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Serious Game Market by Vertical (Education, Corporate, Healthcare, Retail, Media and Advertising), Application (Training, Sales, Human Resource, Marketing), Platform, End-User (Enterprise, Consumer), and Region - Forecast to 2020

Serious Game Market by Vertical (Education, Corporate, Healthcare, Retail, Media and Advertising), Application (Training, Sales, Human Resource, Marketing), Platform, End-User (Enterprise, Consumer), and Region - Forecast to 2020

The term serious game was coined by Clark Abt in the 1970s in his book “Serious Games”. It refers to various digital applications that are developed to impart learning through games. It includes games whose main purpose is not to entertain, but to educate and teach users and create awareness about a subject.

A key driving factor for the growth of the serious game market is the high return on investment (ROI). Besides, several other factors such as the increased need for user engagement across enterprises and consumer brands, growing usage of mobile-based educational games, and improved learning outcomes are also propelling the growth of the market. However, some of the restraining factors for the growth of the serious game market include improper game design, lack of awareness about serious games, and lack of assessment tools to measure serious game effectiveness. The increasing scale of digitization and emergence of social networks are some of the key challenges for the serious game market.

The serious game market report analyzes the market by vertical, application, platform, end user, and region. The serious game market has been segmented based on vertical into aerospace & defence, automotive, corporate, education, energy, government, healthcare, retail, media & advertising, and others. The application includes emergency services, human resources, marketing, product development, sales, training, and support. The platform covers hand-held, mobile-based, PC-based, and web-based platforms. The end-users include consumers and enterprises.

The report also provides the geographic view for the major regions including North America, Europe, Asia-Pacific (APAC), and the Rest of the World (RoW). In this report, the market drivers, restraints, and opportunities have been covered and are described briefly along with their impact on the serious game market. North America is the largest market for serious games; however, APAC is estimated to grow at the highest CAGR between 2015 and 2020. The key players in the market include IBM Corp. (U.S.), Cisco Systems Inc. (U.S.), Microsoft Corp. (U.S.), Nintendo Co. Ltd. (Japan), BreakAway Games (U.S.), and Serious Game International (U.K.) among others.

Key Takeaways:

The total market size in terms of value for the serious game market is expected to grow at an estimated CAGR of 16.38% between 2015 and 2020.
This report includes the market statistics pertaining to vertical, application, platform, end user, and region along with their respective revenues.
Porter’s Five Forces framework has been utilized along with the value chain analysis to provide an in-depth insight into the serious game market.
Major market drivers, restraints, and opportunities for the serious game market have been detailed in this report.
Illustrative segmentation, analysis, and forecast for the markets based on major vertical, application, platform, end user, and region has been conducted to give an overall view of the serious game market.
The detailed competitive landscape includes key players, in-depth analysis, and revenue of the respective companies.


