129. United Kingdom Serious Game, by Application USD Billion (2021-2026)
  • Table 130. United Kingdom Serious Game, by Platform USD Billion (2021-2026)
  • Table 131. Netherlands Serious Game, by Application USD Billion (2021-2026)
  • Table 132. Netherlands Serious Game, by Platform USD Billion (2021-2026)
  • Table 133. Rest of Europe Serious Game, by Application USD Billion (2021-2026)
  • Table 134. Rest of Europe Serious Game, by Platform USD Billion (2021-2026)
  • Table 135. MEA Serious Game, by Country USD Billion (2021-2026)
  • Table 136. MEA Serious Game, by Application USD Billion (2021-2026)
  • Table 137. MEA Serious Game, by Platform USD Billion (2021-2026)
  • Table 138. Middle East Serious Game, by Application USD Billion (2021-2026)
  • Table 139. Middle East Serious Game, by Platform USD Billion (2021-2026)
  • Table 140. Africa Serious Game, by Application USD Billion (2021-2026)
  • Table 141. Africa Serious Game, by Platform USD Billion (2021-2026)
  • Table 142. North America Serious Game, by Country USD Billion (2021-2026)
  • Table 143. North America Serious Game, by Application USD Billion (2021-2026)
  • Table 144. North America Serious Game, by Platform USD Billion (2021-2026)
  • Table 145. United States Serious Game, by Application USD Billion (2021-2026)
  • Table 146. United States Serious Game, by Platform USD Billion (2021-2026)
  • Table 147. Canada Serious Game, by Application USD Billion (2021-2026)
  • Table 148. Canada Serious Game, by Platform USD Billion (2021-2026)
  • Table 149. Mexico Serious Game, by Application USD Billion (2021-2026)
  • Table 150. Mexico Serious Game, by Platform USD Billion (2021-2026)
  • Table 151. Research Programs/Design for This Report
  • Table 152. Key Data Information from Secondary Sources
  • Table 153. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Serious Game: by Application USD Billion (2015-2020)
  • Figure 5. Global Serious Game: by Platform USD Billion (2015-2020)
  • Figure 6. South America Serious Game Share (%), by Country
  • Figure 7. Asia Pacific Serious Game Share (%), by Country
  • Figure 8. Europe Serious Game Share (%), by Country
  • Figure 9. MEA Serious Game Share (%), by Country
  • Figure 10. North America Serious Game Share (%), by Country
  • Figure 11. Global Serious Game share by Players 2020 (%)
  • Figure 12. Global Serious Game share by Players (Top 3) 2020(%)
  • Figure 13. Global Serious Game share by Players (Top 5) 2020(%)
  • Figure 14. BCG Matrix for key Companies
  • Figure 15. Playgen [United Kingdom] Revenue, Net Income and Gross profit
  • Figure 16. Playgen [United Kingdom] Revenue: by Geography 2020
  • Figure 17. Innovataion Games [United States] Revenue, Net Income and Gross profit
  • Figure 18. Innovataion Games [United States] Revenue: by Geography 2020
  • Figure 19. Caspian [United States] Revenue, Net Income and Gross profit
  • Figure 20. Caspian [United States] Revenue: by Geography 2020
  • Figure 21. Virtual Heroes [United States] Revenue, Net Income and Gross profit
  • Figure 22. Virtual Heroes [United States] Revenue: by Geography 2020
  • Figure 23. Morf Media [United States] Revenue, Net Income and Gross profit
  • Figure 24. Morf Media [United States] Revenue: by Geography 2020
  • Figure 25. BreakAway [United States] Revenue, Net Income and Gross profit
  • Figure 26. BreakAway [United States] Revenue: by Geography 2020
  • Figure 27. Blitz Games [United Kingdom] Revenue, Net Income and Gross profit
  • Figure 28. Blitz Games [United Kingdom] Revenue: by Geography 2020
  • Figure 29. Square Enix [Japan] Revenue, Net Income and Gross profit
  • Figure 30. Square Enix [Japan] Revenue: by Geography 2020
  • Figure 31. ESim Games [United States] Revenue, Net Income and Gross profit
  • Figure 32. ESim Games [United States] Revenue: by Geography 2020
  • Figure 33. Designing Digitally [United States] Revenue, Net Income and Gross profit
  • Figure 34. Designing Digitally [United States] Revenue: by Geography 2020
  • Figure 35. Global Serious Game: by Application USD Billion (2021-2026)
  • Figure 36. Global Serious Game: by Platform USD Billion (2021-2026)
  • Figure 37. South America Serious Game Share (%), by Country
  • Figure 38. Asia Pacific Serious Game Share (%), by Country
  • Figure 39. Europe Serious Game Share (%), by Country
  • Figure 40. MEA Serious Game Share (%), by Country
  • Figure 41. North America Serious Game Share (%), by Country
List of companies from research coverage that are profiled in the study
  • Playgen [United Kingdom]
  • Innovataion Games [United States]
  • Caspian [United States]
  • Virtual Heroes [United States]
  • Morf Media [United States]
  • BreakAway [United States]
  • Blitz Games [United Kingdom]
  • Square Enix [Japan]
  • ESim Games [United States]
  • Designing Digitally [United States]
Additional players considered in the study are as follows:
IBM Corp. [United States] , Cisco Systems Inc. [United States] , Microsoft Corp. [United States] , Nintendo Co. Ltd. [Japan] , BreakAway Games [United States] , Serious Game International [United Kingdom]
Select User Access Type

Key Highlights of Report


Oct 2021 244 Pages 54 Tables Base Year: 2021 Coverage: 15+ Companies; 18 Countries

Request Sample Pages

Budget constraints? Get in touch with us for special pricing


Check Discount Now

Talk to Our Experts

Want to Customize Study?


"We employ Market statistics, Industry benchmarking, Patent analysis, and Technological Insights to derive requirements and provide customize scope of work."

Make an Enquiry Now

Frequently Asked Questions (FAQ):

The Serious Game market is expected to see a CAGR of 18.7% during projected year 2020 to 2026.
Top performing companies in the Global Serious Game market are Playgen [United Kingdom], Innovataion Games [United States], Caspian [United States], Virtual Heroes [United States], Morf Media [United States], BreakAway [United States], Blitz Games [United Kingdom], Square Enix [Japan], ESim Games [United States] and Designing Digitally [United States], to name a few.
Asia Pacific is dominating the Serious Game Market.

Know More About Global Serious Game Market Report?