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The global Serious Games market is expected to grow at a CAGR of 11.3% during the forecast period.
The global Serious Games market is estimated to be about 3994.3 million US dollars in 2020.
The global Serious Games market is estimated to reach 6131.0 million USD by 2026.
The global Serious Games market is segmented by company, region (country), type and application. Participants, stakeholders, and other readers in the global Serious Games market will be able to gain an advantage as they use reports as a powerful resource.
The global Serious Games market is segmented by company, region (country), type and application. Participants, stakeholders, and other readers in the global Serious Games market will be able to gain an advantage as they use reports as a powerful resource.
Serious Games markets by category
Enterprises
Consumers
Serious Games Market by Application (Percentage of Demand)
Healthcare
Aerospace & defense
Government
Education
Retail
Media & Entertainment
Others
Who are the leading companies 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
Serious Games markets by region:
In North America
In Latin America
Europe
The Asia-pacific
Middle East and Africa (MEA)
What are the main countries covered
The United States
Canada
Germany
France
UK
Italy
Russia
China
Japan
Korea
Southeast Asia
India
Australia
Brazil
Mexico
Argentina
Chile
Colombia
Egypt
Saudi Arabia
United Arab Emirates
Nigeria
South Africa
Which is the most profitable market
Among regions, North America/Europe/Asia Pacific accounted for the largest share of global personalized beauty equipment as rising consumer incomes led to increased spending at Serious Games.
What methodology did you follow in your research
This study was conducted by our expert analysts through a combination of primary and secondary studies. The methodology we follow includes a demand-side assessment of the market and triangulation of this through supply-side analysis. The methodology is based on the use of standard market structures, methods, and definitions.
Who were the primary study respondents
We talk to stakeholders across the spectrum. Including C-level executives, distributors, product manufacturers, industry experts, etc.
What are the sources of secondary research
We conduct extensive secondary studies using proprietary databases, paid databases, and information available in the public domain. We refer to industry associations, company press releases, annual reports, investor presentations and research papers.
1. Introduction
1.1 Definition of the Market
1.2 Research Purpose
1.3 Scope of the Study
1.4 Stakeholders
1.5 Geography Coverage
1.6 Currency Under Consideration
1.7 Consumption Units
1.8 Review Cycle
2 Global Market Overview
2.1 Global Serious Games Market Size and Growth Forecast 2014-2026
2.2 Global Serious Games Market Size by Region 2014-2026
2.3 Serious Games Gross Margin in Different Region 2014-2021
2.4 Global Serious Games Market by Major Companies
2.1 Global Serious Games Revenue and Market Share by Vendors (2016-2021)
2.2 Global Serious Games Industry Concentration Ratio (CR5 and HHI)
2.3 Top 5 Serious Games Vendors Market Share
2.4 Top 10 Serious Games Vendors Market Share
3 Global Serious Games Market by Type
3.1 Global Serious Games Market Size and Growth Rate Segment by Types from 2014-2021
3.2 Brief Introduction of Different Types
3.2.1 Enterprises
3.2.2 Consumers
4 Global Serious Games Market by Application
4.1 Global Serious Games Market Size and Growth Rate Segment by Applications from 2014-2021
4.2 Brief Introduction of Different Applications
4.2.1 Healthcare
4.2.2 Aerospace & defense
4.2.3 Government
4.2.4 Education
4.2.5 Retail
4.2.6 Media & Entertainment
4.2.7 Others
5 North America Serious Games Market Value and Segmentation (by Type, Application, Countries and Participants)
