Report Detail

Service & Software COVID-19 Impact on Global Serious Games Market Size, Status and Forecast 2020-2026

  • RnM4073965
  • |
  • 23 June, 2020
  • |
  • Global
  • |
  • 95 Pages
  • |
  • QYResearch
  • |
  • Service & Software

This report focuses on the global Serious Games status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Serious Games development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.

The key players covered in this study
BreakAway, Ltd.
Designing Digitally, Inc.
DIGINEXT
IBM Corporation
Intuition
Learning Nexus Ltd
Nintendo Co., Ltd.
Promotion Software GmbH
Revelian
Tata Interactive Systems

Market segment by Type, the product can be split into
Enterprises
Consumers
Market segment by Application, split into
Healthcare
Aerospace & defense
Government
Education
Retail
Media & Entertainment
Others

Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America

The study objectives of this report are:
To analyze global Serious Games status, future forecast, growth opportunity, key market and key players.
To present the Serious Games development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by type, market and key regions.

In this study, the years considered to estimate the market size of Serious Games are as follows:
History Year: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Year 2020 to 2026
For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by Serious Games Revenue
  • 1.4 Market Analysis by Type
    • 1.4.1 Global Serious Games Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Enterprises
    • 1.4.3 Consumers
  • 1.5 Market by Application
    • 1.5.1 Global Serious Games Market Share by Application: 2020 VS 2026
    • 1.5.2 Healthcare
    • 1.5.3 Aerospace & defense
    • 1.5.4 Government
    • 1.5.5 Education
    • 1.5.6 Retail
    • 1.5.7 Media & Entertainment
    • 1.5.8 Others
  • 1.6 Coronavirus Disease 2019 (Covid-19): Serious Games Industry Impact
    • 1.6.1 How the Covid-19 is Affecting the Serious Games Industry
      • 1.6.1.1 Serious Games Business Impact Assessment - Covid-19
      • 1.6.1.2 Supply Chain Challenges
      • 1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
    • 1.6.2 Market Trends and Serious Games Potential Opportunities in the COVID-19 Landscape
    • 1.6.3 Measures / Proposal against Covid-19
      • 1.6.3.1 Government Measures to Combat Covid-19 Impact
      • 1.6.3.2 Proposal for Serious Games Players to Combat Covid-19 Impact
  • 1.7 Study Objectives
  • 1.8 Years Considered

2 Global Growth Trends by Regions

  • 2.1 Serious Games Market Perspective (2015-2026)
  • 2.2 Serious Games Growth Trends by Regions
    • 2.2.1 Serious Games Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Serious Games Historic Market Share by Regions (2015-2020)
    • 2.2.3 Serious Games Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Top Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Porter’s Five Forces Analysis
    • 2.3.5 Serious Games Market Growth Strategy
    • 2.3.6 Primary Interviews with Key Serious Games Players (Opinion Leaders)

3 Competition Landscape by Key Players

  • 3.1 Global Top Serious Games Players by Market Size
    • 3.1.1 Global Top Serious Games Players by Revenue (2015-2020)
    • 3.1.2 Global Serious Games Revenue Market Share by Players (2015-2020)
    • 3.1.3 Global Serious Games Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.2 Global Serious Games Market Concentration Ratio
    • 3.2.1 Global Serious Games Market Concentration Ratio (CR5 and HHI)
    • 3.2.2 Global Top 10 and Top 5 Companies by Serious Games Revenue in 2019
  • 3.3 Serious Games Key Players Head office and Area Served
  • 3.4 Key Players Serious Games Product Solution and Service
  • 3.5 Date of Enter into Serious Games Market
  • 3.6 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type (2015-2026)

  • 4.1 Global Serious Games Historic Market Size by Type (2015-2020)
  • 4.2 Global Serious Games Forecasted Market Size by Type (2021-2026)

5 Serious Games Breakdown Data by Application (2015-2026)

  • 5.1 Global Serious Games Market Size by Application (2015-2020)
  • 5.2 Global Serious Games Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Serious Games Market Size (2015-2020)
  • 6.2 Serious Games Key Players in North America (2019-2020)
  • 6.3 North America Serious Games Market Size by Type (2015-2020)
  • 6.4 North America Serious Games Market Size by Application (2015-2020)

7 Europe

  • 7.1 Europe Serious Games Market Size (2015-2020)
  • 7.2 Serious Games Key Players in Europe (2019-2020)
  • 7.3 Europe Serious Games Market Size by Type (2015-2020)
  • 7.4 Europe Serious Games Market Size by Application (2015-2020)

8 China

  • 8.1 China Serious Games Market Size (2015-2020)
  • 8.2 Serious Games Key Players in China (2019-2020)
  • 8.3 China Serious Games Market Size by Type (2015-2020)
  • 8.4 China Serious Games Market Size by Application (2015-2020)

9 Japan

  • 9.1 Japan Serious Games Market Size (2015-2020)
  • 9.2 Serious Games Key Players in Japan (2019-2020)
  • 9.3 Japan Serious Games Market Size by Type (2015-2020)
  • 9.4 Japan Serious Games Market Size by Application (2015-2020)

10 Southeast Asia

  • 10.1 Southeast Asia Serious Games Market Size (2015-2020)
  • 10.2 Serious Games Key Players in Southeast Asia (2019-2020)
  • 10.3 Southeast Asia Serious Games Market Size by Type (2015-2020)
  • 10.4 Southeast Asia Serious Games Market Size by Application (2015-2020)

11 India

  • 11.1 India Serious Games Market Size (2015-2020)
  • 11.2 Serious Games Key Players in India (2019-2020)
  • 11.3 India Serious Games Market Size by Type (2015-2020)
  • 11.4 India Serious Games Market Size by Application (2015-2020)

