The global serious game market size is predicted to overgrow from 2023 to 2033. According to the research report published by Future Market Insights, the global market is expected to surpass a valuation of US$ 8.3 billion in 2023. It is anticipated to achieve a valuation of US$ 33.0 billion by 2033. The market is anticipated to thrive at a CAGR of 14.8% from 2023 to 2033.
Increasing technological advancements across mobile devices, Virtual Reality (VR), Augmented Reality (AR), and others are expected to amplify serious games’ accessibility, affordability, and sophistication.
By serving a larger spectrum of target groups, the market for serious games is expanding. While primarily concentrated on educational institutions, serious games today target sectors including industry, banking, aviation, and the military. Adults, teens, and children are among the several age groups for whom serious games are being developed. This diversification is increasing the market's size while generating new opportunities.
Attributes | Details |
---|---|
Serious Game Market Share (2022) | US$ 7.0 billion |
Serious Game Market Share (2023) | US$ 8.3 billion |
Serious Game Market Share (2033) | US$ 33.0 billion |
Serious Game Market Share (2023 to 2033) | 14.8% |
Serious games' potential is significantly enhanced by swift technological advances, including Virtual Reality (VR), Augmented Reality (AR), and mobile devices. Users can engage with virtual surroundings more naturally and thrillingly due to these technologies' immersive and realistic experiences. Serious games are becoming cheaper, more readily accessible, economical, and intricate as technologies improve, fueling the market's growth.
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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 market witnessed tremendous growth in the following years, accounting for US$ 7.0 billion in 2022.
In recent years, the applications for serious games have astronomically increased across various fields and spheres. They are being employed in K–12, postsecondary, and vocational education. Serious games are also being used in the corporate sector for skill development, team building, and employee training. Serious games are increasingly used in social impact projects, government simulations, healthcare, and military training. Serious games' flexibility and adaptation across several areas are likely to bolster market growth during the forthcoming years.
The growing awareness regarding the benefits of gamification is predicted to flourish in growth for the market. Technological developments are expected to bolster market growth during the forecast period.
Historical CAGR (2018 to 2022) | 18.2% |
---|---|
Forecasted CAGR (2023 to 2033) | 14.8% |
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Based on the gaming platform, the smartphone segment is projected to expand at a staggering 14.7% CAGR during the forecast period.
Globally, smartphones have formidable market penetration. Unlike other gaming platforms like consoles or specialized gaming PCs, they are widely available and reasonably priced.
A wide range of people, even those who may not have access to other gaming platforms, can now play serious games due to the widespread adoption of smartphones. Furthermore, modern smartphones compete with specific classic gaming devices in terms of their powerful CPUs and graphics capabilities. This technical development makes it possible for serious games to give high-quality graphics, fluid gameplay, and immersive experiences that were previously only available on specialized gaming platforms. Smartphones can now handle complicated simulations and serious gaming mechanisms due to their enhanced processing capability.
Based on application, the simulation & training segment is predicted to thrive at a CAGR of 14.6% from 2023 to 2033.
Serious games provide a secure and supervised environment for learners or apprentices to refine and apply their skill sets. Without facing repercussions, they are free to make errors and learn from them.
As real-world training may not always be practical or safe, this capability is especially helpful for high-risk industries like aviation, healthcare, and defense. Additionally, the expenses and resources related to conventional training techniques could be drastically reduced by using serious games. Serious games serve as an adequate replacement for training that is more affordable since they offer digital simulations that need significantly fewer physical resources.
North America is anticipated to dominate the global serious game industry during the forecast period. With extensive access to high-speed internet, cutting-edge mobile networks, and a strong ecosystem of technology businesses, North America has a highly developed technical infrastructure. The smooth supply and accessibility of serious games are made possible by this infrastructure, which supports market expansion.
The United States is likely to thrive at 13.5% CAGR during the forecast period. Prominent game production businesses, studios, and publishers are headquartered in the United States, where the gaming industry is prospering and thriving. Because it fuses game creators' skills with learning and training goals, this infrastructure offers a favorable environment for the development of serious games. The robust ecosystem of the gaming industry supports the development and growth of the serious game sector. These businesses can spearhead the creation and marketing of serious games since they have the knowledge, tools, and distribution systems needed.
