The global serious game market size is predicted to exceed a valuation of US$ 8.3 billion in 2023. It is likely to hit a valuation of US$ 33.0 billion by 2033. The market is estimated to thrive at a CAGR of 14.8% from 2023 to 2033.
Positive user experiences and observable effects have emerged as serious games are employed more often in various sectors. Through the use of serious games, users—including students, staff, and patients—have reported more engagement, improved learning outcomes, and enhanced abilities. Because of these success anecdotes and endorsements, serious games are now more popular and in demand, boosting their market share.
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Key Takeaways from this Market:
- The global serious game industry size developed at a CAGR of 18.2% from 2018 to 2022.
- In 2018, the global market size stood at US$ 3.6 billion.
- The global market size stood at US$ 7.0 billion in 2022.
- The smartphone segment is projected to expand at a staggering 14.7% CAGR during the forecast period.
- The simulation & training segment is predicted to thrive at a CAGR of 14.6% from 2023 to 2033.
- The United States is likely to thrive at 13.5% CAGR during the forecast period.
- Japan is predicted to expand at 15.1% CAGR from 2023 to 2033.
- China is anticipated to register a 16.3% CAGR during the forecast period.
- South Korea’s market size is predicted to expand at 15.3% CAGR during the forecast period.
Major Players in the Global Market:
- Tencent Holdings Ltd.
- SmileGate Inc.
- Nexon Co. Ltd.
- NetDragon Websoft
- Designing Digitally Inc.
- Diginext
- CCS Digital Education Ltd.
- Applied Research Associate Inc.
- Grendel Games
Recent Developments Observed:
- In February 2022, Wicket Labs, a provider of audience insights that enable clients to keep tabs on subscription and content metrics, announced that Brightcove Inc., the industry leader in business video, had acquired it. Brightcove Inc. received these audience analytics from Wicket Labs.
- In May 2021, the National Cyber Security Centre (NCSC) introduced CyberSprinters. This brand-new educational game has the potential to be used to teach individuals about cyber security in clubs, youth organizations, and primary schools. The CyberSprinters is an interactive game primarily created for children between the ages of 7 and 11.
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Market Segmentation:
By Gaming Platform:
- Smartphone
- Console
- PC
- Others
By Application:
- Simulation and Training
- Research and Planning
- Advertising and Marketing
- Human Resources
- Others
By Industry Vertical:
- Education
- Healthcare
- Aerospace & Defense
- Government
- Retail
- Media and Entertainment
- Others
By Region:
- North America
- Latin America
- Europe
- Asia Pacific
- The Middle East & Africa (MEA)
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