12 Central & South America

  • 12.1 Central & South America Serious Games Market Size (2015-2020)
  • 12.2 Serious Games Key Players in Central & South America (2019-2020)
  • 12.3 Central & South America Serious Games Market Size by Type (2015-2020)
  • 12.4 Central & South America Serious Games Market Size by Application (2015-2020)

13 Key Players Profiles

  • 13.1 BreakAway, Ltd.
    • 13.1.1 BreakAway, Ltd. Company Details
    • 13.1.2 BreakAway, Ltd. Business Overview and Its Total Revenue
    • 13.1.3 BreakAway, Ltd. Serious Games Introduction
    • 13.1.4 BreakAway, Ltd. Revenue in Serious Games Business (2015-2020))
    • 13.1.5 BreakAway, Ltd. Recent Development
  • 13.2 Designing Digitally, Inc.
    • 13.2.1 Designing Digitally, Inc. Company Details
    • 13.2.2 Designing Digitally, Inc. Business Overview and Its Total Revenue
    • 13.2.3 Designing Digitally, Inc. Serious Games Introduction
    • 13.2.4 Designing Digitally, Inc. Revenue in Serious Games Business (2015-2020)
    • 13.2.5 Designing Digitally, Inc. Recent Development
  • 13.3 DIGINEXT
    • 13.3.1 DIGINEXT Company Details
    • 13.3.2 DIGINEXT Business Overview and Its Total Revenue
    • 13.3.3 DIGINEXT Serious Games Introduction
    • 13.3.4 DIGINEXT Revenue in Serious Games Business (2015-2020)
    • 13.3.5 DIGINEXT Recent Development
  • 13.4 IBM Corporation
    • 13.4.1 IBM Corporation Company Details
    • 13.4.2 IBM Corporation Business Overview and Its Total Revenue
    • 13.4.3 IBM Corporation Serious Games Introduction
    • 13.4.4 IBM Corporation Revenue in Serious Games Business (2015-2020)
    • 13.4.5 IBM Corporation Recent Development
  • 13.5 Intuition
    • 13.5.1 Intuition Company Details
    • 13.5.2 Intuition Business Overview and Its Total Revenue
    • 13.5.3 Intuition Serious Games Introduction
    • 13.5.4 Intuition Revenue in Serious Games Business (2015-2020)
    • 13.5.5 Intuition Recent Development
  • 13.6 Learning Nexus Ltd
    • 13.6.1 Learning Nexus Ltd Company Details
    • 13.6.2 Learning Nexus Ltd Business Overview and Its Total Revenue
    • 13.6.3 Learning Nexus Ltd Serious Games Introduction
    • 13.6.4 Learning Nexus Ltd Revenue in Serious Games Business (2015-2020)
    • 13.6.5 Learning Nexus Ltd Recent Development
  • 13.7 Nintendo Co., Ltd.
    • 13.7.1 Nintendo Co., Ltd. Company Details
    • 13.7.2 Nintendo Co., Ltd. Business Overview and Its Total Revenue
    • 13.7.3 Nintendo Co., Ltd. Serious Games Introduction
    • 13.7.4 Nintendo Co., Ltd. Revenue in Serious Games Business (2015-2020)
    • 13.7.5 Nintendo Co., Ltd. Recent Development
  • 13.8 Promotion Software GmbH
    • 13.8.1 Promotion Software GmbH Company Details
    • 13.8.2 Promotion Software GmbH Business Overview and Its Total Revenue
    • 13.8.3 Promotion Software GmbH Serious Games Introduction
    • 13.8.4 Promotion Software GmbH Revenue in Serious Games Business (2015-2020)
    • 13.8.5 Promotion Software GmbH Recent Development
  • 13.9 Revelian
    • 13.9.1 Revelian Company Details
    • 13.9.2 Revelian Business Overview and Its Total Revenue
    • 13.9.3 Revelian Serious Games Introduction
    • 13.9.4 Revelian Revenue in Serious Games Business (2015-2020)
    • 13.9.5 Revelian Recent Development
  • 13.10 Tata Interactive Systems
    • 13.10.1 Tata Interactive Systems Company Details
    • 13.10.2 Tata Interactive Systems Business Overview and Its Total Revenue
    • 13.10.3 Tata Interactive Systems Serious Games Introduction
    • 13.10.4 Tata Interactive Systems Revenue in Serious Games Business (2015-2020)
    • 13.10.5 Tata Interactive Systems Recent Development

14 Analyst's Viewpoints/Conclusions

    15 Appendix

    • 15.1 Research Methodology
      • 15.1.1 Methodology/Research Approach
      • 15.1.2 Data Source
    • 15.2 Disclaimer

    Summary:
    Get latest Market Research Reports on COVID-19 Impact on Global Serious Games. Industry analysis & Market Report on COVID-19 Impact on Global Serious Games is a syndicated market report, published as COVID-19 Impact on Global Serious Games Market Size, Status and Forecast 2020-2026. It is complete Research Study and Industry Analysis of COVID-19 Impact on Global Serious Games market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

    Last updated on

    REPORT YOU MIGHT BE INTERESTED

    Purchase this Report

    $3,900.00
    $5,850.00
    $7,800.00
    3,014.70
    4,522.05
    6,029.40
    3,630.90
    5,446.35
    7,261.80
    595,491.00
    893,236.50
    1,190,982.00
    329,160.00
    493,740.00
    658,320.00
    Credit card Logo

    Related Reports


    Reason to Buy

    Request for Sample of this report