Japan is predicted to expand at 15.1% CAGR from 2023 to 2033. Japan’s market size is predicted to be valued at US$ 5.1 billion by 2033 end. The market for serious games has benefited from Japan's long-standing gaming culture. In the fields of education, medicine, and business training, serious games are becoming more popular.
Prominent Japanese companies like Bandai Namco, Sega, and Square Enix have been working hard to create valuable digital entertainment. For instance, Bandai Namco has developed educational games, including surgical simulations, for the training of healthcare professionals. The Ministry of Economy, Trade, and Industry of Japan established a subsidy program in 2021 to encourage the development and implementation of serious games in sectors including industry, healthcare, and agriculture. This program intends to promote development and expansion in serious game markets.
China is anticipated to register a 16.3% CAGR during the forecast period. Due to China's emphasis on projects related to education and training, the market for serious games is expanding quickly. The government promotes the use of serious games in educational institutions and career training facilities.
Serious game development is increasingly focused on Chinese businesses like NetDragon and iDreamSky. They provide instructional games covering STEM education, career training, and language learning. One of China's top technology firms, Tencent, debuted ‘Perfect World,’ a serious game that replicates real-world occupations and offers training for a variety of vocations. This game seeks to close the employment-education divide by promoting the development of valuable skills.
South Korea’s market size is predicted to expand at 15.3% CAGR during the forecast period, creating an absolute dollar growth of US$ 1.5 billion by 2033 end. Due to South Korea's robust gaming industry, serious games have gained popularity in the commercial, educational, and military training sectors. The government encourages the development and deployment of serious games for diverse purposes.
Leading South Korean gaming businesses like Smilegate and Nexon have added serious games to their product lines. As part of its Digital New Deal endeavor, the South Korean government declared plans to invest over US$ 170 million towards the creation of serious video games in 2021. This initiative intends to boost the competitiveness of the serious gaming business, encourage innovation, and generate jobs.
Countries | Forecasted CAGR (2023 to 2033) |
---|---|
United States | 13.5% |
United Kingdom | 13.1% |
China | 16.3% |
Japan | 15.1% |
South Korea | 15.3% |
Key players emphasize ongoing product innovation to provide new and intriguing serious games. They make investments in research and development to improve game mechanics, visuals, and features while embracing cutting-edge technology.
To strengthen their position in the market and broaden their portfolios, key companies take part in mergers and acquisitions. Their ability to acquire new technology, intellectual property, and expertise through acquisitions or mergers with other serious gaming firms helps them grow and capture more market share.
Recent Developments Observed by FMI
Attributes | Details |
---|---|
Forecast Period | 2023 to 2033 |
Historical Data Available for | 2018 to 2022 |
Market Analysis | US$ million for Value |
Key Regions Covered | North America; Latin America; Europe; Asia Pacific; The Middle East & Africa (MEA) |
Key Countries Covered | United States, Canada, Germany, United Kingdom, Nordic, Russia, BENELUX, Poland, France, Spain, Italy, Czech Republic, Hungary, Rest of EMEAI, Brazil, Peru, Argentina, Mexico, South Africa, Northern Africa, GCC Countries, China, Japan, South Korea, India, ASEAN, Thailand, Malaysia, Indonesia, Australia, New Zealand, Others |
Key Segments Covered | Gaming Platform, Application, Industry Vertical, Region |
Report Coverage | Market Forecast, Company Share Analysis, Competition Intelligence, Trend Analysis, Market Dynamics and Challenges, and Strategic Growth Initiatives |
The serious game market is estimated to thrive at a 14.8% CAGR through 2033.
The market is expected to be worth around 33 billion by 2033.
Smartphone segment may dominate in the gaming platform category.
China may witness significant growth, with a CAGR of 16.3% through 2033.
South Korea is set to record significant growth of 15.3% until 2033.
