Overview
Serious Games Market is forecast to reach $8.91 billion by 2025, after growing at a CAGR of 16.1% during 2020-2025. The growth of the serious game market is attributed to the high demand of the user engagement across various enterprises in different Industry verticals. Moreover, the growing progress in digitization and consequent growth in mobile based education (e-learning) for k-12 and upper level preparation is another major factor contributing to growth of the market. Growth in such technological advancement and improvement in digitization is anticipated to boost the growth of the Serious Games Market during forecast period.
Report Coverage
The report: “Serious Games Market– Forecast (2020-2025)”, by IndustryARC, covers an in-depth analysis of the following segments of the Serious Games Market.
Key Takeaways
- Asia-Pacific dominates the fuel additives market owing to increasing demand from applications such as automotive and aviation industries.
- The growing popularity of new age fuel delivery technologies, such as the gasoline direct injection (GDI) system, is likely to aid in the market growth of fuel additives
- Increasing adoption of sustainable and environment friendly products, implementation of stringent government regulations related to vehicular emissions will increase the market demand for fuel additives in the near future.
- Increasing demand for battery electric vehicles and the ban on diesel and gasoline vehicles going forward in the European countries will create hurdles for the fuel additives market
End-User - Segment Analysis
Among the end-users, Enterprise held the largest share in the market of serious games, in the year 2018. The increasing demand of the Employee and student engagement in order to have high and positive outcome is anticipated to boost the growth of the serious games market. The increasing efforts in improving the productivity of any enterprise to acquire proper employee engagement in development program as well as trainings is one of the most important factor contributing towards the growth of the serious game market. These type of activities in the enterprises allows the adoption of serious games platforms. Platform such Comarch Enterprise Engagement Platform are used to comprehensively implement component of engagement in the work environment by defining game conditions, rules and achievements.
Application - Segment Analysis
By the application segment, Advertising market is estimated to grow at a faster pace with a CAGR 18.1% during forecast period. The growth of this segment is majorly attributed to the fast growing digital marketing industry and high demand of advertisement in the market. Moreover, high scale digitization and its benefits are majorly contributing towards the growth of the market during forecast period.
Geography - Segment Analysis
North America dominated the serious games market with a share of more than 39.9%, in 2018. The growth is majorly attributed to the significant growth in the technology and heavy adoption of the new technology in American Region. Moreover, the fast growing digital marketing and advertisement market of U.S and Canada is anticipated to boost the growth of the market during forecast period.
Drivers – Serious Game Market
- Large-scale Digitization
Large-scale digitization across growing economies has offered considerable growth opportunities for the global serious games market worldwide. Highly digitized regions found it easier to collaborate with the serious games to enhance their employee engagement programs and productivity as the deployment of such programs becomes much easier and affordable.
Significant Adoption of Virtual Reality in Training and Development Activities Virtual reality is getting significant adoption in the serious games market as it creates a realistic environment for the training and development activities, which increases employee activities and their performance. Factors that contribute to the growth of virtual reality market across the globe include increase in awareness about such technologies, cost-effective solutions easily available in the market, and increased expenditure from end user verticals such as defense, education, healthcare and others on employee engagement solutions.
Challenges – Serious Game Market
- Unsuitable Game Designs
The working mechanism of a serious game is highly dependent on its design to create a maximum impact on a user. However, if the game fails to achieve its intended target, which is employee engagement, training, and development then there is no use in investing in such games. Such unsuitable game designs can hamper the market growth.
Market Landscape
Technology launches, acquisitions and R&D activities are key strategies adopted by players in the Serious Games Market. In 2018, the market of Serious Games has been consolidated by the top five players accounting for 43% of the share. Major players in the Serious Games Market are Breakaway, Ltd, Designing Digitally, Inc, Diginext, Ibm Corporation, Intuition, Learning Nexus Ltd, Nintendo Co , Ltd, among others.
