Serious Games
IDATE
November 1, 2011 SKU: IDT6789152
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s study examines the
various market segments of
Serious Gaming based on
detailed case studies and a
systematic presentation of
the corresponding
technologies, practices and
know-how, while
emphasising on the key
stages of the design,
development and
dissemination phases. It
also provides technology
and business prospects for
each market segment.
Key questions
- What are the stakes associated with the development of this
industry: know-how, development costs, economic models,
industrial and publishing strategies?
- What are the recent changes in the value chain of the Serious
Gaming industry?
- Who are the main players involved in Serious Gaming?
- What practices and audiences are being targeted by Serious
Games?
- What are the latest trends in terms of content and gameplay?
- What are the prospects by market segment?
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- 1 Executive summary
- 2 Methodology
- 3 Cross-sectional analysis
- 3.1 Ten trends and industrial issues
- 3.1.1 SG as a fusion of several disciplines
- 3.1.2 Segmentation of the value chain
- 3.1.3 An approach based on partnerships
- 3.1.4 Waiting for ubiquitous SGs and SGs for connected TV
- 3.1.5 Publishing: downward trend in the number of SGs published
- 3.1.6 A refocusing of SG themes in terms of numbers of published titles
- 3.1.7 Dematerialisation in line with usage trends
- 3.1.8 Growing development costs
- 3.1.9 Evolving business models
- 3.1.10 What to expect in 2012
- 3.2 Economic outlook
- 3.2.1 The global SG market
- 3.2.2 The French market
- 3.2.3 The German market
- 3.2.4 The Belgian market
- 3.2.5 The Chinese market
- 3.2.6 The Spanish market
- 3.2.7 The UK market
- 3.2.8 The US market
- 3.3 Technology outlook
- 3.3.1 Human-computer interaction (HCI)
- 3.3.2 Image processing
- 3.3.3 Network games
- 3.3.4 Mobility
- 3.3.5 Robotics
- 3.3.6 Other technologies
- 3.4 Business outlook
- 4 Educational SGs
- 4.1 Characterisation of the market segment
- 4.2 Statistics
- 4.3 Technology issues
- 4.4 Market segment issues
- 4.5 Market segment outlook
- 4.6 Case studies
- 5 Training SGs
- 5.1 Characterisation of the market segment
- 5.2 Statistics
- 5.3 Technology issues
- 5.4 Market segment issues
- 5.5 Market segment outlook
- 5.6 Case studies
6 Health care SGs
6.1 Characterisation of the market segment
6.2 Statistics
6.3 Technology issues
6.4 Market segment issues
6.5 Market segment outlook
6.6 Case studies
7 Information and communication SGs
7.1 Characterisation of the market segment
7.2 Statistics
7.3 Technology issues
7.4 Market segment outlook
7.5 Case studies
8 Defence SGs
8.1 Statistics
8.2 SGs in 2D
8.3 Cultivating disruption
8.4 Case studies
List of tables
Table 1: Global SG market, 2010-2015
Table 2: The global SG value market
Table 3: Summary of public and private spending as part of the 2009 call for SG projects (a.k.a. AAP NKM)
Table 4: Valuation of the SG industry in France: an approach in terms of value creation
List of figures
Figure 1: SG, an interdisciplinary synthesis
Figure 2: The players of the SG value chain
Figure 3: Collaborative R&D projects as part of a consortium
Figure 4: Commissioned gaming projects
Figure 5: Medium term industry outlook
Figure 6: Number of SG titles published worldwide between 2005 and 2010
Figure 7: Evolution of the number of SG titles published worldwide by target industry between 2005 and 2010
Figure 8: Distribution of SG reference titles worldwide by target market in 2005 and 2010
Figure 9: Dematerialisation of SG distribution media
Figure 10: Development budgets of SGs in 2009-2010
Figure 11: Possible flows within SG business models
Figure 12: Evolution of the global SG market, 2010-2015
Figure 13: Evolution of the SG market in France, Germany and the UK, 2010-2015
Figure 14: Location of SG publishers and commissioners in France, December 2010
Figure 15: Location of SG designers and developers in France, December 2010
Figure 16: Percentage of SG per market segment from 2002 to 2009
Figure 17: Percentage of the various SG contents from 2002 to 2009
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