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SERIOUS GAME MARKET REPORT OVERVIEW
The global Serious Game Market size was USD 3.7 billion in 2023 and the market is projected to touch USD 10.9 billion by 2032, exhibiting a CAGR of 10.9% during the forecast period.
Serious game or socio-evaluative are much closer to appliers rather than playful entertaining games, as they teach something, help to develop a skill or change a behaviour. While traditional games are designed purely for leisure, these games incorporate aspects such as narrative and interaction to attain certain results. In education, they enhance the ability to make such complex subjects more understandable as well as interesting. In healthcare, serious games such as EndeavorRx which the FDA has approved for the treatment of ADHD in children help in training physicians and doctors among other things. These games offer rich, realistic training scenarios to promote learning and skill development, thus proving their effectiveness in various fields.
Apart from education and healthcare, serious games are used in military training, where actual battles are recreated for practice and in political and social causes, where they are designed to change the perception of a particular issue. Serious game also helps corporate training by simulating an environment for effective training while improving the knowledge and skills of employees. Serious game can be easily mistaken for gamification, as the latter is driven by the integration of elements of games into spheres unrelated to gaming, while serious games are fully-fledged games devised to address particular learning or practical aims.
COVID-19 Impact: Pandemic had a drastic impact on the market due to the closure of all institutionalized methods of learning
The global COVID-19 pandemic has been unprecedented and staggering, with the market experiencing lower-than-anticipated demand across all regions compared to pre-pandemic levels. The sudden market growth reflected by the rise in CAGR is attributable to market’s growth and demand returning to pre-pandemic levels.
Due to the pandemic outbreak resulting in the closure of schools and universities worldwide, the traditional learning scenarios also impacted the serious games. With over 1. 2 billion students out of school and with the emergence of COVID-19 forcing the shift to online learning, people sought more digital tools. However, this transition pointed out the shortcomings of the existing serious game in terms of the involvement of the students in a virtual environment. With the increased shift towards remote teaching, challenges were realized with traditional teaching and learning methods hence the need for effective digital solutions. This drew attention to the fact that serious game need to grow and become more adaptive in the virtual learning environment.
LATEST TRENDS
"Technology integration of advanced technologies drives the market"
Emerging technologies including Virtual Reality (VR), Augmented Reality (AR) and Artificial Intelligence (AI) among others have enhanced the interactivity of serious game in various ways. VR creates completely enclosed and realistic contexts in which people become involved in the actual rehearsal and this is proven to provide substantially better effects in terms of training and learning when compared to conventional techniques. AR superimposes information on top of real-world environments, allowing users to incorporate virtual objects that exist within it, which enhances learning and skills acquisition. AI helps in the delivery of adaptive learning environments and brilliant operations regarding simulation games, which makes the task more suitable for the user and makes the training more effective. Altogether, these technologies make a difference in the serious game, increasing the market by making the serious game a more attractive and efficient tool in different sectors including the educational process, professional training and many others.
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SERIOUS GAME MARKET SEGMENTATION
By Type
Based on type the global market can be categorized into Mobile-based, PC-based and Web-based.
Mobile-Based: Mobile-based serious game, designed for smartphones and tablets, offer high accessibility and convenience, allowing learning and training on the go. Their popularity has surged with mobile device adoption, especially in emerging markets due to affordability. These games utilize touch-screen interfaces and sensors for enhanced interactivity and engagement. Consequently, this segment is projected to lead the serious game market in the coming years.
PC-Based: PC-based serious games are played on personal computers, offering advanced graphics and immersive experiences essential for complex simulations. They are commonly used in professional training, including healthcare and military settings, where detailed scenarios and high-quality visuals are crucial. The PC-based games contain rich content and functionality and are important for the serious game market, especially for educational facilities where intense investigation and engagement are needed.
Web-Based: The usage of the World Wide Web (www) has the advantage that the player does not have to install most of the serious games because they are web based hence can be run using the browser. Ideal for educational institutions and organizations, these games support training programs without requiring specific hardware. They are easily updated, ensuring users have the latest content and promote collaborative learning by allowing multiple users to engage from different locations, enhancing their appeal across sectors.
By Application
Based on application the global market can be categorized into Aerospace and Defence, Automotive, Education, Energy, Government, Healthcare, Media and Advertising and Others.
Aerospace and Defence: In the aerospace and defense industry most of the serious games are used to practice members of an organization on decision-making and crisis management in a realistic scenario. They enable military and aviation experts to rehearse these scenarios without the perilous conduct of real-life rehearsals, thus improving their awareness and strategies. Additionally, these games aid in recruitment by offering insights into military operations and modernizing training methods in the sector.