1. Executive Summary
1.1. Global Market Outlook
1.2. Demand-side Trends
1.3. Supply-side Trends
1.4. Technology Roadmap Analysis
1.5. Analysis and Recommendations
2. Market Overview
2.1. Market Coverage / Taxonomy
2.2. Market Definition / Scope / Limitations
3. Market Background
3.1. Market Dynamics
3.1.1. Drivers
3.1.2. Restraints
3.1.3. Opportunity
3.1.4. Trends
3.2. Scenario Forecast
3.2.1. Demand in Optimistic Scenario
3.2.2. Demand in Likely Scenario
3.2.3. Demand in Conservative Scenario
3.3. Opportunity Map Analysis
3.4. Investment Feasibility Matrix
3.5. PESTLE and Porter’s Analysis
3.6. Regulatory Landscape
3.6.1. By Key Regions
3.6.2. By Key Countries
3.7. Regional Parent Market Outlook
4. Global Market Analysis 2018 to 2022 and Forecast, 2023 to 2033
4.1. Historical Market Size Value (US$ Million) Analysis, 2018 to 2022
4.2. Current and Future Market Size Value (US$ Million) Projections, 2023 to 2033
4.2.1. Y-o-Y Growth Trend Analysis
4.2.2. Absolute $ Opportunity Analysis
5. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Gaming Platform
5.1. Introduction / Key Findings
5.2. Historical Market Size Value (US$ Million) Analysis By Gaming Platform, 2018 to 2022
5.3. Current and Future Market Size Value (US$ Million) Analysis and Forecast By Gaming Platform, 2023 to 2033
5.3.1. Smartphone
5.3.2. Console
5.3.3. PC
5.3.4. Others
5.4. Y-o-Y Growth Trend Analysis By Gaming Platform, 2018 to 2022
5.5. Absolute $ Opportunity Analysis By Gaming Platform, 2023 to 2033
6. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Application
6.1. Introduction / Key Findings
6.2. Historical Market Size Value (US$ Million) Analysis By Application, 2018 to 2022
6.3. Current and Future Market Size Value (US$ Million) Analysis and Forecast By Application, 2023 to 2033
6.3.1. Simulation and Training
6.3.2. Research and Planning
6.3.3. Advertising and Marketing
6.3.4. Human Resources
6.3.5. Others
6.4. Y-o-Y Growth Trend Analysis By Application, 2018 to 2022
6.5. Absolute $ Opportunity Analysis By Application, 2023 to 2033
7. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Industry Vertical
7.1. Introduction / Key Findings
7.2. Historical Market Size Value (US$ Million) Analysis By Industry Vertical , 2018 to 2022
7.3. Current and Future Market Size Value (US$ Million) Analysis and Forecast By Industry Vertical , 2023 to 2033
7.3.1. Education
7.3.2. Healthcare
7.3.3. Aerospace and Defense
7.3.4. Government
7.3.5. Retail
7.3.6. Media and Entertainment
7.3.7. Others
7.4. Y-o-Y Growth Trend Analysis By Industry Vertical , 2018 to 2022
7.5. Absolute $ Opportunity Analysis By Industry Vertical , 2023 to 2033
8. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Region
8.1. Introduction
8.2. Historical Market Size Value (US$ Million) Analysis By Region, 2018 to 2022
8.3. Current Market Size Value (US$ Million) Analysis and Forecast By Region, 2023 to 2033
8.3.1. North America
8.3.2. Latin America
8.3.3. Europe
8.3.4. Asia Pacific
8.3.5. MEA
8.4. Market Attractiveness Analysis By Region
9. North America Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country
9.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2018 to 2022
9.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2023 to 2033
9.2.1. By Country
9.2.1.1. U.S.
9.2.1.2. Canada
9.2.2. By Gaming Platform
9.2.3. By Application
