Summary
The global and Chinese economies were hit hard in 2020, and the global GDP grew by XX% in 2021. Although the global growth prospects improved and there was a V-shaped rebound, this does not mean that the economy has really recovered to the level before the epidemic. The vast majority of countries are still in the stage of recovery after heavy damage and are far from achieving real recovery.
2023 is a year of continuous recovery. Global supply chain disturbance, geopolitical tension, energy price fluctuation, local labor shortage and rising raw material prices will affect the resilience of economic recovery. The International Monetary Fund (IMF) predicts that the world economy will grow by XX% in 2023, of which the U.S. economy will grow by about XX%. Driven by China and India, Asia is expected to become the fastest growing region in the world in 2023. However, China's economic growth has slowed down. The 2023 government work report shows that the expected target of economic growth is set at about XX%.
According to research, China has set a growth rate of about XX%, which not only focuses on the speed of economic growth, but also anchors the quality of economic development. Scientific and technological innovation, economic and social digitization and green development will be the long-term goals of China's economic development. It is expected that in 2023, major economies such as the United States, Europe and China will introduce more favorable policies to drive the development of switching power supply industry.
VIC Research released the 《Global Serious Games Market Segment Research Report 2023》, which aims to sort out the development status and trends of the Serious Games industry at home and abroad, estimate the overall market scale of the Serious Games industry and the market share of major countries, Serious Games industry, and study and judge the downstream market demand of Serious Games through systematic research, Analyze the competition pattern of Serious Games, so as to help solve the pain points of various stakeholders in Serious Games industry. This industry research report combines desktop research, qualitative interviews with insiders or experts and other methods to strive for the objectivity and integrity of conclusions and data.
Regional Segmentation (Value; Revenue, USD Million, 2019-2028) of Serious Games Market by VIC Research Include
USA
Europe
China
Japan
India
Korea
Southeast Asia
Competitive Analysis; Who are the Major Players in Serious Games Market?
BreakAway, Ltd.
Designing Digitally, Inc.
DIGINEXT
IBM Corporation
Intuition
Learning Nexus Ltd
Nintendo Co., Ltd.
Promotion Software GmbH
Revelian
Tata Interactive Systems
Major Type of Serious Games Covered in VIC Research report:
Enterprises
Consumers
Application Segments Covered in VIC Research Market
Healthcare
Aerospace & defense
Government
Education
Retail
Media & Entertainment
Others
For any other requirements, please feel free to contact us and we will provide you customized report.