Automotive: The serious games apply in the automotive industry where they are applied in the training of safety measures, vehicle handling and customer relations. They offer interactive simulations for understanding complex automotive systems and processes. These games aid product development by allowing virtual testing of new concepts and educating consumers on vehicle features and maintenance, enhancing engagement as the industry adapts to new technologies and electric vehicles.
Education: The education sector widely adopts serious games to enhance learning by making complex subjects interactive and enjoyable. These games foster critical thinking, problem-solving and collaboration, essential for modern education. They also provide teaching and learning techniques that can be utilised to evaluate the performance of students and facilitate the delivery of content. COVID-19 has influenced the usage of serious games for remote learning, proving that it helps maintain the engagement of a student.
Energy: In the energy sector, serious games for instance facilitate understanding of sustainable power options and management, and the consequences of particular actions on sources and earth. They train their employees in safety and operation measures and also raise awareness in the community regarding renewable energy and low carbon footprint. The utilization of serious games in this sector is expected to rise with the new worldwide focus on sustainability.
Government: Serious games have become popular in government circles being used in citizen participation and policy information dissemination. These interactive tools boost political participation, combat voter apathy and enhance understanding of government functions by simulating real-world scenarios such as budget management and environmental policies. They also serve as training for public servants, offering practical and immersive skill development. Serious games are useful to the government and should be adopted since they allow the government to reach out to the people and gain feedback on the effectiveness of their digital services.
Healthcare: In healthcare, serious games are implemented as practice in medical procedures and diagnoses, as a means to convey medical information to patients and as a tool for rehabilitation, where patients are encouraged to complete game tasks as a part of their treatment. As the industry looks for novel approaches, the incorporation of serious games in instructional and patient relationship tools is vital in enhancing service provision and patients’ well-being.
Media and Advertising: The use of serious games in media and advertising is particularly effective in increasing brand awareness and improving customer understanding of certain issues through an engaging and entertaining experience. It supplements marketing initiatives with persuasive narratives and offers a playful experience through which customers engage with goods and services. Serious games also gather consumer insights and feedback, helping brands refine their strategies. As companies seek innovative consumer connections, the use of serious games is increasing.
Others: The "Others" category of serious games includes diverse applications in finance, tourism and human resources. In finance, games simulate trading environments to teach market dynamics and investment strategies. In tourism, they offer virtual tours to enhance customer experiences and promote destinations. For human resources, serious games facilitate recruitment and onboarding, allowing candidates to showcase skills in interactive scenarios, showcasing the games' versatility across industries.
DRIVING FACTORS
"Increasing youth engagement and mobile accessibility to boost the market"
The global serious game market growth is attributed to youth engagement and mobile accessibility. It seems also reasonable considering the rising audience interest in the immersive learning experiences offered by serious games, particularly targetting the youth technologist population, who is native to digital environments. Due to the increased use of portable gadgets such as tablets and smartphones, these games can now be played easily by young users, thus facilitating their ability to carry out education and training activities anytime and anywhere. This convenience corresponds with the technological trend of modern lifestyles of the younger generations that are interested in flexible and appealing approaches to education and skill acquisition. The mobility factor coupled with youth appeal not only opens new areas for serious games but also improves the method of learning beyond classrooms. Therefore, the use of serious games in the context of learning and professional development is expected to expand, creating additional market growth potential.
"Increased learning achievements to propel the market"
There is a growing appreciation of serious games for increasing learning effectiveness by developing solving skills, problem-solving, critical thinking and decision-making skills. These games provoke users into thinking in ways that demand evaluations and subsequent decisions on thoughtful and interactive situations presented in the actual gameplay. The form of learning where an individual is actively involved in ensuring they acquire the maximum knowledge from the content enhances their understanding of the content. Due to the ability of serious games to meet educational and training objectives, they are increasingly used across sectors such as education, health and corporate environments. With commitment towards the development of skills and knowledge retention, various organizations are trying to look for novel approaches for enhanced learning which has resulted in an increased market for serious games. This has been made possible due to their effectiveness in offering tangible results on learning outcomes hence fostering growth and investment in this area.
RESTRAINING FACTORS
"Higher costs and the need for advanced technological skills are challenges to the market"
Serious games development can be expensive as the process of creating quality serious games, entails significant amounts of investment in technology, instructional design and game design. Developing a serious game means not only coming up with well-designed and informative content but also having a stable system that would back the game up and provide a good experience. This often requires a team of game developers, instruction, the subject matter expert and user experience designers among others and this makes the process complex and costly. While these costs may not seem steep to large developers or companies, they are prohibitive, especially to smaller developers or businesses which may be low on cash. The high development costs for serious games might prove a challenge and prevent widespread access and use, thus excluding new entrants and restrictive specific and specialized solutions.