9.2.4. By Industry Vertical
9.3. Market Attractiveness Analysis
9.3.1. By Country
9.3.2. By Gaming Platform
9.3.3. By Application
9.3.4. By Industry Vertical
9.4. Key Takeaways
10. Latin America Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country
10.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2018 to 2022
10.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2023 to 2033
10.2.1. By Country
10.2.1.1. Brazil
10.2.1.2. Mexico
10.2.1.3. Rest of Latin America
10.2.2. By Gaming Platform
10.2.3. By Application
10.2.4. By Industry Vertical
10.3. Market Attractiveness Analysis
10.3.1. By Country
10.3.2. By Gaming Platform
10.3.3. By Application
10.3.4. By Industry Vertical
10.4. Key Takeaways
11. Europe Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country
11.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2018 to 2022
11.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2023 to 2033
11.2.1. By Country
11.2.1.1. Germany
11.2.1.2. U.K.
11.2.1.3. France
11.2.1.4. Spain
11.2.1.5. Italy
11.2.1.6. Rest of Europe
11.2.2. By Gaming Platform
11.2.3. By Application
11.2.4. By Industry Vertical
11.3. Market Attractiveness Analysis
11.3.1. By Country
11.3.2. By Gaming Platform
11.3.3. By Application
11.3.4. By Industry Vertical
11.4. Key Takeaways
12. Asia Pacific Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country
12.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2018 to 2022
12.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2023 to 2033
12.2.1. By Country
12.2.1.1. China
12.2.1.2. Japan
12.2.1.3. South Korea
12.2.1.4. Singapore
12.2.1.5. Thailand
12.2.1.6. Indonesia
12.2.1.7. Australia
12.2.1.8. New Zealand
12.2.1.9. Rest of Asia Pacific
12.2.2. By Gaming Platform
12.2.3. By Application
12.2.4. By Industry Vertical
12.3. Market Attractiveness Analysis
12.3.1. By Country
12.3.2. By Gaming Platform
12.3.3. By Application
12.3.4. By Industry Vertical
12.4. Key Takeaways
13. MEA Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country
13.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2018 to 2022
13.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2023 to 2033
13.2.1. By Country
13.2.1.1. GCC Countries
13.2.1.2. South Africa
13.2.1.3. Israel
13.2.1.4. Rest of MEA
13.2.2. By Gaming Platform
13.2.3. By Application
13.2.4. By Industry Vertical
13.3. Market Attractiveness Analysis
13.3.1. By Country
13.3.2. By Gaming Platform
13.3.3. By Application
13.3.4. By Industry Vertical
13.4. Key Takeaways
14. Key Countries Market Analysis
14.1. U.S.
14.1.1. Pricing Analysis
14.1.2. Market Share Analysis, 2022
14.1.2.1. By Gaming Platform
14.1.2.2. By Application
14.1.2.3. By Industry Vertical
14.2. Canada
14.2.1. Pricing Analysis
14.2.2. Market Share Analysis, 2022
14.2.2.1. By Gaming Platform
14.2.2.2. By Application
14.2.2.3. By Industry Vertical
14.3. Brazil
14.3.1. Pricing Analysis
14.3.2. Market Share Analysis, 2022
14.3.2.1. By Gaming Platform
14.3.2.2. By Application
14.3.2.3. By Industry Vertical
14.4. Mexico
14.4.1. Pricing Analysis
14.4.2. Market Share Analysis, 2022
14.4.2.1. By Gaming Platform
14.4.2.2. By Application
14.4.2.3. By Industry Vertical
14.5. Germany
14.5.1. Pricing Analysis
14.5.2. Market Share Analysis, 2022
14.5.2.1. By Gaming Platform
14.5.2.2. By Application
14.5.2.3. By Industry Vertical
14.6. U.K.