5.1 North America Serious Games Value ($) from 2014-2021
5.2 North America Serious Games Market Value ($) and Growth (%) by Type from 2014-2021
5.3 North America Serious Games Market Value ($) and Growth (%) by Application from 2014-2021
5.4 North America Serious Games Market Value ($) and Growth (%) by Countries from 2014-2021
5.4.1 The United States
5.4.2 Canada
5.5 Top North America Serious Games Participants Value ($) and Market Share (%) in 2020
6 Europe Serious Games Market Value and Segmentation (by Type, Application, Countries and Participants)
6.1 Europe Serious Games Value ($) from 2014-2021
6.2 Europe Serious Games Market Value ($) and Growth (%) by Type from 2014-2021
6.3 Europe Serious Games Market Value ($) and Growth (%) by Application from 2014-2021
6.4 Europe Serious Games Market Value ($) and Growth (%) by Countries from 2014-2021
6.4.1 Germany
6.4.2 France
6.4.3 UK
6.4.4 Italy
6.4.5 Russia
…
6.5 Top Europe Serious Games Participants Value ($) and Market Share (%) in 2020
7 Asia-Pacific Serious Games Market Value and Segmentation (by Type, Application, Countries and Participants)
7.1 Asia-Pacific Serious Games Value ($) from 2014-2021
7.2 Asia-Pacific Serious Games Market Value ($) and Growth (%) by Type from 2014-2021
7.3 Asia-Pacific Serious Games Market Value ($) and Growth (%) by Application from 2014-2021
7.4 Asia-Pacific Serious Games Market Value ($) and Growth (%) by Countries from 2014-2021
7.4.1 China
7.4.2 Japan
7.4.3 Korea
7.4.4 Southeast Asia
7.4.5 India
7.4.6 Australia
…
7.5 Top Asia-Pacific Serious Games Participants Value ($) and Market Share (%) in 2020
8 Latin America Serious Games Market Value and Segmentation (by Type, Application, Countries and Participants)
8.1 Latin America Serious Games Value ($) from 2014-2021
8.2 Latin America Serious Games Market Value ($) and Growth (%) by Type from 2014-2021
8.3 Latin America Serious Games Market Value ($) and Growth (%) by Application from 2014-2021
8.4 Latin America Serious Games Market Value ($) and Growth (%) by Countries from 2014-2021
8.4.1 Brazil
8.4.2 Mexico
8.4.3 Argentina
8.4.4 Chile
8.4.5 Colombia
…
8.5 Top Latin America Serious Games Participants Value ($) and Market Share (%) in 2020
9 Middle East & Africa Serious Games Market Value and Segmentation (by Type, Application, Countries and Participants)
9.1 Middle East & Africa Serious Games Value ($) from 2014-2021
9.2 Middle East & Africa Serious Games Market Value ($) and Growth (%) by Type from 2014-2021
9.3 Middle East & Africa Serious Games Market Value ($) and Growth (%) by Application from 2014-2021
9.4 Middle East & Africa Serious Games Market Value ($) and Growth (%) by Countries from 2014-2021
9.4.1 Egypt
9.4.2 Saudi Arabia
9.4.3 United Arab Emirates
9.4.4 Nigeria
9.4.5 South Africa
…
9.5 Top Middle East & Africa Serious Games Participants Value ($) and Market Share (%) in 2020
10. Global Level Competitive Intelligence – Company Profiles
10.1 BreakAway, Ltd.
10.1.1 BreakAway, Ltd. Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.1.2 BreakAway, Ltd. Value, Gross and Growth Rate from 2014-2021
10.2 Designing Digitally, Inc.
10.2.1 Designing Digitally, Inc. Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.2.2 Designing Digitally, Inc. Value, Gross and Growth Rate from 2014-2021
10.3 DIGINEXT
10.3.1 DIGINEXT Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.3.2 DIGINEXT Value, Gross and Growth Rate from 2014-2021
10.4 IBM Corporation
10.4.1 IBM Corporation Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.4.2 IBM Corporation Value, Gross and Growth Rate from 2014-2021
10.5 Intuition
10.5.1 Intuition Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.5.2 Intuition Value, Gross and Growth Rate from 2014-2021
10.6 Learning Nexus Ltd
10.6.1 Learning Nexus Ltd Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.6.2 Learning Nexus Ltd Value, Gross and Growth Rate from 2014-2021
