Serious Game Market by Vertical (Education, Corporate, Healthcare) worth $5,448.82 Million by 2020

According to the new market research report "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 serious game market is estimated to reach $5,448.82 Million by 2020, at a CAGR of 16.38% between 2015 and 2020.

Browse 70 market data tables and 67 figures spread through 160 pages and in-depth TOC on “Serious Game Market - Forecast to 2020"
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The serious game market is expected to grow at a CAGR of 16.38% between 2015 and 2020. It covers different type of verticals, namely, aerospace & defence, automotive, corporate, education, energy, government, healthcare, retail, media & advertising, and others (research, tourism, and agriculture).

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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.

This report describes the drivers, restraints, opportunities, and challenges with respect to the serious game market. The factors which are driving the serious game 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. The restraining factors affecting the market include the improper game design, lack of awareness about serious game, and shortage of assessment tools. The explosion of the digital world and emergence of social networks are considered to be an opportunity for the serious game market. Unavailability of direct-to-consumer based serious games is a big challenge faced by the end-users in the serious game market.

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This report provides a detailed view of the market across geographies, namely, North America, Europe, Asia-Pacific, and RoW. North America accounted for the highest share of ~54% of the serious game market in 2014; it is expected to grow at a CAGR of 15.80% between 2015 and 2020.

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.

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