Acquisitions/Technology Launches
- In 2018, Gamelearn, a video game developer raised $5 million in the series A funding. The company announced the investment of the entire amount in boosting the production of the “serious games” and strengthen its International Presence. The high investments coupled with increase in the production capacity is anticipated to boost the growth of the market.
1. Serious Games Market - Overview
1.1 Definitions and Scope
2. Serious Games Market - Executive summary
2.1 Market Revenue, Market Size and Key Trends by Company
2.2 Key Trends by type of Application
2.3 Key Trends segmented by Geography
3. Serious Games Market
3.1 Comparative analysis
3.1.1 Product Benchmarking - Top 10 companies
3.1.2 Top 5 Financials Analysis
3.1.3 Market Value split by Top 10 companies
3.1.4 Patent Analysis - Top 10 companies
3.1.5 Pricing Analysis
4. Serious Games Market - Startup companies Scenario Premium
4.1 Top 10 startup company Analysis by
4.1.1 Investment
4.1.2 Revenue
4.1.3 Market Shares
4.1.4 Market Size and Application Analysis
4.1.5 Venture Capital and Funding Scenario
5. Serious Games Market - Industry Market Entry Scenario Premium
5.1 Regulatory Framework Overview
5.2 New Business and Ease of Doing business index
5.3 Case studies of successful ventures
5.4 Customer Analysis - Top 10 companies
6. Serious Games Market Forces
6.1 Drivers
6.2 Constraints
6.3 Challenges
6.4 Porters five force model
6.4.1 Bargaining power of suppliers
6.4.2 Bargaining powers of customers
6.4.3 Threat of new entrants
6.4.4 Rivalry among existing players
6.4.5 Threat of substitutes
7. Serious Games Market -Strategic analysis
7.1 Value chain analysis
7.2 Opportunities analysis
7.3 Product life cycle
7.4 Suppliers and distributors Market Share
8. Serious Games Market - By Industry Vertical (Market Size -$Million / $Billion)
8.1 Healthcare
9.1 Enterprise
9.2 Consumer
10. Serious Games - By Application (Market Size -$Million / $Billion)
10.1 Segment type Size and Market Share Analysis
10.2 Application Revenue and Trends by type of Application
10.3 Application Segment Analysis by Type
10.3.1 Advertising Marketing
10.3.2 Simulation Training
10.3.3 Research Planning
10.3.4 Human Resource
11. Serious Games- By Geography (Market Size -$Million / $Billion)
11.1 Serious Games Market - North America Segment Research
11.2 North America Market Research (Million / $Billion)
11.2.1 Segment type Size and Market Size Analysis
11.2.2 Revenue and Trends
11.2.3 Application Revenue and Trends by type of Application
11.2.4 Company Revenue and Product Analysis
11.2.5 North America Product type and Application Market Size
11.2.5.1 U.S
11.2.5.2 Canada
11.2.5.3 Mexico
11.2.5.4 Rest of North America
11.3 Serious Games- South America Segment Research
11.4 South America Market Research (Market Size -$Million / $Billion)
11.4.1 Segment type Size and Market Size Analysis
11.4.2 Revenue and Trends
11.4.3 Application Revenue and Trends by type of Application
11.4.4 Company Revenue and Product Analysis
11.4.5 South America Product type and Application Market Size
11.4.5.1 Brazil
11.4.5.2 Venezuela
11.4.5.3 Argentina
11.4.5.4 Ecuador
11.4.5.5 Peru
11.4.5.6 Colombia
11.4.5.7 Costa Rica
11.4.5.8 Rest of South America
