Latest business intelligence report released on Global Serious Games Market, covers different industry elements and growth inclinations that helps in predicting market forecast. The report allows complete assessment of current and future scenario scaling top to bottom investigation about the market size, % share of key and emerging segment, major development, and technological advancements. Also, the statistical survey elaborates detailed commentary on changing market dynamics that includes market growth drivers, roadblocks and challenges, future opportunities, and influencing trends to better understand Serious Games market outlook.
List of Key Players Profiled in the study includes market overview, business strategies, financials, Development activities, Market Share and SWOT analysis:
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), Revelian (Australia)
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Brief Overview on Serious Games:
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.
Key Market Trends:
High demand for learning through video games and little by little, the market is responding to that demand
Opportunities:
The explosion of the Digital World
The emergence of Social Networks to Pave New Growth Avenues
Market Growth Drivers:
Growing Usage of Mobile-Based Educational Games
Improved Learning Outcomes is Expected to Increase the Adoption of Serious Game Among End Users
Challenges:
Lack of availability of Direct-To-Consumer Based Serious Game
Segmentation of the Global Serious Games Market:
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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Geographically, the following regions together with the listed national/local markets are fully investigated:
• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
• Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)
• North America (U.S., Canada, and Mexico)
• South America (Brazil, Chile, Argentina, Rest of South America)
• MEA (Saudi Arabia, UAE, South Africa)
Furthermore, the years considered for the study are as follows:
Historical data – 2016-2020
The base year for estimation – 2020
Recent Estimated Year – 2021
Forecast period** – 2021 to 2026 [** unless otherwise stated]
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Summarized Extracts from TOC of Global Serious Games Market Study
Chapter 1: Exclusive Summary of the Serious Games market
Chapter 2: Objective of Study and Research Scope the Serious Games market
Chapter 3: Porters Five Forces, Supply/Value Chain, PESTEL analysis, Market Entropy, Patent/Trademark Analysis
Chapter 4: Market Segmentation by Type, End User and Region/Country 2016-2026
Chapter 5: Decision Framework
Chapter 6: Market Dynamics- Drivers, Trends and Challenges
Chapter 7: Competitive Landscape, Peer Group Analysis, BCG Matrix & Company Profile
Chapter 8: Appendix, Methodology and Data Source
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