Skip to main content

Serious Games - Some Market Information





A serious game is a game that has a purpose beyond pure entertainment.

The market for these games has been growing rapidly over a decade. Serious games have huge potential in various domains including education, corporate, defence, healthcare, and advertising. For a serious game to be successful, the game designer needs to accomplish a balance between the fun element and the main purpose of the game. Moreover, the designer needs to understand the customer needs while designing a game.

Serious games are being used for training, marketing, sales, product development, emergency services, recruitment, and support. They have found application in various industry verticals such as aerospace & defence, automotive, corporate, education, energy, government, healthcare, retail, media & advertising, and others (research, tourism, and agriculture). Verticals such as corporate, education, and media & advertising are expected to record high growth rate between 2015 and 2020. However, the education sector accounts for the major share of the said market.

This report describes the market trends, drivers, and challenges for the serious game market and forecasts the market between 2015 and 2020 on the basis of vertical, application, platform, end user, and region. The factors driving the market include the high return on investment, increased need for user engagement across enterprises and consumer brands, growing usage of mobile-based educational games, and improved learning outcomes.


Serious Game Market, 2014-2020
Serious Game Market
E – Estimated; P – Projected
Source: Press Releases, Investor Relation Presentations, Annual Reports, Expert Interviews, and MarketsandMarkets Analysis


The serious game market is expected to grow at $5,448.82 Million by 2020, CAGR of 16.38% between 2015 and 2020. The education segment accounts for the major share of the market. This segment accounted for a market share of ~18% in 2014 and is expected to grow at a CAGR of 17.62% between 2015 and 2020.

The corporate segment is expected to be the highest growing industry vertical during the forecast period and is projected to grow at a CAGR of 18.37% between 2015 and 2020.

APAC is expected to be the fastest-growing region in the serious game market at a CAGR of 18.06% between 2015 and 2020. In APAC,

China accounted for a major market share of ~40% in 2014 and countries such as India and South Korea are expected to grow at the highest CAGR between 2015 and 2020.

The growing interest of manufacturers in serious games and the increasing emphasis on the development of serious games are propelling the growth of the market in the APAC region.

The major players involved in the development of serious game 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.

Comments

Popular posts from this blog

Applio attend - TVS 2017 CONFERENCE

Applio to demonstrate the 'Stop The Pressure' Healthcare Game at TVS 2017 The TVS (Tissue Viability Society) 2017 Conference is to be held at the  Edgbaston Cricket Stadium which is located 5 minutes away from  Birmingham City Centre and is the second largest cricketing venue in the UK!  The venue is unlike any other in Birmingham and has modern and  outstanding facilities, with all rooms facing out onto the wonderful ground to  allow for productivity and creativity to flow! Applio will be exhibiting on Stand 50 - Please come along and say hello,  we will  be armed with numerous Tablets to demonstrate our 'Stop the Pressure'  Game  Based Learning experience that is used to help train any healthcare personnel in the subject of Pressure Ulcers.  'Stop the Pressure' was created in partnership with the NHS http://www.applio.net/game-store
Game Based Learning Game based learning can deliver numerous benefits, communication, behavioral change, strategic thinking, decision making, memory, adaptation, coordination, inclusion and improved attention span. When you compare the above to organisational communication methods like PowerPoint, conferences or Town Hall sessions you can quickly realise the benefits that gaming technologies can deliver.  The greatest strength of an effective outcome to game-based learning is the ability to quickly change the content to allow customisation of the learning experience that can easily be adapted to different business requirements. This type of architecture allows the user to become involved, take part and act, rather than just  listening , taking notes and doing as they are directed. How many times do you remember being told -  The best way of learning something is by doing it. Game based learning solutions require students to communicate, think quickly and u...
BYOD, Games and Employee Engagement It has been a while since my last Post, for that I apologise.....I am busy trying to assist a number of start-ups find their feet! Following on from my last Post, which will now be out-of-date.......as is the way for any quoted statistics. I wonder how much thought employers, especially C level employers give to the gaming industry? Do they realise just how many of their current employees spend playing multiplayer online games, and more importantly the level of engagement that is achieved that does not exist or that they do not bring into the working environment? I wonder if they realise the demographics of the gaming community and how this has changed, no longer is the community adolescent boys hidden away in bedrooms, but a thriving community spanning all ages and both sexes. One of the key areas that will influence future gaming technologies in the workplace is the fact that computing at home or home digital services - machines, so...