11.5 Serious Games- Europe Segment Research
11.6 Europe Market Research (Market Size -$Million / $Billion)
11.6.1 Segment type Size and Market Size Analysis
11.6.2 Revenue and Trends
11.6.3 Application Revenue and Trends by type of Application
11.6.4 Company Revenue and Product Analysis
11.6.5 Europe Segment Product type and Application Market Size
11.6.5.1 U.K
11.6.5.2 Germany
11.6.5.3 Italy
11.6.5.4 France
11.6.5.5 Netherlands
11.6.5.6 Belgium
11.6.5.7 Denmark
11.6.5.8 Spain
11.6.5.9 Rest of Europe
11.7 Serious Games - APAC Segment Research
11.8 APAC Market Research (Market Size -$Million / $Billion)
11.8.1 Segment type Size and Market Size Analysis
11.8.2 Revenue and Trends
11.8.3 Application Revenue and Trends by type of Application
11.8.4 Company Revenue and Product Analysis
11.8.5 APAC Segment - Product type and Application Market Size
11.8.5.1 China
11.8.5.2 Australia
11.8.5.3 Japan
11.8.5.4 South Korea
11.8.5.5 India
11.8.5.6 Taiwan
11.8.5.7 Malaysia
11.8.5.8 Hong kong
11.8.5.9 Rest of APAC
11.9 Serious Games - Middle East Segment and Africa Segment Research
11.10 Middle East & Africa Market Research (Market Size -$Million / $Billion)
11.10.1 Segment type Size and Market Size Analysis
11.10.2 Revenue and Trend Analysis
11.10.3 Application Revenue and Trends by type of Application
11.10.4 Company Revenue and Product Analysis
11.10.5 Middle East Segment Product type and Application Market Size
11.10.5.1 Israel
11.10.5.2 Saudi Arabia
11.10.5.3 UAE
11.10.6 Africa Segment Analysis
11.10.6.1 South Africa
11.10.6.2 Rest of Middle East & Africa
12. Serious Games Market - Entropy
12.1 New product launches
12.2 M&A s, collaborations, JVs and partnerships
13. Serious Games Market - Industry / Segment Competition landscape Premium
13.1 Market Share Analysis
13.1.1 Market Share by Country- Top companies
13.1.2 Market Share by Region- Top 10 companies
13.1.3 Market Share by type of Application - Top 10 companies
13.1.4 Market Share by type of Product / Product category- Top 10 companies
13.1.5 Market Share at global level - Top 10 companies
13.1.6 Best Practises for companies
14. Serious Games Market - Key Company List by Country Premium
15. Serious Games Market Company Analysis
15.1 Market Share, Company Revenue, Products, M&A, Developments
15.2 Breakaway, Ltd
15.3 Designing Digitally, Inc
15.4 Diginext
15.5 Ibm Corporation
15.6 Intuition
15.7 Learning Nexus Ltd
15.8 Nintendo Co , Ltd
15.9 Promotion Software Gmbh
15.10 Revelian
15.11 Tata Interactive System
15.12 Company 12
15.13 Company 13 & More
16.1 Abbreviations
16.2 Sources
17. Serious Games Market - Methodology
17.1 Research Methodology
17.1.1 Company Expert Interviews
17.1.2 Industry Databases
17.1.3 Associations
17.1.4 Company News
17.1.5 Company Annual Reports
17.1.6 Application Trends
17.1.7 New Products and Product database
17.1.8 Company Transcripts
17.1.9 R&D Trends
17.1.10 Key Opinion Leaders Interviews
17.1.11 Supply and Demand Trends
1.1 Definitions and Scope
2. Serious Games Market - Executive summary
2.1 Market Revenue, Market Size and Key Trends by Company
2.2 Key Trends by type of Application
2.3 Key Trends segmented by Geography
3. Serious Games Market
3.1 Comparative analysis
3.1.1 Product Benchmarking - Top 10 companies
3.1.2 Top 5 Financials Analysis
