Global Serious Games Market Is Predicted to Grow Around USD 32.73 Billion by 2030

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.

Global Serious Games Market Size

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.

Global Serious Games Market Size

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.

  • In 2022, the industry was led by the simulation & training segment since the tools and technologies corresponding to serious games are largely used to create simulated learning experiences
  • When applied in this segment, the games can be used for building an interactive architecture where learners can learn and develop new skills and prepare themselves for real-world scenarios by working on decision-making ability
  • Many researchers believe that a person takes almost 10,000 hours to become an expert in any particular skill
  • There is high scope of growth for the advertising & marketing segment during the forecast period where companies can engage better with consumers

Based on gaming platform, the serious games industry divisions are console PC, smartphone, and others.

  • The industry was led by the console PC segment in 2022 owing to the high processing power of these systems along with its built-in capacity to seamlessly run complex simulations without any glitch
  • However, in the healthcare sector, the most popular gaming platform are virtual reality or augmented reality headsets since they can provide immersive and highly detailed experiences
  • The segment for smartphone is growing steadily especially in corporate trainings and education institutes since they offer higher flexibility of use to the users
  • VR / AR headsets from HTC or Oculus Rift can cost between USD 300 to USD 1000

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

Recent Developments:

  • In March 2022, Serious Labs announced a partnership with JBHXR, a leading provider of extended reality solutions for Australian clients. The partnership aims to bring mobile elevating work platforms solutions to Australian companies
  • In January 2023, Oxford Medical Simulation (OMS) announced the launch of OMS Interprofessional which is a multiplayer virtual reality training tool

The global serious games market is led by players like:

  • IBM Technologies
  • Triseum
  • Unity Technologies
  • DiSTI Corporation
  • Serious Labs Inc.
  • Virtual Heroes
  • Designing Digitally Inc.
  • BreakAway Games
  • Learning Games Network
  • Games for Change
  • Epic Games
  • Filament Games
  • SimX
  • Cogbooks
  • EON Reality
  • Mursion
  • PluralSight
  • ImpactGames

The global serious games market is segmented as follows:

By Application

  • Research & Planning
  • Simulation & Training
  • Human Resources
  • Advertising & Marketing
  • Others

By Gaming Platform

  • Console PC
  • Smartphone
  • Others

By End-User

  • Aerospace & Defense
  • Retail, Education
  • Media & Entertainment
  • Government
  • Others

By Region

  • North America
    • The U.S.
    • Canada
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of Middle East & Africa

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