Table of Contents
Global Serious Games Market Segment Research Report 2023
1. Research Scope
2. Market Overview
2.1 Product Introduction, Application, Picture
2.2 Global Serious Games Market by Value
2.2.1 Global Serious Games Revenue by Type
2.2.2 Global Serious Games Market by Value
2.3 Global Serious Games Market by Sales
2.3.1 Global Serious Games Sales by Type
2.3.2 Global Serious Games Market by Sales
3. The Major Driver of Serious Games Industry
3.1 Historical & Forecast Global Serious Games Sales and Revenue (2019-2028)
3.2 Largest Application for Serious Games (2019-2028)
3.3 The Major Downstream Company in China Market 2023
4. Global and Regional Serious Games Market
4.1 Regional Market Size in Terms of Sales (2023 & 2028)
4.2 Regional Market Share in Terms of Revenue (2023 & 2028)
4.3 Concentration Ratio (CR5& CR10) of Serious Games Market
4.4 Mergers & Acquisitions, Expansion Plans
5. US Serious Games Sales (2019-2028)
5.1 Current and Estimated Sales Breakdown by Type (2019-2028)
5.2 Current and Estimated Sales Breakdown by Application (2019-2028)
5.3 Current and Estimated Revenue Breakdown by Type (2019-2028)
5.4 Current and Estimated Revenue Breakdown by Application (2019-2028)
6. Europe Serious Games Sales (2019-2028)
6.1 Current and Estimated Sales Breakdown by Type (2019-2028)
6.2 Current and Estimated Sales Breakdown by Application (2019-2028)
6.3 Current and Estimated Revenue Breakdown by Type (2019-2028)
6.4 Current and Estimated Revenue Breakdown by Application (2019-2028)
7. China Serious Games Sales (2019-2028)
7.1 Current and Estimated Sales Breakdown by Type (2019-2028)
7.2 Current and Estimated Sales Breakdown by Application (2019-2028)
7.3 Current and Estimated Revenue Breakdown by Type (2019-2028)
7.4 Current and Estimated Revenue Breakdown by Application (2019-2028)
8. Japan Serious Games Sales (2019-2028)
8.1 Current and Estimated Sales Breakdown by Type (2019-2028)
8.2 Current and Estimated Sales Breakdown by Application (2019-2028)
8.3 Current and Estimated Revenue Breakdown by Type (2019-2028)
8.4 Current and Estimated Revenue Breakdown by Application (2019-2028)
9. India Serious Games Sales (2019-2028)
9.1 Current and Estimated Sales Breakdown by Type (2019-2028)
9.2 Current and Estimated Sales Breakdown by Application (2019-2028)
9.3 Current and Estimated Revenue Breakdown by Type (2019-2028)
9.4 Current and Estimated Revenue Breakdown by Application (2019-2028)
10. Korea Serious Games Sales (2019-2028)
10.1 Current and Estimated Sales Breakdown by Type (2019-2028)
10.2 Current and Estimated Sales Breakdown by Application (2019-2028)
10.3 Current and Estimated Revenue Breakdown by Type (2019-2028)
10.4 Current and Estimated Revenue Breakdown by Application (2019-2028)
11. Southeast Asia Serious Games Sales (2019-2028)
11.1 Current and Estimated Sales Breakdown by Type (2019-2028)
11.2 Current and Estimated Sales Breakdown by Application (2019-2028)
11.3 Current and Estimated Revenue Breakdown by Type (2019-2028)
11.4 Current and Estimated Revenue Breakdown by Application (2019-2028)
12. South America Serious Games Sales (2019-2028)
12.1 Current and Estimated Sales Breakdown by Type (2019-2028)
12.2 Current and Estimated Sales Breakdown by Application (2019-2028)
12.3 Current and Estimated Revenue Breakdown by Type (2019-2028)
12.4 Current and Estimated Revenue Breakdown by Application (2019-2028)
13. Global Serious Games Average Price Trend
13.1 Market Price for Each Type of Serious Games in US (2019-2023)
13.2 Market Price for Each Type of Serious Games in Europe (2019-2023)
13.3 Market Price for Each Type of Serious Games in China (2019-2023)
13.4 Market Price for Each Type of Serious Games in Japan (2019-2023)
13.5 Market Price for Each Type of Serious Games in India (2019-2023)
13.6 Market Price for Each Type of Serious Games in Korea (2019-2023)
13.7 Market Price for Each Type of Serious Games in Southeast Asia (2019-2023)
13.8 Market Price for Each Type of Serious Games in South America (2019-2023)
14. Industrial Chain (Impact of COVID-19)
14.1 Serious Games Industrial Chain Analysis
14.2 Downstream
14.3 Impact of COVID-19
14.4 Post-pandemic Era
14.5 Technology Trends of Serious Games
15. Serious Games Competitive Landscape
15.1 BreakAway, Ltd.
15.1.1 BreakAway, Ltd. Company Profiles
15.1.2 BreakAway, Ltd. Product Introduction
