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(Post-pandemic Era)-Global Serious Games Market Outlook-by Major Company, Regions, Type, Application and Segment Forecast, 2016-2027

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Table of Contents

    Global Serious Games Market Outlook-by Major Company, Regions, Type, Application and Segment Forecast, 2016-2027

      1 Market Scope Serious Games

      • 1.1 Serious Games Market Snapsshot
        • 1.1.1 Major Companies Overview
        • 1.1.2 Market Concentration
        • 1.1.3 Market Share & Six-Year Compound Annual Growth Rate of Major Market (CAGR)

      2 Global Serious Games Industry Analysis

      • 2.1 Sector Breakdown Assessment, 2016-2027
      • 2.2 Market Assessment by Type
      • 2.3 Market Size Analysis and Forecast, by Application

      3 China Serious Games Market Estimates & Forecasts

      • 3.1 China Serious Games Market by Sector, 2015-2026
      • 3.2 China Serious Games Market by Application, 2016-2027

      4 EU Serious Games Market Estimates & Forecasts

      • 4.1 EU Serious Games Market by Sector, 2016-2027
      • 4.2 EU Serious Games Market by Application, 2016-2027

      5 USA Serious Games Market Estimates & Forecasts

      • 5.1 USA Serious Games Market by Sector, 2016-2027
      • 5.2 USA Serious Games Market by Application, 2016-2027

      6 Japan Serious Games Market Estimates & Forecasts

      • 6.1 Japan Serious Games Market by Sector, 2016-2027
      • 6.2 Japan Serious Games Market by Application, 2016-2027

      7 India Serious Games Market Estimates & Forecasts

      • 7.1 India Serious Games Market by Sector, 2016-2027
      • 7.2 India Serious Games Market by Application, 2016-2027

      8 Southeast Asia Serious Games Market Estimates & Forecasts

      • 8.1 Southeast Asia Serious Games Market by Sector, 2016-2027
      • 8.2 Southeast Asia Serious Games Market by Application, 2016-2027

      9 South America Serious Games Market Estimates & Forecasts

      • 9.1 South America Serious Games Market by Sector, 2016-2027
      • 9.2 South America Serious Games Market by Application, 2016-2027

      10 Value Chain (Impact of COVID-19)

      • 10.1 Serious Games Value Chain Analysis
        • 10.1.1 Downstream
      • 10.2 COVID-19 Impact on this Industry
        • 10.2.1 Industrial Policy Issued Under the Epidemic Situation
      • 10.3 Driver
      • 10.4 Opportunity

      11 Competitive Analysis

      • 11.1 BreakAway, Ltd.
        • 11.1.1 Key Information
        • 11.1.2 Service/Solution Introduction
        • 11.1.3 Financials
        • 11.1.4 Business Dynamics
      • 11.2 Designing Digitally, Inc.
        • 11.2.1 Key Information
        • 11.2.2 Service/Solution Introduction
        • 11.2.3 Financials
        • 11.2.4 Business Dynamics
      • 11.3 DIGINEXT
        • 11.3.1 Key Information
        • 11.3.2 Service/Solution Introduction
        • 11.3.3 Financials
        • 11.3.4 Business Dynamics
      • 11.4 IBM Corporation
        • 11.4.1 Key Information
        • 11.4.2 Service/Solution Introduction
        • 11.4.3 Financials
        • 11.4.4 Business Dynamics
      • 11.5 Intuition
        • 11.5.1 Key Information
        • 11.5.2 Service/Solution Introduction
        • 11.5.3 Financials
        • 11.5.4 Business Dynamics
      • 11.6 Learning Nexus Ltd
        • 11.6.1 Key Information
        • 11.6.2 Service/Solution Introduction
        • 11.6.3 Financials
        • 11.6.4 Business Dynamics
      • 11.7 Nintendo Co., Ltd.
        • 11.7.1 Key Information
        • 11.7.2 Service/Solution Introduction
        • 11.7.3 Financials
        • 11.7.4 Business Dynamics
      • 11.8 Promotion Software GmbH
        • 11.8.1 Key Information
        • 11.8.2 Service/Solution Introduction
        • 11.8.3 Financials
        • 11.8.4 Business Dynamics
      • 11.9 Revelian
        • 11.9.1 Key Information
        • 11.9.2 Service/Solution Introduction
        • 11.9.3 Financials
        • 11.9.4 Business Dynamics
      • 11.10 Tata Interactive Systems
        • 11.10.1 Key Information
        • 11.10.2 Service/Solution Introduction
        • 11.10.3 Financials
        • 11.10.4 Business Dynamics

      12 Research Conclusion

      Summary

      According to XYZResearch study, over the next 5 years the Serious Games market will register a xx% CAGR in terms of revenue, the global market size will reach xx Million USD by 2026, from xx Million USD in 2020. In particular, It should be noted that the impact of the epidemic has accelerated the trend of localization, regionalization and decentralization of the global industrial chain and supply chain, so it is inevitable to reconstruct the global industrial chain. Faced with the global industrial change in the post epidemic era, enterprises in various countries must take precautions. This report presents revenue, market share and growth rate for each key company. In this analysis report, we will find below details:

      1. Full in-depth analysis of the market structure along with forecast from 2021 to 2027 of the various segments of the Global Serious Games market.
      2. Who is the leading company in Serious Games market, competitive analysis of key companies, mergers and acquisitions, market dynamics.
      3. Which region has become the biggest growth area in Serious Games market?
      4. The Most Potential segment in each regional market.
      5. Insights about factors affecting the market growth, including the impact of COVID -19.
      6. Global Serious Games market based on value chain analysis, and SWOT analysis.
      7. Regional market analysis to the current revenue (Million USD) and future prospective.
      Major players operating in Serious Games market-Competitive Analysis:
      BreakAway, Ltd.
      Designing Digitally, Inc.
      DIGINEXT
      IBM Corporation
      Intuition
      Learning Nexus Ltd
      Nintendo Co., Ltd.
      Promotion Software GmbH
      Revelian
      Tata Interactive Systems

      Regional Segmentation (Value; Revenue, USD Million, 2016 to 2027) of Serious Games Market by XYZResearch include:
      China
      EU
      USA
      Japan
      India
      Southeast Asia
      South America

      Type Outlook (Value; Revenue, USD Million, 2016 to 2027):
      Advertising & Marketing
      Simulation Training
      Research & Planning
      Human resources
      Others
      Application Outlook (Value; Revenue, USD Million, Market Share, 2016 to 2027):
      Healthcare
      Aerospace & defense
      Government
      Education
      Retail
      Media & Entertainment
      Others

      For any other requirements, please feel free to contact us and we will provide you customized report.

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