3.1.3 Market Value split by Top 10 companies
3.1.4 Patent Analysis - Top 10 companies
3.1.5 Pricing Analysis
4. Serious Games Market - Startup companies Scenario Premium
4.1 Top 10 startup company Analysis by
4.1.1 Investment
4.1.2 Revenue
4.1.3 Market Shares
4.1.4 Market Size and Application Analysis
4.1.5 Venture Capital and Funding Scenario
5. Serious Games Market - Industry Market Entry Scenario Premium
5.1 Regulatory Framework Overview
5.2 New Business and Ease of Doing business index
5.3 Case studies of successful ventures
5.4 Customer Analysis - Top 10 companies
6. Serious Games Market Forces
6.1 Drivers
6.2 Constraints
6.3 Challenges
6.4 Porters five force model
6.4.1 Bargaining power of suppliers
6.4.2 Bargaining powers of customers
6.4.3 Threat of new entrants
6.4.4 Rivalry among existing players
6.4.5 Threat of substitutes
7. Serious Games Market -Strategic analysis
7.1 Value chain analysis
7.2 Opportunities analysis
7.3 Product life cycle
7.4 Suppliers and distributors Market Share
8. Serious Games Market - By Industry Vertical (Market Size -$Million / $Billion)
8.1 Healthcare
8.2 Aerospace Defense
8.3 Government
8.4 Education
8.5 Retail
8.6 Medium Entertainment
9. Serious Games Market - By User Type (Market Size -$Million / $Billion)9.1 Enterprise
9.2 Consumer
10. Serious Games - By Application (Market Size -$Million / $Billion)
10.1 Segment type Size and Market Share Analysis
10.2 Application Revenue and Trends by type of Application
10.3 Application Segment Analysis by Type
10.3.1 Advertising Marketing
10.3.2 Simulation Training
10.3.3 Research Planning
10.3.4 Human Resource
11. Serious Games- By Geography (Market Size -$Million / $Billion)
11.1 Serious Games Market - North America Segment Research
11.2 North America Market Research (Million / $Billion)
11.2.1 Segment type Size and Market Size Analysis
11.2.2 Revenue and Trends
11.2.3 Application Revenue and Trends by type of Application
11.2.4 Company Revenue and Product Analysis
11.2.5 North America Product type and Application Market Size
11.2.5.1 U.S
11.2.5.2 Canada
11.2.5.3 Mexico
11.2.5.4 Rest of North America
11.3 Serious Games- South America Segment Research
11.4 South America Market Research (Market Size -$Million / $Billion)
11.4.1 Segment type Size and Market Size Analysis
11.4.2 Revenue and Trends
11.4.3 Application Revenue and Trends by type of Application
11.4.4 Company Revenue and Product Analysis
11.4.5 South America Product type and Application Market Size
11.4.5.1 Brazil
11.4.5.2 Venezuela
11.4.5.3 Argentina
11.4.5.4 Ecuador
11.4.5.5 Peru
11.4.5.6 Colombia
11.4.5.7 Costa Rica
11.4.5.8 Rest of South America
11.5 Serious Games- Europe Segment Research
11.6 Europe Market Research (Market Size -$Million / $Billion)
11.6.1 Segment type Size and Market Size Analysis
11.6.2 Revenue and Trends
11.6.3 Application Revenue and Trends by type of Application
11.6.4 Company Revenue and Product Analysis
11.6.5 Europe Segment Product type and Application Market Size
11.6.5.1 U.K
11.6.5.2 Germany
11.6.5.3 Italy
11.6.5.4 France
11.6.5.5 Netherlands
11.6.5.6 Belgium
11.6.5.7 Denmark
11.6.5.8 Spain
11.6.5.9 Rest of Europe
11.7 Serious Games - APAC Segment Research
11.8 APAC Market Research (Market Size -$Million / $Billion)
