31-Mar-2023 | Zion Market Research
The global serious games market size was worth around USD 9 Billion in 2022 and is predicted to grow to around USD 32.73 Billion by 2030 with a compound annual growth rate (CAGR) of roughly 18.41% between 2023 and 2030.
The serious games industry is a sub-segment of the larger video-gaming industry and focuses solely on the design and development of games that are meant for non-entertainment purposes. The end goal of the games is to provide a simulated environment in which learners can be educated, and trained or offer therapeutic benefits to the users. The industry has found applications across sectors including corporate training, healthcare, military, and education In recent years, the market players have managed to tap into a large segment of a consumer group and is projected to grow at a high CAGR during the forecast period mainly driven by growing demand for advanced learning systems.
There are several factors that are anticipated to work in the favor of the global serious games market and the rising gamification of learning processes is an important factor for the same. Many teaching or educational institutes are using advanced games to conduct the class and impart knowledge. This is because interactive visual experience tends to exhibit an excellent retention rate amongst learners. They also make the entire learning process more engaging and since serious games are an extension of such advanced educational methods, their application is expected to grow. Furthermore, the rising investment toward advanced technology like augmented reality or virtual reality along with cloud computing is expected to help professionals working in the field develop even more sophisticated programs.
At the peak of Covid-19 infections, the demand for digital training and educational solutions registered immense demand and the trend has continued since then resulting in an increased focus on online learning, of which, serious games are a part.
The serious games industry also deals with several growth restraints and one of them is the limited market size since the adoption rate of serious games is relatively lower than traditional methods of training and imparting education. The technology also has limited scope and lacks standardization leading to concerns over comparison and evaluation between two products. Additionally, technical challenges and a lack of skilled professionals to optimize the performance of serious games along with the high cost of development are other roadblocks working against industry expansion.
The growing use of the cloud-based system may provide excellent growth opportunities while the lack of tools to measure effectively poses a critical challenge for industry players.
The global serious games market is segmented based on application, gaming platform, end-user, and region.
Based on application, the global market segments are research & planning, simulation & training, human resources, advertising & marketing, and others.
Based on gaming platform, the serious games industry divisions are console PC, smartphone, and others.
Based on end-user, the global market is divided into aerospace & defense, retail, education, media & entertainment, government, and others.
North America is projected to register the highest growth in the global serious games market majorly owing to the presence of key market players making revolutionary developments in terms of technological growth. The regional market is further driven by the high rate of product adoption across the healthcare and military industry including the surging rise in the educational sector. With contributions from countries like France, Germany, and the United Kingdom, Europe is projected to become the second-largest revenue generator in the global industry. Growing demand for interactive and comprehensive training solutions along with high adoption rates in the educational industry is crucial to regional expansion. Growth in Asia-Pacific may be led by Japan, India, and China owing to growing investments in technology and a higher adoption rate in the educational field.
This review is based on a report by Zion Market Research, titled “Serious Games Market By Application (Research & Planning, Simulation & Training, Human Resources, Advertising & Marketing, and Others), By Gaming Platform (Console PC, Smartphone, and Others), By End-User (Aerospace & Defense, Retail, Education, Media & Entertainment, Government, and Others), and By Region - Global and Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, and Forecasts 2023 – 2030.”- Report at https://www.zionmarketresearch.com/report/serious-games-market
The global serious games market is led by players like:
By Application
By Gaming Platform
By End-User
By Region
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