15.1.3 BreakAway, Ltd. Serious Games Sales, Revenue (2019-2023)
15.1.4 Strategic initiatives
15.2 Designing Digitally, Inc.
15.2.1 Designing Digitally, Inc. Company Profiles
15.2.2 Designing Digitally, Inc. Product Introduction
15.2.3 Designing Digitally, Inc. Serious Games Sales, Revenue (2019-2023)
15.2.4 Strategic initiatives
15.3 DIGINEXT
15.3.1 DIGINEXT Company Profiles
15.3.2 DIGINEXT Product Introduction
15.3.3 DIGINEXT Serious Games Sales, Revenue (2019-2023)
15.3.4 Strategic initiatives
15.4 IBM Corporation
15.4.1 IBM Corporation Company Profiles
15.4.2 IBM Corporation Product Introduction
15.4.3 IBM Corporation Serious Games Sales, Revenue (2019-2023)
15.4.4 Strategic initiatives
15.5 Intuition
15.5.1 Intuition Company Profiles
15.5.2 Intuition Product Introduction
15.5.3 Intuition Serious Games Sales, Revenue (2019-2023)
15.5.4 Strategic initiatives
15.6 Learning Nexus Ltd
15.6.1 Learning Nexus Ltd Company Profiles
15.6.2 Learning Nexus Ltd Product Introduction
15.6.3 Learning Nexus Ltd Serious Games Sales, Revenue (2019-2023)
15.6.4 Strategic initiatives
15.7 Nintendo Co., Ltd.
15.7.1 Nintendo Co., Ltd. Company Profiles
15.7.2 Nintendo Co., Ltd. Product Introduction
15.7.3 Nintendo Co., Ltd. Serious Games Sales, Revenue (2019-2023)
15.7.4 Strategic initiatives
15.8 Promotion Software GmbH
15.8.1 Promotion Software GmbH Company Profiles
15.8.2 Promotion Software GmbH Product Introduction
15.8.3 Promotion Software GmbH Serious Games Sales, Revenue (2019-2023)
15.8.4 Strategic initiatives
15.9 Revelian
15.9.1 Revelian Company Profiles
15.9.2 Revelian Product Introduction
15.9.3 Revelian Serious Games Sales, Revenue (2019-2023)
15.9.4 Strategic initiatives
15.10 Tata Interactive Systems
15.10.1 Tata Interactive Systems Company Profiles
15.10.2 Tata Interactive Systems Product Introduction
15.10.3 Tata Interactive Systems Serious Games Sales, Revenue (2019-2023)
15.10.4 Strategic initiatives
16. Conclusion
17. Methodology and Data Source
List of Tables and Figures
Figure 1. Total Sales by Application of Serious Games Industry (Volume)
Figure 2. Serious Games Sales by Regions in 2023
Figure 3. Regional Market Share in Terms of Revenue (2023&2028)
Figure 4. The Top 10 and 5 Players Market Share by Serious Games Revenue in 2023
Figure 5. US Serious Games Sales (2019-2028)
Figure 6. Sales Breakdown by Type (%)
Figure 7. Sales Breakdown by Type (%)
Figure 8. Sales Breakdown by Application (%)
Figure 9. Revenue Breakdown by Type (%)
Figure 10. Revenue Breakdown by Application (%)
Figure 11. Europe Serious Games Sales (2019-2028)
Figure 12. Sales Breakdown by Type (%)
Figure 13. Sales Breakdown by Type (%)
Figure 14. Sales Breakdown by Application (%)
Figure 15. Revenue Breakdown by Type (%)
Figure 16. Revenue Breakdown by Application (%)
Figure 17. China Serious Games Sales (2019-2028)
Figure 18. Sales Breakdown by Type (%)
Figure 19. Sales Breakdown by Type (%)
Figure 20. Sales Breakdown by Application (%)
Figure 21. Current and Estimated Revenue Breakdown by Type
Figure 22. Revenue Breakdown by Type (%)
Figure 23. Revenue Breakdown by Application (%)
Figure 24. Japan Serious Games Sales (2019-2028)
Figure 25. Sales Breakdown by Type (%)
Figure 26. Sales Breakdown by Type (%)
Figure 27. Sales Breakdown by Application (%)
Figure 28. Revenue Breakdown by Type (%)
Figure 29. Revenue Breakdown by Application (%)
Figure 30. India Serious Games Sales (2019-2028)
Figure 31. Sales Breakdown by Type (%)
Figure 32. Sales Breakdown by Type (%)
Figure 33. Sales Breakdown by Application (%)
Figure 34. Revenue Breakdown by Type (%)
Figure 35. Revenue Breakdown by Application (%)
Figure 36. Korea Serious Games Sales (2019-2028)
Figure 37. Sales Breakdown by Type (%)
Figure 38. Sales Breakdown by Type (%)
Figure 39. Sales Breakdown by Application (%)
Figure 40. Revenue Breakdown by Type (%)
Figure 41. Revenue Breakdown by Application (%)
Figure 42. Southeast Asia Serious Games Sales (2019-2028)
Figure 43. Current and Estimated Sales Breakdown by Type (2019-2028)
Figure 44. Sales Breakdown by Type (%)
Figure 45. Sales Breakdown by Type (%)
Figure 46. Revenue Breakdown by Type (%)
Figure 47. Revenue Breakdown by Application (%)
Figure 48. Industrial Chain
Table 1. Top Manufacturers and Market Segmentation
Table 2. Product Introduction, Application, Picture
