Serious games are applications or learning methods that are used to teach instead of entertaining, and are applied for education, aerospace & defense, government purposes and in corporate offices to teach the consumers information about the game is based on; such as flight simulation games are created to teach real-life situations virtually so that there is no harm to anyone or anything.
Global Serious Game Market is expected to rise from its initial estimated value of USD 3.86 billion in 2018 to an estimated value of USD 15.31 billion by 2026, registering a CAGR of 18.8% in the forecast period of 2019-2026.
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Key Players Mentioned in the Global Serious Game Market Research Report:
- Applied Research Associates Inc.,
- BreakAway Games,
Designing Digitally Inc., IBM Corporation, Microsoft, Diginext SRL, MPS Limited, Intuition, Unity Studios ApS, PLAYER RESEARCH LTD., Savivo, Bohemia Interactive Simulations, Hopelab, Conteneo Inc., Real Project Management Ltd., Epic Systems Corporation., TiER1 Performance Solutions, Virtual Campus, Totem Learning Ltd., and Promotion Software.
The report on this market includes key results and findings of our monitoring and analysis of the global Serious Game Market. We have provided crucial data points, which include divestments, new product launches, expansions, partnerships, mergers, acquisitions, and other strategic initiatives taken by players in the market.
Global Serious Game Market: Regional Segmentation
For further clarification, analysts have also segmented the market on the basis of geography. This type of segmentation allows the readers to understand the volatile political scenario in varying geographies and their impact on the global Serious Game market. On the basis of geography, the global market has been segmented into:
- The Middle East and Africa (GCC Countries and Egypt)
- North America (the United States, Mexico, and Canada)
- South America (Brazil etc.)
- Europe (Turkey, Germany, Russia UK, Italy, France, etc.)
- Asia-Pacific (Vietnam, China, Malaysia, Japan, Philippines, Korea, Thailand, India, Indonesia, and Australia)
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By Platforms Covered
By Industry Verticals
- Aerospace & Defense
- Media & Entertainment
Research Methodology: Global Serious Game Market
Data collection and base year analysis is done using data collection modules with large sample sizes. The market data is analysed and forecasted using market statistical and coherent models. Also market share analysis and key trend analysis are the major success factors in the market report. To know more please Request an Analyst Call or can drop down your inquiry.
The key research methodology used by DBMR Research team is data triangulation which involves data mining, analysis of the impact of data variables on the market, and primary (industry expert) validation. Apart from this, other data models include Vendor Positioning Grid, Market Time Line Analysis, Market Overview and Guide, Company Positioning Grid, Company Market Share Analysis, Standards of Measurement, Top to Bottom Analysis and Vendor Share Analysis. To know more about the research methodology, drop in an inquiry to speak to our industry experts.
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