Global Serious Games Market

Serious Games Market Size, Share, Growth Analysis, By Platform(Web-Based, PC-Based, Mobile-Based, Hand-Held), By End User(Consumer, Enterprise), By Industry Vertical(Aerospace and Defense, Automotive, Corporate, Education), By Application(Emergency Services, Human Resources, Marketing, Platform Developments), By Region - Industry Forecast 2024-2031


Report ID: SQMIG25P2012 | Region: Global | Published Date: March, 2024
Pages: 223 | Tables: 66 | Figures: 65

Serious Games Market News

  • 'One Punch Man: World,' a free-to-play 3D action mobile game set in the One Punch Man universe, was successfully launched in December 2023 by Crunchyroll Games, T3 Studio, and A Plus Japan. The game was released on January 30, 2024. The game, which is playable on PC, iOS, and Android, provides mobile gamers with an engaging experience. While it's not available on the Xbox One, PS4, PS5, Nintendo Switch, Xbox Series S, or Xbox Series X, fans are nonetheless excited about the exciting gameplay on their favorite platforms.

     

  • In order to get students to explore and develop critical thinking skills on the societal impact of games, the MIT Game Lab used serious play in November 2023. Known for its fun open houses, public gatherings, research initiatives, and educational programs, the lab sought to inculcate a deliberate approach to game design. To prepare them for conscientious design methods, teachers encouraged students to critically examine the morals embodied in the games they played on a regular basis.

     

  • The Ozone Secretariat of the United Nations Environment Programme (UNEP) announced in January 2023 the release of a new serious game aimed at teaching 13 to 18-year-olds about environmental protection and its significance. The game leverages the Reset Earth Education platform already in place.

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FAQs

Global Serious Games Market size was valued at USD 9 billion in 2022 and is poised to grow from USD 9.52 billion in 2023 to USD 14.95 billion by 2031, growing at a CAGR of 5.8% in the forecast period (2024-2031).

The competitive landscape of the serious games market is marked by a dynamic mix of established players, innovative startups, and technology giants, all vying to carve their niche in this burgeoning industry. Key industry participants include game developers, educational technology companies, and institutions specializing in simulation and training solutions. 'BreakAway, Ltd.', 'Designing Digitally, Inc.', 'DIGINEXT', 'IBM Corporation', 'CISCO Systems Inc.', 'Virtual Heroes, Inc.', 'Nintendo Co. Ltd.', 'Promotion Software GmbH', 'Revelian', 'Tata Interactive Systems'

Serious games offer engaging and immersive learning experiences that enhance knowledge retention, skill development, and performance outcomes in various industries such as education, healthcare, defense, and corporate training.

Learning and Education Application to Witness Significant Growth: Digital simulations and games have gained popularity recently as the most efficient and compelling learning environment. To maintain the overall learning efficacy, the overall production of these serious games necessitates dynamic and complex constructions with suitable designs of multimodal context, interesting interactions, and effective pedagogical strategies. Additionally, the ecosystem for education and learning is driving manufacturers to create products that address & accommodate the key pedagogical functional variables, such as instructional support, guidance, self-regulation, attention, feedback, cognitive flow, and assessment. This is due to the total need for game concepts, such as scores, challenges, competition, rules, and levels.

Asia-Pacific stands as the predominant region in the global serious games industry, primarily due to its vast population engaging actively in social media and the presence of burgeoning economies like India, China, South Korea, among others. Furthermore, the region's substantial demand for effective educational tools, aiming to augment students' knowledge and engagement, coupled with businesses seeking economical training solutions, contributes to its leadership position. The growth in research and planning activities, along with the emergence of robust technological infrastructure, also presents significant growth avenues for the serious games market in Asia-Pacific.

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Global Serious Games Market

Report ID: SQMIG25P2012

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