10.7 Nintendo Co., Ltd.
10.7.1 Nintendo Co., Ltd. Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.7.2 Nintendo Co., Ltd. Value, Gross and Growth Rate from 2014-2021
10.8 Promotion Software GmbH
10.8.1 Promotion Software GmbH Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.8.2 Promotion Software GmbH Value, Gross and Growth Rate from 2014-2021
10.9 Revelian
10.9.1 Revelian Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.9.2 Revelian Value, Gross and Growth Rate from 2014-2021
10.10 Tata Interactive Systems
10.10.1 Tata Interactive Systems Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.10.2 Tata Interactive Systems Value, Gross and Growth Rate from 2014-2021
11. Market Dynamics
11.1 Driving Factors
11.1.1 Rising Demand in one or More of the Following Regions: North America, Europe, Asia-Pacific, Latin America, Middle East & Africa
11.1.2 Increasing Use of Serious Games by Different End-User/Applications
11.2 Restraints and Challenges in the Market
11.3 Opportunities
12. Future Forecast of Global Serious Games Market from 2021-2026
12.1 Future Forecast of Global Serious Games Market from 2021-2026 Segment by Regions
12.2 Future Forecast of Global Serious Games Market from 2021-2026 Segment by Type
12.3 Future Forecast of Global Serious Games Market from 2021-2026 Segment by Application
13. Investment Analysis
13.1 Fundamental Analysis (Porter's Five Forces Analysis)
13.2 Technical Preparation Analysis
13.3 Risk Evaluating Analysis
13.4 Estimated Investment Pay-Back Period
14 Research Methodology
14.1 Research Data
14.1.1 Secondary Data
14.1.2 Primary Data
14.2 Market Size Estimation
14.2.1 Bottom-Up Approach
14.2.2 Top-Down Approach (Involves time, Space, and Persons)
14.3 Data Triangulation
14.4 Assumptions
14.5 Hypothesis of this Research, Clear, specific, and testable statement of this research
14.6 Limitations of Our Study
14.7 Scene Based Modeling
14.8 Covid-19 Impact/Evaluation
15 Disclaimer Table Key Data Covered
Table Key Data Parameter
Figure Global Serious Games Market Size and Growth Forecast 2014-2026
Table Global Serious Games Market Size ($) by Region 2014-2026
Table Serious Games Gross Margin in Different Region 2014-2021
Table Global Serious Games Market Size ($) and Growth Rate Segment by Types from 2014-2021
Figure Enterprises of Serious Games
Figure Consumers of Serious Games
Table Global Serious Games Market Size ($) and Growth Rate Segment by Applications from 2014-2021
Figure Healthcare of Serious Games
Figure Aerospace & defense of Serious Games
Figure Government of Serious Games
Figure Education of Serious Games
Figure Retail of Serious Games
Figure Media & Entertainment of Serious Games
Figure Others of Serious Games
Figure North America Serious Games Value ($) and Growth Rate from 2014-2021
Table North America Serious Games Value ($) and Growth (%) by Type from 2014-2021
Table North America Serious Games Value ($) and Growth (%) by Application from 2014-2021
Table Top North America Serious Games Participants Value ($) and Market Share (%) in 2020
Figure Europe Serious Games Value ($) and Growth Rate from 2014-2021
Table Europe Serious Games Value ($) and Growth (%) by Type from 2014-2021
Table Europe Serious Games Value ($) and Growth (%) by Application from 2014-2021
Table Top Europe Serious Games Participants Value ($) and Market Share (%) in 2020
Figure Asia-Pacific Serious Games Value ($) and Growth Rate from 2014-2021
Table Asia-Pacific Serious Games Value ($) and Growth (%) by Type from 2014-2021
Table Asia-Pacific Serious Games Value ($) and Growth (%) by Application from 2014-2021
Table Top Asia-Pacific Serious Games Participants Value ($) and Market Share (%) in 2020
Figure Latin America Serious Games Value ($) and Growth Rate from 2014-2021
Table Latin America Serious Games Value ($) and Growth (%) by Type from 2014-2021
Table Latin America Serious Games Value ($) and Growth (%) by Application from 2014-2021
Table Top Latin America Serious Games Participants Value ($) and Market Share (%) in 2020
Figure Middle East & Africa Serious Games Value ($) and Growth Rate from 2014-2021
Table Middle East & Africa Serious Games Value ($) and Growth (%) by Type from 2014-2021
Table Middle East & Africa Serious Games Value ($) and Growth (%) by Application from 2014-2021
Table Top Middle East & Africa Serious Games Participants Value ($) and Market Share (%) in 2020
Table BreakAway, Ltd. Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure BreakAway, Ltd. Value, Gross and Growth Rate from 2014-2021
Figure BreakAway, Ltd. Gross Margin from 2014-2021
Table Designing Digitally, Inc. Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure Designing Digitally, Inc. Value, Gross and Growth Rate from 2014-2021
Figure Designing Digitally, Inc. Gross Margin from 2014-2021
Table DIGINEXT Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure DIGINEXT Value, Gross and Growth Rate from 2014-2021
Figure DIGINEXT Gross Margin from 2014-2021
