Latest released the research study on Global Serious Games Market, offers a detailed overview of the factors influencing the global business scope. Serious Games Market research report shows the latest market insights, current situation analysis with upcoming trends and breakdown of the products and services. The report provides key statistics on the market status, size, share, growth factors of the Serious Games. The study covers emerging player’s data, including: competitive landscape, sales, revenue and global market share of top manufacturers are IBM Corp. (United States), Cisco Systems Inc. (United States), Microsoft Corp. (United States), Nintendo Co. Ltd. (Japan), BreakAway Games (United States), Serious Game International (United Kingdom) and Revelian (Australia).
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Definition:
The rising interest for quality training with a modern and intuitive methodology has brought about an increase in the selection of game-based learning procedures by a few educational institutions. In addition, an increase in the usage of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has helped in providing a more immersive and interactive experience. Serious games are made around the particular purpose behind showing abilities or to help make a better understanding of concepts. This does, nonetheless, incorporate gratifying assignments, to make the game more fun. Its use has grown, particularly in such sectors like education, defense, aeronautics, science, or health. Its motivation can be one of many: from preparing fireman groups in crisis circumstances to preparing a sales group, teaching arithmetic, or practicing a language. the medical care area has eagerly invited this inventive technique for instructing. The expert in nursing., which reproduces the conditions of an emergency ward in a hospital. According to Foehr (2006), computer-based digital games are among the most multitasked media among U.S. youth, while non-computer-based digital games are the least multitasked.
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Market Drivers
Market Trend
Restraints
Opportunities
Challenges
The Global Serious Games Market segments and Market Data Break Down are illuminated below:
by Application (Healthcare, Retail, Aerospace & Defense, Government, Education, Media & Entertainment, Automotive, Corporate, Energy, Others), Platform (Mobile-based, PC-based, Web-based), Age Group (Preschool and below, Elementary school, Middle school and high school, College, adult, and senior), Element of Serious Game (Story., Gamification, Immediate and individualized feedback, Simulation), End User (Enterprises, Consumers)
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Analyst at AMA have conducted special survey and have connected with opinion leaders and Industry experts from various region to minutely understand impact on growth as well as local reforms to fight the situation. A special chapter in the study presents Impact Analysis of COVID-19 on Global Serious Games Market along with tables and graphs related to various country and segments showcasing impact on growth trends.
Region Included are: North America, Europe, Asia Pacific, Oceania, South America, Middle East & Africa
Country Level Break-Up: United States, Canada, Mexico, Brazil, Argentina, Colombia, Chile, South Africa, Nigeria, Tunisia, Morocco, Germany, United Kingdom (UK), the Netherlands, Spain, Italy, Belgium, Austria, Turkey, Russia, France, Poland, Israel, United Arab Emirates, Qatar, Saudi Arabia, China, Japan, Taiwan, South Korea, Singapore, India, Australia and New Zealand etc.
What benefits does AMA research study is going to provide?
Strategic Points Covered in Table of Content of Global Serious Games Market:?
Chapter 1: Introduction, market driving force product Objective of Study and Research Scope the Serious Games market
Chapter 2: Exclusive Summary – the basic information of the Serious Games Market.
Chapter 3: Displaying the Market Dynamics- Drivers, Trends and Challenges of the Serious Games
Chapter 4: Presenting the Serious Games Market Factor Analysis Porters Five Forces, Supply/Value Chain, PESTEL analysis, Market Entropy, Patent/Trademark Analysis.
Chapter 5: Displaying market size by Type, End User and Region 2015-2020
Chapter 6: Evaluating the leading manufacturers of the Serious Games market which consists of its Competitive Landscape, Peer Group Analysis, BCG Matrix & Company Profile
Chapter 7: To evaluate the market by segments, by countries and by manufacturers with revenue share and sales by key countries (2021-2026).
Chapter 8 & 9: Displaying the Appendix, Methodology and Data Source
Finally, Serious Games Market is a valuable source of guidance for individuals and companies in decision framework.
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Key questions answered
Definitively, this report will give you an unmistakable perspective on every single reality of the market without a need to allude to some other research report or an information source. Our report will give all of you the realities about the past, present, and eventual fate of the concerned Market.
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