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Global Serious Games Market Analysis & Industry Forecast 2016-2023 - ResearchAndMarkets.com

June 8, 2018

DUBLIN--(BUSINESS WIRE)--Jun 8, 2018--The “Serious Games Market by User Type, Application, and Industry Vertical - Global Opportunity Analysis and Industry Forecast, 2016-2023” report has been added to ResearchAndMarkets.com’s offering.

Serious game is a game-based initiative designed for training and education, which are other than pure entertainment. These kinds of video games are referred as serious as they are used by industries including defense, healthcare, education, scientific exploration, governments, and others for training and development of employees. The characteristics of a good serious game that reinforces the learning objective include story of the game, game mechanics & interactivity, rules of the game, challenges & competition, immersive graphical environment, rewards, and risks & consequences associated with the game. Serious games have gained significant acceptance among consumers and enterprises to train and develop their employees or students with a cost-effective, realistic, and accountable method that is realistic and can be applied in the daily activities.

The global serious games market is attributed to increase in need of better user engagement platforms across enterprises, growth in usage of mobile-based educational games, significant adoption of virtual reality in training and development activities, and improvement in learning outcomes. In addition, inclination of organizations toward interactive advertisements, large-scale digitization, and emergence of social networks is expected to offer ample growth opportunities for the global serious games market.

The serious games market is segmented based on user type, application, industry vertical, and region. Based on user type, it is bifurcated into enterprises and consumers. As per application, the market is classified into advertising & marketing, simulation training, research & planning, human resources, and others. Based on industry vertical, the global serious games market is studied across healthcare, aerospace & defense, government, education, retail, media & entertainment, and others.

Companies Mentioned:

BreakAway, Ltd. Designing Digitally, Inc. DIGINEXT IBM Corporation Intuition Learning Nexus Ltd Nintendo Co., Ltd. Promotion Software GmbH Revelian Tata Interactive Systems

Key Topics Covered:

1 Introduction

2 Executive Summary

3 Market Overview

4 Global Serious Games Market, by User Type

5 Global Serious Games Market, by Application

6 Global Serious Games Market, by Industry Vertical

7 Serious Games Market, by Geography

8 Company Profiles

For more information about this report visit https://www.researchandmarkets.com/research/b4hzht/global_serious?w=4

View source version on businesswire.com:https://www.businesswire.com/news/home/20180608005461/en/

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Related Topics:Gaming,Video Games and Consoles

KEYWORD:

INDUSTRY KEYWORD: ENTERTAINMENT ELECTRONIC GAMES ONLINE

SOURCE: Research and Markets

Copyright Business Wire 2018.

PUB: 06/08/2018 11:08 AM/DISC: 06/08/2018 11:08 AM

http://www.businesswire.com/news/home/20180608005461/en

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