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Market Analysis and Insights: Global Serious Game Market
A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion, and politics.
The global Serious Game market size is projected to reach US$ 8005.3 million by 2028, from US$ 3766.6 million in 2021, at a CAGR of 10.9% during 2022-2028.
The education segment accounts for the major share of the market.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Serious Game market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Serious Game market in terms of revenue.
Overall, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Serious Game market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Serious Game market.
Global Serious Game Scope and Market Size
Serious Game market is segmented by players, region (country), by Type and by Application. Players, stakeholders, and other participants in the global Serious Game market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2017-2028.
Segment by Type
Mobile-based
PC-based
Web-based
Segment by Application
Aerospace and Defence
Automotive
Education
Energy
Government
Healthcare
Media and Advertising
Others
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
By Company
Cisco
IBM
Microsoft
Nintendo
Serious Game International
Applied Research Associates
BreakAway Games
CCS Education
Designing Digitally
Serious Game Interactive
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