Table 3. Serious Games Revenue, by Type (Million USD) (2019-2028)
Table 4. Serious Games Sales, by Type (K Unit) (2019-2028)
Table 5. Serious Games Sales (K Unit) by Application (2019-2028)
Table 6. Serious Games Sales (Million USD) by Application (2019-2028)
Table 7. The Major Downstream Company in China
Table 8. Regional Market Share in Terms of Sales (2023)
Table 9. Regional Market Share in Terms of Revenue (2023&2028)
Table 10. Ranking of Global Top Serious Games Companies by Revenue, Concentration Ratio in 2023
Table 11. Mergers & Acquisitions, Expansion Plans
Table 12. US Serious Games Sales (K Unit), Market Revenue (Million USD) (2019-2028)
Table 13. Current and Estimated Sales Breakdown by Type (2019-2028)
Table 14. Current and Estimated Sales Breakdown by Type (2019-2028)
Table 15. Current and Estimated Sales Breakdown by Application (2019-2028)
Table 16. Current and Estimated Revenue Breakdown by Type
Table 17. Current and Estimated Revenue Breakdown by Application
Table 18. Europe Serious Games Sales (K Unit), Market Revenue (Million USD) (2019-2028)
Table 19. Current and Estimated Sales Breakdown by Type (2019-2028)
Table 20. Current and Estimated Sales Breakdown by Type (2019-2028)
Table 21. Current and Estimated Sales Breakdown by Application (2019-2028)
Table 22. Current and Estimated Revenue Breakdown by Type
Table 23. Current and Estimated Revenue Breakdown by Application
Table 24. China Serious Games Sales (K Unit), Market Revenue (Million USD) (2019-2028)
Table 25. Table Current and Estimated Sales Breakdown by Type
Table 26. Current and Estimated Sales Breakdown by Type
Table 27. Current and Estimated Sales Breakdown by Application
Table 28. Current and Estimated Revenue Breakdown by Application
Table 29. Japan Serious Games Sales (K Unit), Market Revenue (Million USD) (2019-2028)
Table 30. Current and Estimated Sales Breakdown by Type (2019-2028)
Table 31. Current and Estimated Sales Breakdown by Type (2019-2028)
Table 32. Current and Estimated Sales Breakdown by Application (2019-2028)
Table 33. Current and Estimated Revenue Breakdown by Type
Table 34. Current and Estimated Revenue Breakdown by Application
Table 35. India Serious Games Sales (K Unit), Market Revenue (Million USD) (2019-2028)
Table 36. Current and Estimated Sales Breakdown by Type (2019-2028)
Table 37. Current and Estimated Sales Breakdown by Type (2019-2028)
Table 38. Current and Estimated Sales Breakdown by Application (2019-2028)
Table 39. Current and Estimated Revenue Breakdown by Type
Table 40. Current and Estimated Revenue Breakdown by Application
Table 41. Korea Serious Games Sales (K Unit), Market Revenue (Million USD) (2019-2028)
Table 42. Current and Estimated Sales Breakdown by Type (2019-2028)
Table 43. Current and Estimated Sales Breakdown by Type (2019-2028)
Table 44. Current and Estimated Sales Breakdown by Application (2019-2028)
Table 45. Current and Estimated Revenue Breakdown by Type
Table 46. Current and Estimated Revenue Breakdown by Application
Table 47. Southeast Asia Serious Games Sales (K Unit), Market Revenue (Million USD) (2019-2028)
Table 48. Table Current and Estimated Sales Breakdown by Type (2019-2028)
Table 49. Current and Estimated Sales Breakdown by Application (2019-2028)
Table 50. Current and Estimated Revenue Breakdown by Type
Table 51. Current and Estimated Revenue Breakdown by Application
Table 52. Market Price (USD/Unit) for Each Type of Serious Games in US (2019-2023)
Table 53. Market Price (USD/Unit) for Each Type of Serious Games in Europe (2019-2023)
Table 54. Market Price (USD/Unit) for Each Type of Serious Games in China (2019-2023)
Table 55. Market Price (USD/Unit) for Each Type of Serious Games in Japan (2019-2023)
Table 56. Market Price (USD/Unit) for Each Type of Serious Games in India (2019-2023)
Table 57. Market Price (USD/Unit) for Each Type of Serious Games in Korea (2019-2023)
Table 58. Market Price (USD/Unit) for Each Type of Serious Games in Southeast Asia (2019-2023)
Table 59. Key Downstream Customer in Each Application Field
Table 60. BreakAway, Ltd. Profiles
Table 61. BreakAway, Ltd. Serious Games Product Introduction
Table 62. BreakAway, Ltd. Serious Games Sales (Unit), Revenue (Million USD) (2019-2023)
Table 63. BreakAway, Ltd. Strategic initiatives
Table 64. Designing Digitally, Inc. Profiles