11.8.1 Segment type Size and Market Size Analysis
11.8.2 Revenue and Trends
11.8.3 Application Revenue and Trends by type of Application
11.8.4 Company Revenue and Product Analysis
11.8.5 APAC Segment - Product type and Application Market Size
11.8.5.1 China
11.8.5.2 Australia
11.8.5.3 Japan
11.8.5.4 South Korea
11.8.5.5 India
11.8.5.6 Taiwan
11.8.5.7 Malaysia
11.8.5.8 Hong kong
11.8.5.9 Rest of APAC
11.9 Serious Games - Middle East Segment and Africa Segment Research
11.10 Middle East & Africa Market Research (Market Size -$Million / $Billion)
11.10.1 Segment type Size and Market Size Analysis
11.10.2 Revenue and Trend Analysis
11.10.3 Application Revenue and Trends by type of Application
11.10.4 Company Revenue and Product Analysis
11.10.5 Middle East Segment Product type and Application Market Size
11.10.5.1 Israel
11.10.5.2 Saudi Arabia
11.10.5.3 UAE
11.10.6 Africa Segment Analysis
11.10.6.1 South Africa
11.10.6.2 Rest of Middle East & Africa
12. Serious Games Market - Entropy
12.1 New product launches
12.2 M&A s, collaborations, JVs and partnerships
13. Serious Games Market - Industry / Segment Competition landscape Premium
13.1 Market Share Analysis
13.1.1 Market Share by Country- Top companies
13.1.2 Market Share by Region- Top 10 companies
13.1.3 Market Share by type of Application - Top 10 companies
13.1.4 Market Share by type of Product / Product category- Top 10 companies
13.1.5 Market Share at global level - Top 10 companies
13.1.6 Best Practises for companies
14. Serious Games Market - Key Company List by Country Premium
15. Serious Games Market Company Analysis
15.1 Market Share, Company Revenue, Products, M&A, Developments
15.2 Breakaway, Ltd
15.3 Designing Digitally, Inc
15.4 Diginext
15.5 Ibm Corporation
15.6 Intuition
15.7 Learning Nexus Ltd
15.8 Nintendo Co , Ltd
15.9 Promotion Software Gmbh
15.10 Revelian
15.11 Tata Interactive System
15.12 Company 12
15.13 Company 13 & More
*Financials would be provided on a best efforts basis for private companies
16. Serious Games Market - Appendix16.1 Abbreviations
16.2 Sources
17. Serious Games Market - Methodology
17.1 Research Methodology
17.1.1 Company Expert Interviews
17.1.2 Industry Databases
17.1.3 Associations
17.1.4 Company News
17.1.5 Company Annual Reports
17.1.6 Application Trends
17.1.7 New Products and Product database
17.1.8 Company Transcripts
17.1.9 R&D Trends
17.1.10 Key Opinion Leaders Interviews
17.1.11 Supply and Demand Trends
LIST OF TABLES
1.Global Global Serious Game Market, By User Type Market 2023-2030 ($M)1.1 Enterprise Market 2023-2030 ($M) - Global Industry Research
1.1.1 Key Growth Factor And Opportunity Market 2023-2030 ($M)
1.2 Consumer Market 2023-2030 ($M) - Global Industry Research
2.Global Global Serious Game Market, By Industry Vertical Market 2023-2030 ($M)
2.1 Healthcare Market 2023-2030 ($M) - Global Industry Research
2.2 Aerospace Defense Market 2023-2030 ($M) - Global Industry Research
2.3 Government Market 2023-2030 ($M) - Global Industry Research
2.4 Education Market 2023-2030 ($M) - Global Industry Research
2.5 Retail Market 2023-2030 ($M) - Global Industry Research
2.6 Medium Enetrtainment Market 2023-2030 ($M) - Global Industry Research
3.Global Global Serious Game Market, By User Type Market 2023-2030 (Volume/Units)
