Global Serious Games Market Research Report 2016, Applications and Growth Trends through 2023



According to report, the global Serious Games market was valued at around USD XX Million in 2016 and is expected to reach approximately USD XX Million by 2023, growing at a CAGR of around XX.X% between 2016 and 2023.


The market research report provides a thorough analysis of the industry trends, market opportunities, growth drivers which would help the investors to create and align their market strategies according to the current and future market dynamics.

The study is segmented based on by User Type, by Application, by Industry Vertical and geographical regions including North America, Europe, Asia Pacific, Latin America and Middle East & Africa. Further, the report also analyses key countries such as United States, China, Japan, Germany, United Kingdom, Korea, Brazil, GCC, Africa and Southeast Asia & India.

The report is sub-segmented by User Type (Enterprises and Consumers), by Application (Advertising & Marketing, Simulation Training, Research & Planning, Human resources, and Others), and by Industry Vertical (Healthcare, Aerospace & Defense, Government, Education, Retail, Media & Entertainment, and Others).

Geographically, the report provides an exhaustive analysis of geographical scenario of the market delivers detailed analysis including market size, share, year on year growth and opportunity analysis about the five major geographies including North America, Europe, Asia Pacific, Latin America and Middle East & Africa. Further, the regions are segmented into countries:
·        North America (U.S. & Canada)
·        Europe (Germany, United Kingdom, France, Italy, Spain, Russia and Rest of Europe)
·        Asia Pacific (China, India, Japan, South Korea, Indonesia, Taiwan, Australia, New Zealand and Rest of Asia Pacific)
·        Latin America (Brazil, Mexico, Argentina and Rest of Latin America)
·        Middle East & Africa (GCC, North Africa, South Africa and Rest of Middle East & Africa)

Some of major Serious Games market players are BreakAway, Ltd., Designing Digitally, Inc., DIGINEXT, IBM Corporation, Intuition, Learning Nexus Ltd, Nintendo Co., Ltd., Promotion Software GmbH, Revelian, and Tata Interactive Systems.

This report provides detailed analysis of the company’s business and financial performance such as net revenue, sales split by segment and by region, SWOT Analysis, company overview, business strategy, product offerings, recent news & development and other major events. The report also analyzes company’s positioning and market share inSerious Gamesmarket.
key features of the market research report include:
·        The report provides a basic overview of the market including its definition, market maturity analysis, porters five force analysis and value chain analysis
·        The report presents market dynamics which includes market drivers and restraints, industry trends, and market opportunities.
·        The report provides market size for 2018, preliminary estimate for 2019 and forecast for 2019-2024.
·        The total market is further divided and analyzed by geographies and countries
·        An all-inclusive data for segment market analysis by market segment on the basis of by User Type, by Application, by Industry Vertical.
·        The report also offers market share of major players, and detailed company profile.


Table of Contents
CHAPTER 1 INTRODUCTION
1.1. REPORT DESCRIPTION
1.2. KEY BENEFITS
1.3. KEY MARKET SEGMENTS
1.4. RESEARCH METHODOLOGY
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
1.4.4. Market segmentation
CHAPTER 2 EXECUTIVE SUMMARY
2.1. CXO PERSPECTIVE
CHAPTER 3 MARKET OVERVIEW
3.1. MARKET DEFINITION AND SCOPE
3.2. KEY FINDINGS
3.2.1. Top winning strategies
3.2.2. Top investment pockets
3.2.3. Top impacting factors
3.3. PORTERS FIVE FORCES
3.3.1. Bargaining power of buyers
3.3.2. Bargaining power of suppliers
3.3.3. Degree of competition
3.3.4. Threat of new entrants
3.3.5. Threat of substitute
3.4. MARKET PLAYER POSITIONING
3.5. MARKET DYNAMICS
3.5.1. Drivers
3.5.1.1. Increase in need for better user engagement platforms across enterprises
3.5.1.2. Growing usage of mobile-based educational games
3.5.1.3. Significant adoption of virtual reality in training and development activities
3.5.1.4. Improvement in learning outcomes
3.5.2. Restraints
3.5.2.1. Lack of awareness about the advantages and usage of serious games
3.5.2.2. Unsuitable game designs
3.5.3. Opportunities
3.5.3.1. Inclination of organizations towards interactive advertisements
3.5.3.2. Large-scale digitization
3.5.3.3. Emergence of social networks
CHAPTER 4 GLOBAL SERIOUS GAMES MARKET, BY USER TYPE
4.1. OVERVIEW
4.2. ENTERPRISES
4.2.1. Key market trends
4.2.2. Key growth factors and opportunities
4.2.3. Market size and forecast
4.3. CONSUMERS
4.3.1. Key market trends
4.3.2. Key growth factors and opportunities
4.3.3. Market size and forecast
CHAPTER 5 GLOBAL SERIOUS GAMES MARKET, BY APPLICATION
5.1. OVERVIEW
5.2. ADVERTISING & MARKETING
5.2.1. Key market trends
5.2.2. Key growth factors and opportunities
5.2.3. Market size and forecast
5.3. SIMULATION TRAINING
5.3.1. Key market trends
5.3.2. Key growth factors and opportunities
5.3.3. Market size and forecast
5.4. RESEARCH & PLANNING
5.4.1. Key market trends
5.4.2. Key growth factors and opportunities
5.4.3. Market size and forecast
5.5. HUMAN RESOURCES
5.5.1. Key market trends
5.5.2. Key growth factors and opportunities
5.5.3. Market size and forecast
5.6. OTHERS
5.6.1. Key market trends
5.6.2. Key growth factors and opportunities
5.6.3. Market size and forecast

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