Table IBM Corporation Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure IBM Corporation Value, Gross and Growth Rate from 2014-2021
Figure IBM Corporation Gross Margin from 2014-2021
Table Intuition Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure Intuition Value, Gross and Growth Rate from 2014-2021
Figure Intuition Gross Margin from 2014-2021
Table Learning Nexus Ltd Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure Learning Nexus Ltd Value, Gross and Growth Rate from 2014-2021
Figure Learning Nexus Ltd Gross Margin from 2014-2021
Table Nintendo Co., Ltd. Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure Nintendo Co., Ltd. Value, Gross and Growth Rate from 2014-2021
Figure Nintendo Co., Ltd. Gross Margin from 2014-2021
Table Promotion Software GmbH Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure Promotion Software GmbH Value, Gross and Growth Rate from 2014-2021
Figure Promotion Software GmbH Gross Margin from 2014-2021
Table Revelian Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure Revelian Value, Gross and Growth Rate from 2014-2021
Figure Revelian Gross Margin from 2014-2021
Table Tata Interactive Systems Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
Figure Tata Interactive Systems Value, Gross and Growth Rate from 2014-2021
Figure Tata Interactive Systems Gross Margin from 2014-2021
Table Driving Factors for this Market (North America, Europe, Asia-Pacific, Latin America, Middle East & Africa)
Table Global Serious Games Value ($) and Growth Rate Forecast by Regions (2021-2026)
Table Global Serious Games Production and Growth Rate Forecast by Types (2021-2026)
Table Global Serious Games Value and Growth Rate Forecast by End-User/Applications (2021-2026)
Table Key Data from Secondary Sources
Table Key Data Parameter
Figure Market Size Estimation by End-Use Industry
Figure Market: Data Triangulation
Figure Market Size Estimation: Top-Down Approach
Research Methodology:
Serious Games Market Size Estimation
To estimate market size and trends, we use a combination of top-down and bottom-up methods. This allows us to evaluate the market from various perspectives—by company, region, product type, and end users.
Our estimates are based on actual sales data, excluding any discounts. Segment breakdowns and market shares are calculated using weighted averages based on usage rates and average prices. Regional insights are determined by how widely a product or service is adopted in each area.
Key companies are identified through secondary sources like industry reports and company filings. We then verify revenue estimates and other key data points through primary research, including interviews with industry experts, company executives, and decision-makers.
We take into account all relevant factors that could influence the market and validate our findings with real-world input. Our final insights combine both qualitative and quantitative data to provide a well-rounded view. Please note, these estimates do not account for unexpected changes such as inflation, economic downturns, or policy shifts.
Data Source
Secondary Sources
This study draws on a wide range of secondary sources, including press releases, annual reports, non-profit organizations, industry associations, government agencies, and customs data. We also referred to reputable databases and directories such as Bloomberg, Wind Info, Hoovers, Factiva, Trading Economics, Statista, and others. Additional references include investor presentations, company filings (e.g., SEC), economic data, and documents from regulatory and industry bodies.
These sources were used to gather technical and market-focused insights, identify key players, analyze market segmentation and classification, and track major trends and developments across industries.
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Market Position of Top Company |
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Qualitative Analysis |
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Primary Sources
As part of our primary research, we interviewed a variety of stakeholders from both the supply and demand sides to gather valuable qualitative and quantitative insights.
On the supply side, we spoke with product manufacturers, competitors, industry experts, research institutions, distributors, traders, and raw material suppliers. On the demand side, we engaged with business leaders, marketing and sales heads, technology and innovation directors, supply chain executives, and end users across key organizations.
These conversations helped us better understand market segmentation, pricing, applications, leading players, supply chains, demand trends, industry outlook, and key market dynamics—including risks, opportunities, barriers, and strategic developments.
Key Data Information from Primary Sources
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Total Market |
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