Global Serious Games Market - Industry Analysis Size Share Growth Trends and Forecast 2024 - 2031

Global Serious Games Market - Industry Analysis Size Share Growth Trends and Forecast 2024 - 2031

  • ID :
    SAC5931978
  • Published Date :
    Dec 2024
  • Number of Pages :
    300+

Year Considered

2019 to 2022: Historic Years

2023: Base Year

2024: Estimated Year

2025 to 2031: Projected Years

Product Description

A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition. The Serious Games market revenue was xx Million USD in 2019, grew to xx Million USD in 2023, and will reach xx Million USD in 2031, with a CAGR of xx during 2024-2031. Considering the influence of COVID-19 on the global Serious Games market, this report analyzed the impact from both global and regional perspectives. From production end to consumption end in regions such as North America, Europe, China, and Japan, the report put emphasis on analysis of market under COVID-19 and corresponding response policy in different regions. This report also analyzes the strategies for different companies to deal with the impact of COVID-19 in detail to seek a path to recovery. Under COVID-19 Outbreak, how the Serious Games Industry will develop is also analyzed in detail in Chapter 1.8 of this report. Major Players in Serious Games market are: Cisco Systems Inc. Designing Digitally, Inc. BreakAway, Ltd. Revelian Microsoft Corp. IBM Corporation Most important types of Serious Games products covered in this report are: Enterprises Consumers Most widely used downstream fields of Serious Games market covered in this report are: Healthcare Retail Aerospace & Defense Government Education Media & Entertainment Automotive Corporate Energy Others Major Regions or countries covered in this report: North America Europe China Japan Middle East and Africa South America India South Korea Southeast Asia Others In Chapter 3.4, the report provides analysis of the reasons behind price fluctuations. In chapters 5, 6, and 7, the impact of COVID-19 on the different regions in both production and consumption end and SWOT analysis are pointed out. In Chapters 8, the report presents company's recent development and strategies to deal with the impact of COVID-19.

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