3.1 Enterprise Market 2023-2030 (Volume/Units) - Global Industry Research
3.1.1 Key Growth Factor And Opportunity Market 2023-2030 (Volume/Units)
3.2 Consumer Market 2023-2030 (Volume/Units) - Global Industry Research
4.Global Global Serious Game Market, By Industry Vertical Market 2023-2030 (Volume/Units)
4.1 Healthcare Market 2023-2030 (Volume/Units) - Global Industry Research
4.2 Aerospace Defense Market 2023-2030 (Volume/Units) - Global Industry Research
4.3 Government Market 2023-2030 (Volume/Units) - Global Industry Research
4.4 Education Market 2023-2030 (Volume/Units) - Global Industry Research
4.5 Retail Market 2023-2030 (Volume/Units) - Global Industry Research
4.6 Medium Enetrtainment Market 2023-2030 (Volume/Units) - Global Industry Research
5.North America Global Serious Game Market, By User Type Market 2023-2030 ($M)
5.1 Enterprise Market 2023-2030 ($M) - Regional Industry Research
5.1.1 Key Growth Factor And Opportunity Market 2023-2030 ($M)
5.2 Consumer Market 2023-2030 ($M) - Regional Industry Research
6.North America Global Serious Game Market, By Industry Vertical Market 2023-2030 ($M)
6.1 Healthcare Market 2023-2030 ($M) - Regional Industry Research
6.2 Aerospace Defense Market 2023-2030 ($M) - Regional Industry Research
6.3 Government Market 2023-2030 ($M) - Regional Industry Research
6.4 Education Market 2023-2030 ($M) - Regional Industry Research
6.5 Retail Market 2023-2030 ($M) - Regional Industry Research
6.6 Medium Enetrtainment Market 2023-2030 ($M) - Regional Industry Research
7.South America Global Serious Game Market, By User Type Market 2023-2030 ($M)
7.1 Enterprise Market 2023-2030 ($M) - Regional Industry Research
7.1.1 Key Growth Factor And Opportunity Market 2023-2030 ($M)
7.2 Consumer Market 2023-2030 ($M) - Regional Industry Research
8.South America Global Serious Game Market, By Industry Vertical Market 2023-2030 ($M)
8.1 Healthcare Market 2023-2030 ($M) - Regional Industry Research
8.2 Aerospace Defense Market 2023-2030 ($M) - Regional Industry Research
8.3 Government Market 2023-2030 ($M) - Regional Industry Research
8.4 Education Market 2023-2030 ($M) - Regional Industry Research
8.5 Retail Market 2023-2030 ($M) - Regional Industry Research
8.6 Medium Enetrtainment Market 2023-2030 ($M) - Regional Industry Research
9.Europe Global Serious Game Market, By User Type Market 2023-2030 ($M)
9.1 Enterprise Market 2023-2030 ($M) - Regional Industry Research
9.1.1 Key Growth Factor And Opportunity Market 2023-2030 ($M)
9.2 Consumer Market 2023-2030 ($M) - Regional Industry Research
10.Europe Global Serious Game Market, By Industry Vertical Market 2023-2030 ($M)
10.1 Healthcare Market 2023-2030 ($M) - Regional Industry Research
10.2 Aerospace Defense Market 2023-2030 ($M) - Regional Industry Research
10.3 Government Market 2023-2030 ($M) - Regional Industry Research
10.4 Education Market 2023-2030 ($M) - Regional Industry Research
10.5 Retail Market 2023-2030 ($M) - Regional Industry Research
10.6 Medium Enetrtainment Market 2023-2030 ($M) - Regional Industry Research
11.APAC Global Serious Game Market, By User Type Market 2023-2030 ($M)
11.1 Enterprise Market 2023-2030 ($M) - Regional Industry Research