Table 65. Designing Digitally, Inc. Serious Games Product Introduction
Table 66. Designing Digitally, Inc. Serious Games Sales (Unit), Revenue (Million USD) (2019-2023)
Table 67. Designing Digitally, Inc. Strategic initiatives
Table 68. DIGINEXT Profiles
Table 69. DIGINEXT Serious Games Product Introduction
Table 70. DIGINEXT Serious Games Sales (Unit), Revenue (Million USD) (2019-2023)
Table 71. DIGINEXT Strategic initiatives
Table 72. IBM Corporation Profiles
Table 73. IBM Corporation Serious Games Product Introduction
Table 74. IBM Corporation Serious Games Sales (Unit), Revenue (Million USD) (2019-2023)
Table 75. IBM Corporation Strategic initiatives
Table 76. Intuition Profiles
Table 77. Intuition Serious Games Product Introduction
Table 78. Intuition Serious Games Sales (Unit), Revenue (Million USD) (2019-2023)
Table 79. Intuition Strategic initiatives
Table 80. Learning Nexus Ltd Profiles
Table 81. Learning Nexus Ltd Serious Games Product Introduction
Table 82. Learning Nexus Ltd Serious Games Sales (Unit), Revenue (Million USD) (2019-2023)
Table 83. Learning Nexus Ltd Strategic initiatives
Table 84. Nintendo Co., Ltd. Profiles
Table 85. Nintendo Co., Ltd. Serious Games Product Introduction
Table 86. Nintendo Co., Ltd. Serious Games Sales (Unit), Revenue (Million USD) (2019-2023)
Table 87. Nintendo Co., Ltd. Strategic initiatives
Table 88. Promotion Software GmbH Profiles
Table 89. Promotion Software GmbH Serious Games Product Introduction
Table 90. Promotion Software GmbH Serious Games Sales (Unit), Revenue (Million USD) (2019-2023)
Table 91. Promotion Software GmbH Strategic initiatives
Table 92. Revelian Profiles
Table 93. Revelian Serious Games Product Introduction
Table 94. Revelian Serious Games Sales (Unit), Revenue (Million USD) (2019-2023)
Table 95. Revelian Strategic initiatives
Table 97. Tata Interactive Systems Profiles
Table 98. Tata Interactive Systems Serious Games Product Introduction
Table 99. Tata Interactive Systems Serious Games Sales (Unit), Revenue (Million USD) (2019-2023)
Table 100. Tata Interactive Systems Strategic initiatives
The research methodology employed by VICResearch has been subjected by numerous procedures in order to guarantee the quality and accuracy of the data contained within the reports. The analysts are employed full-time and received more than six months training to satisfy the standard of VICResearch. VICResearch’s methodology can be divided into five stages:
Stage 1: Secondary research
The research team first works with magazines, industry trade group, and administration that operate in the research field. The information provided by our in-house documentation service helps us carrying out further research. Our team which has the experience as well as the knowledge efficiently extracts the accurate information from existing source.
Stage 2: Primary research: interviews with trade sources
After the first stage, the research team conducts large number of face-to-face or telephone interviews with the representative companies operating in the research field. The analysts attempt to obtain a chance to talk with leading players in the field as well as with small companies. The upstream suppliers, manufacturers, distributors, importers, installers, wholesalers and consumers are all included in the interviews. The data gathered during the interview is then carefully checked and compared with the secondary research.
Stage 3: Analysis of the gathered data
The analysis team checks and synthesizes the data gathered during the first two stages. To validate the data, a second series of interviews can be conducted.
Stage 4: Quantitative data
The quantitative data such as market estimates, production and capacity of manufacturer, market forecasts and investment feasibility is provided by VICResearch. The data is based on the estimates obtained during stage 3.
The research team also provides appreciation and analysis of the market and the quantitative data contained in the reports. The data is consequently unique to VICResearch.
Stage 5: Quality control
Before publishing, every report goes under a rigorous checking and editing process, which is done by experience management team to ensure the reliability of the published data. Each analyst in the research team receives support and on-going training which is part of the VICResearch’s internal quality process.