DALLAS, May 27, 2015 /PRNewswire/ --
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", published by MarketsandMarkets, 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".
http://www.marketsandmarkets.com/Market-Reports/serious-game-market-67640395.html
Early buyers will receive 10% customization on this
report.
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).
Serious games comprise a set of learning tools that are used for
educational and training purposes. They have various applications,
namely, training, human resources, marketing, product development,
sales, emergency services, and support. The increasing adoption of
serious games in the corporate and education sector is a key trend
in the said market.
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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@http://www.marketsandmarkets.com/speaktoanalyst.asp?id=67640395
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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