11.1.1 Key Growth Factor And Opportunity Market 2023-2030 ($M)
11.2 Consumer Market 2023-2030 ($M) - Regional Industry Research
12.APAC Global Serious Game Market, By Industry Vertical Market 2023-2030 ($M)
12.1 Healthcare Market 2023-2030 ($M) - Regional Industry Research
12.2 Aerospace Defense Market 2023-2030 ($M) - Regional Industry Research
12.3 Government Market 2023-2030 ($M) - Regional Industry Research
12.4 Education Market 2023-2030 ($M) - Regional Industry Research
12.5 Retail Market 2023-2030 ($M) - Regional Industry Research
12.6 Medium Enetrtainment Market 2023-2030 ($M) - Regional Industry Research
13.MENA Global Serious Game Market, By User Type Market 2023-2030 ($M)
13.1 Enterprise Market 2023-2030 ($M) - Regional Industry Research
13.1.1 Key Growth Factor And Opportunity Market 2023-2030 ($M)
13.2 Consumer Market 2023-2030 ($M) - Regional Industry Research
14.MENA Global Serious Game Market, By Industry Vertical Market 2023-2030 ($M)
14.1 Healthcare Market 2023-2030 ($M) - Regional Industry Research
14.2 Aerospace Defense Market 2023-2030 ($M) - Regional Industry Research
14.3 Government Market 2023-2030 ($M) - Regional Industry Research
14.4 Education Market 2023-2030 ($M) - Regional Industry Research
14.5 Retail Market 2023-2030 ($M) - Regional Industry Research
14.6 Medium Enetrtainment Market 2023-2030 ($M) - Regional Industry Research
LIST OF FIGURES
1.US Serious Games Market Revenue, 2023-2030 ($M)2.Canada Serious Games Market Revenue, 2023-2030 ($M)
3.Mexico Serious Games Market Revenue, 2023-2030 ($M)
4.Brazil Serious Games Market Revenue, 2023-2030 ($M)
5.Argentina Serious Games Market Revenue, 2023-2030 ($M)
6.Peru Serious Games Market Revenue, 2023-2030 ($M)
7.Colombia Serious Games Market Revenue, 2023-2030 ($M)
8.Chile Serious Games Market Revenue, 2023-2030 ($M)
9.Rest of South America Serious Games Market Revenue, 2023-2030 ($M)
10.UK Serious Games Market Revenue, 2023-2030 ($M)
11.Germany Serious Games Market Revenue, 2023-2030 ($M)
12.France Serious Games Market Revenue, 2023-2030 ($M)
13.Italy Serious Games Market Revenue, 2023-2030 ($M)
14.Spain Serious Games Market Revenue, 2023-2030 ($M)
15.Rest of Europe Serious Games Market Revenue, 2023-2030 ($M)
16.China Serious Games Market Revenue, 2023-2030 ($M)
17.India Serious Games Market Revenue, 2023-2030 ($M)
18.Japan Serious Games Market Revenue, 2023-2030 ($M)
19.South Korea Serious Games Market Revenue, 2023-2030 ($M)
20.South Africa Serious Games Market Revenue, 2023-2030 ($M)
21.North America Serious Games By Application
22.South America Serious Games By Application
23.Europe Serious Games By Application
24.APAC Serious Games By Application
25.MENA Serious Games By Application
26.Breakaway, Ltd, Sales /Revenue, 2015-2018 ($Mn/$Bn)
27.Designing Digitally, Inc, Sales /Revenue, 2015-2018 ($Mn/$Bn)
28.Diginext, Sales /Revenue, 2015-2018 ($Mn/$Bn)
29.Ibm Corporation, Sales /Revenue, 2015-2018 ($Mn/$Bn)
30.Intuition, Sales /Revenue, 2015-2018 ($Mn/$Bn)
31.Learning Nexus Ltd, Sales /Revenue, 2015-2018 ($Mn/$Bn)
32.Nintendo Co , Ltd, Sales /Revenue, 2015-2018 ($Mn/$Bn)
33.Promotion Software Gmbh, Sales /Revenue, 2015-2018 ($Mn/$Bn)
34.Revelian, Sales /Revenue, 2015-2018 ($Mn/$Bn)
35.Tata Interactive System, Sales /Revenue, 2015-2018 ($Mn/$Bn)