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SERIOUS GAME MARKET REGIONAL INSIGHTS
The market is primarily segregated into Europe, Latin America, Asia Pacific, North America, and Middle East & Africa.
"Asia Pacific to dominate the market due to the Game-based Learning (GBL) concept"
The Asia Pacific region is expected to dominate the global serious game market share due to growing awareness of serious games and the GBL concept. The reason behind the growth of serious games is that educational institutions as well as corporate sectors and government bodies in different countries of the region are increasingly appreciating the benefits of incorporating serious games in their learning and training methodologies. The increased need for the development of new, comprehensive teaching aids stems from progressive technological development and the increased usage of portable devices in the regions. Moreover, a higher focus on digital and distance learning and the development of e-learning platforms contribute to the growth of the market. With due progression and increasing use seen in the Asia Pacific region’s adoption of GBL, the market is poised for impressive growth and by extension, the region is poised to take a dominant position in this growing market.
KEY INDUSTRY PLAYERS
"Key industry players are engaging in partnerships and collaborations to enhance the development of the market"
Key industry players in the serious game market are investing in strategic collaborations to improve their services and product portfolio to extend their reach. Through strategic partnerships with technology companies, schools and corporate clients, these companies will be in a position to complement each other’s strengths in that while technology providers bring in the necessary technologies, educational institutions bring market access and the expertise in specific fields and corporate clients bring specialization in specific industries. These collaborations help create even more complex and targeted serious games that meet the necessities of unique sectors such as healthcare simulation, corporate training and gamification of education. Also, with partnerships, it becomes easier to reach out to more customers since companies can easily expand to other areas and markets that they might not otherwise be able to reach. These co-partnerships are useful to foster innovation, enhance product quality and push market advancement as the demand for serious games continues to be strong in this highly competitive market.
List of Market Players Profiled
- Nintendo (Japan)
- Cisco (U.S.)
- IBM (U.S.)
- Microsoft (U.S.)
- Applied Research Associates (U.S.)
- BreakAway Games (U.S.)
- Designing Digitally (U.S.)
- Serious Game International (U.K.)
- CCS Education (Republic of Ireland)
- Serious Game Interactive (Denmark)
INDUSTRIAL DEVELOPMENT
August 2023: The International Science Reserve in collaboration with the CAPTRS developed a serious game that would help the decision-making process during the occurrence of public health emergencies. Primarily created for more than ten thousand scientists around the world, it recreates the environment, increasing real-life preparedness and cooperation. This innovative effort also puts public health officials and experts in a better position to address future emergencies.
REPORT COVERAGE
The study encompasses a comprehensive SWOT analysis and provides insights into future developments within the market. It examines various factors that contribute to the growth of the market, exploring a wide range of market categories and potential applications that may impact its trajectory in the coming years. The analysis takes into account both current trends and historical turning points, providing a holistic understanding of the market's components and identifying potential areas for growth.
The research report delves into market segmentation, utilizing both qualitative and quantitative research methods to provide a thorough analysis. It also evaluates the impact of financial and strategic perspectives on the market. Furthermore, the report presents national and regional assessments, considering the dominant forces of supply and demand that influence market growth. The competitive landscape is meticulously detailed, including market shares of significant competitors. The report incorporates novel research methodologies and player strategies tailored for the anticipated timeframe. Overall, it offers valuable and comprehensive insights into the market dynamics in a formal and easily understandable manner.
REPORT COVERAGE | DETAILS |
---|---|
Market Size Value In |
US$ 3766 Million in 2023 |
Market Size Value By |
US$ 10918 Million by 2032 |
Growth Rate |
CAGR of 10.9% from 2023 to 2032 |
Forecast Period |
2032 |
Base Year |
2023 |
Historical Data Available |
2019-2022 |
Regional Scope |
Global |
Segments Covered |
Type and Application |
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What value is the serious game market expected to touch by 2032?
The global serious game market is expected to reach USD 10.9 billion by 2032.
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What CAGR is the serious game market expected to exhibit by 2032?
The serious game market is expected to exhibit a CAGR of 10.9% by 2032.
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Which are the driving factors of the serious game market?
Increasing youth engagement and mobile accessibility, and increased learning achievements are some of the driving factors of the market.
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What are the key serious game market segments?
The key market segmentation that you should be aware of, which include, Based on type the cloth serious game market is classified as Mobile-based, PC-based and Web-based. Based on application the serious game market is classified as Aerospace and Defence, Automotive, Education, Energy, Government, Healthcare, Media and Advertising and Others.