  • INTRODUCTION
    • OBJECTIVES OF THE STUDY
    • MARKET DEFINITION
    • SCOPE OF THE STUDY
      • MARKET COVERED
      • YEARS CONSIDERED FOR THE STUDY
    • CURRENCY & PRICING
    • LIMITATIONS
    • STAKEHOLDERS
  • RESEARCH METHODOLOGY
    • RESEARCH DATA
      • SECONDARY DATA
      • PRIMARY DATA
    • DEMAND-SIDE ANALYSIS
      • INTRODUCTION
    • MARKET SIZE ESTIMATION
      • BOTTOM-UP APPROACH
      • TOP-DOWN APPROACH
    • MARKET BREAKDOWN & DATA TRIANGULATION
    • RESEARCH ASSUMPTIONS
      • ASSUMPTIONS OF THE RESEARCH STUDY
  • EXECUTIVE SUMMARY
    • Table SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION)
  • PREMIUM INSIGHT - SERIOUS GAME MARKET
    • SERIOUS GAME MARKET, 2015-2020 ($MILLION)
    • SERIOUS GAME MARKET, BY FUNCTION (2015-2020)
    • SERIOUS GAME MARKET, BY REGION AND PLATFORM (2014)
    • SERIOUS GAME MARKET, BY COUNTRY (2015)
    • TOP FIVE FUNCTIONS IN THE SERIOUS GAME MARKET (2015)
    • SERIOUS GAME MARKET, BY ASIA-PACIFIC, 2020
  • MARKET OVERVIEW
    • INTRODUCTION
    • EVOLUTION
    • MARKET SEGMENTATION
      • BY VERTICAL
      • BY FUNCTION
      • BY PLATFORM
      • BY END-USER
      • BY REGION
    • MARKET DYNAMICS
      • DRIVERS
        • Table HIGH RETURN ON INVESTMENT IS PROPELLING THE GROWTH OF THE SERIOUS GAME MARKET
      • RESTRAINTS
        • Table IMPROPER GAME DESIGN IS RESTRAINING THE GROWTH OF THE SERIOUS GAME MARKET
      • OPPORTUNITIES
        • Table LARGE-SCALE OF DIGITIZATION IS EXPECTED TO BOOST THE SERIOUS GAME MARKET
      • CHALLENGES
        • Table UNAVAILABILITY OF DIRECT-TO-CONSUMER BASED SERIOUS GAME IS EXPECTED TO BE A CHALLENGE FOR END-USERS
  • INDUSTRY TREND
    • INTRODUCTION
    • VALUE CHAIN ANALYSIS
    • PORTER'S FIVE FORCES ANALYSIS
      • INTENSITY OF RIVALRY
      • THREAT OF SUBSTITUTES
      • BARGAINING POWER OF BUYERS
      • BARGAINING POWER OF SUPPLIERS
      • THREAT OF NEW ENTRANTS
    • STRATEGIC BENCHMARKING
      • TECHNOLOGY INTEGRATION AND PRODUCT ENHANCEMENT
  • MARKET ANALYSIS, BY VERTICAL
    • INTRODUCTION
      • Table SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION)
    • AEROSPACE AND DEFENCE
      • Table AEROSPACE AND DEFENCE: SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION)
      • Table AEROSPACE AND DEFENCE: SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION)
    • AUTOMOTIVE
      • Table AUTOMOTIVE: SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION)
      • Table AUTOMOTIVE: SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION)
    • CORPORATE
      • Table CORPORATE: SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION)
      • Table CORPORATE: SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION)
    • EDUCATION
      • Table EDUCATION: SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION)
      • Table EDUCATION: SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION)
    • ENERGY
      • Table ENERGY: SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION)
      • Table ENERGY: SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION)
    • GOVERNMENT
      • Table GOVERNMENT: SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION)
      • Table GOVERNMENT: SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION)
    • HEALTHCARE
      • Table HEALTHCARE: SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION)
      • Table HEALTHCARE: SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION)
    • RETAIL
      • Table RETAIL: SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION)
      • Table RETAIL: SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION)
    • MEDIA AND ADVERTISING
      • Table MEDIA & ADVERTISING SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION)
      • Table MEDIA & ADVERTISING SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION)
    • OTHERS
      • Table OTHER SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION)
      • Table OTHER SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION)
  • MARKET ANALYSIS, BY FUNCTION
    • INTRODUCTION
      • Table SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION)
    • EMERGENCY SERVICES
      • Table EMERGENCY SERVICES: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION)
      • Table EMERGENCY SERVICES: SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION)
    • HUMAN RESOURCES
      • Table HUMAN RESOURCES: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION)
      • Table HUMAN RESOURCES: SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION)
    • MARKETING
      • Table MARKETING: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION)
      • Table MARKETING: SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION)
    • PRODUCT DEVELOPMENT
      • Table PRODUCT DEVELOPMENT: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION)
      • Table PRODUCT DEVELOPMENT: SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION)
    • SALES
      • Table SALES: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION)
      • Table SALES: SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION)
    • TRAINING
      • Table TRAINING: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION)
      • Table TRAINING: SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION)
    • SUPPORT
      • Table SUPPORT: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION)
      • Table SUPPORT: SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION)
  • MARKET ANALYSIS, BY PLATFORM
    • INTRODUCTION
      • Table SERIOUS GAME MARKET, BY PLATFORM, 2014-2020 ($MILLION)
    • HAND-HELD
    • MOBILE-BASED
    • PC-BASED
    • WEB-BASED
  • MARKET ANALYSIS, BY END-USER
    • INTRODUCTION
      • Table SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION)
    • CONSUMER
      • Table CONSUMER: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION)
      • Table CONSUMER: SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION)
      • Table CONSUMER: SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION)
    • ENTERPRISE
      • Table ENTERPRISE: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION)
      • Table ENTERPRISE: SERIOUS GAME MARKET, BY FUNCTION, 2014-2020 ($MILLION)
      • Table ENTERPRISE: SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION)
  • REGIONAL ANALYSIS
    • INTRODUCTION
      • Table SERIOUS GAME MARKET, BY REGION, 2014-2020 ($MILLION)
    • NORTH AMERICA
      • Table NORTH AMERICA: SERIOUS GAME MARKET, BY COUNTRY, 2014-2020 ($MILLION)
      • Table NORTH AMERICA: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION)
      • Table NORTH AMERICA: SERIOUS GAME MARKET, BY PLATFORM, 2014-2020 ($MILLION)
      • Table NORTH AMERICA: SERIOUS GAME MARKET, BY END-USER, 2014-2020 (MILLION USD)
    • EUROPE
      • Table EUROPE: SERIOUS GAME MARKET, BY COUNTRY, 2014-2020 ($MILLION)
      • Table EUROPE: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION)
      • Table EUROPE: SERIOUS GAME MARKET, BY PLATFORM, 2014-2020 ($MILLION)
      • Table EUROPE: SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION)
    • ASIA-PACIFIC (APAC)
      • Table APAC: SERIOUS GAME MARKET, BY COUNTRY, 2014-2020 ($MILLION)
      • Table APAC: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION)
      • Table APAC: SERIOUS GAME MARKET, BY PLATFORM, 2014-2020 ($MILLION)
      • Table APAC: SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION)
    • REST OF THE WORLD (ROW)
      • Table ROW: SERIOUS GAME MARKET, BY COUNTRY, 2014-2020 ($MILLION)
      • Table ROW: SERIOUS GAME MARKET, BY VERTICAL, 2014-2020 ($MILLION)
      • Table ROW: SERIOUS GAME MARKET, BY PLATFORM, 2014-2020 ($MILLION)
      • Table ROW: SERIOUS GAME MARKET, BY END-USER, 2014-2020 ($MILLION)
  • COMPETITIVE LANDSCAPE
    • OVERVIEW
    • COMPETITIVE SITUATION AND TRENDS
      • PARTNERSHIPS, AGREEMENTS, AND CONTRACTS
        • Table PARTNERSHIPS, AGREEMENTS, COLLABORATIONS, AND CONTRACTS, 2011-2014
      • PRODUCT DEVELOPMENT
        • Table NEW PRODUCT DEVELOPMENT, 2012 - 2015
      • NEW PRODUCT LAUNCH
        • Table NEW PRODUCT LAUNCH, 2012 - 2014
  • COMPANY PROFILES
    • INTRODUCTION
    • CISCO SYSTEMS INC.
      • BUSINESS OVERVIEW
      • PRODUCT PORTFOLIO
      • SWOT ANALYSIS
      • MNM VIEW
    • IBM CORPORATION
      • BUSINESS OVERVIEW
      • PRODUCTS AND SERVICES
      • SWOT ANALYSIS
      • MNM VIEW
    • MICROSOFT CORPORATION
      • BUSINESS OVERVIEW
      • PRODUCTS AND SERVICES
      • RECENT DEVELOPMENTS
      • SWOT ANALYSIS
      • MNM VIEW
    • NINTENDO CO. LTD.
      • BUSINESS OVERVIEW
      • PRODUCT PORTFOLIO
      • RECENT DEVELOPMENTS
      • SWOT ANALYSIS
      • MNM VIEW
    • SERIOUS GAME INTERNATIONAL
      • BUSINESS OVERVIEW
      • PRODUCT AND SERVICES
      • RECENT DEVELOPMENTS
      • SWOT ANALYSIS
      • MNM VIEW
    • APPLIED RESEARCH ASSOCIATE INC
      • BUSINESS OVERVIEW
      • PRODUCT PORTFOLIO
      • RECENT DEVELOPMENTS
    • ATEN INTELLIGENT EDUCATIONAL SYSTEMS INC.
      • BUSINESS OVERVIEW
      • PRODUCT PORTFOLIO
    • BREAKAWAY LTD.
      • BUSINESS OVERVIEW
      • PRODUCTS AND SERVICES
    • CCS DIGITAL EDUCATION
      • BUSINESS OVERVIEW
      • PRODUCT AND SERVICES
    • DESIGNING DIGITALLY INC.
      • BUSINESS OVERVIEW
      • PRODUCT PORTFOLIO
      • RECENT DEVELOPMENTS
    • SERIOUS GAME INTERACTIVE
      • BUSINESS OVERVIEW
      • PRODUCT PORTFOLIO
  • APPENDIX
    • INSIGHTS OF INDUSTRY EXPERTS
    • DISCUSSION GUIDE
    • INTRODUCING RT: REAL TIME MARKET INTELLIGENCE
    • AVAILABLE CUSTOMIZATIONS
    • RELATED REPORTS

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