14.6.1. Pricing Analysis
14.6.2. Market Share Analysis, 2022
14.6.2.1. By Gaming Platform
14.6.2.2. By Application
14.6.2.3. By Industry Vertical
14.7. France
14.7.1. Pricing Analysis
14.7.2. Market Share Analysis, 2022
14.7.2.1. By Gaming Platform
14.7.2.2. By Application
14.7.2.3. By Industry Vertical
14.8. Spain
14.8.1. Pricing Analysis
14.8.2. Market Share Analysis, 2022
14.8.2.1. By Gaming Platform
14.8.2.2. By Application
14.8.2.3. By Industry Vertical
14.9. Italy
14.9.1. Pricing Analysis
14.9.2. Market Share Analysis, 2022
14.9.2.1. By Gaming Platform
14.9.2.2. By Application
14.9.2.3. By Industry Vertical
14.10. China
14.10.1. Pricing Analysis
14.10.2. Market Share Analysis, 2022
14.10.2.1. By Gaming Platform
14.10.2.2. By Application
14.10.2.3. By Industry Vertical
14.11. Japan
14.11.1. Pricing Analysis
14.11.2. Market Share Analysis, 2022
14.11.2.1. By Gaming Platform
14.11.2.2. By Application
14.11.2.3. By Industry Vertical
14.12. South Korea
14.12.1. Pricing Analysis
14.12.2. Market Share Analysis, 2022
14.12.2.1. By Gaming Platform
14.12.2.2. By Application
14.12.2.3. By Industry Vertical
14.13. Singapore
14.13.1. Pricing Analysis
14.13.2. Market Share Analysis, 2022
14.13.2.1. By Gaming Platform
14.13.2.2. By Application
14.13.2.3. By Industry Vertical
14.14. Thailand
14.14.1. Pricing Analysis
14.14.2. Market Share Analysis, 2022
14.14.2.1. By Gaming Platform
14.14.2.2. By Application
14.14.2.3. By Industry Vertical
14.15. Indonesia
14.15.1. Pricing Analysis
14.15.2. Market Share Analysis, 2022
14.15.2.1. By Gaming Platform
14.15.2.2. By Application
14.15.2.3. By Industry Vertical
14.16. Australia
14.16.1. Pricing Analysis
14.16.2. Market Share Analysis, 2022
14.16.2.1. By Gaming Platform
14.16.2.2. By Application
14.16.2.3. By Industry Vertical
14.17. New Zealand
14.17.1. Pricing Analysis
14.17.2. Market Share Analysis, 2022
14.17.2.1. By Gaming Platform
14.17.2.2. By Application
14.17.2.3. By Industry Vertical
14.18. GCC Countries
14.18.1. Pricing Analysis
14.18.2. Market Share Analysis, 2022
14.18.2.1. By Gaming Platform
14.18.2.2. By Application
14.18.2.3. By Industry Vertical
14.19. South Africa
14.19.1. Pricing Analysis
14.19.2. Market Share Analysis, 2022
14.19.2.1. By Gaming Platform
14.19.2.2. By Application
14.19.2.3. By Industry Vertical
14.20. Israel
14.20.1. Pricing Analysis
14.20.2. Market Share Analysis, 2022
14.20.2.1. By Gaming Platform
14.20.2.2. By Application
14.20.2.3. By Industry Vertical
15. Market Structure Analysis
15.1. Competition Dashboard
15.2. Competition Benchmarking
15.3. Market Share Analysis of Top Players
15.3.1. By Regional
15.3.2. By Gaming Platform
15.3.3. By Application
15.3.4. By Industry Vertical
16. Competition Analysis
16.1. Competition Deep Dive
16.1.1. BreakAway, Ltd.
16.1.1.1. Overview
16.1.1.2. Product Portfolio
16.1.1.3. Profitability by Market Segments
16.1.1.4. Sales Footprint
16.1.1.5. Strategy Overview
16.1.1.5.1. Marketing Strategy
16.1.2. Designing Digitally, Inc.
16.1.2.1. Overview
16.1.2.2. Product Portfolio
16.1.2.3. Profitability by Market Segments
16.1.2.4. Sales Footprint
16.1.2.5. Strategy Overview
16.1.2.5.1. Marketing Strategy
16.1.3. DIGINEXT
16.1.3.1. Overview
16.1.3.2. Product Portfolio
16.1.3.3. Profitability by Market Segments
16.1.3.4. Sales Footprint
16.1.3.5. Strategy Overview
16.1.3.5.1. Marketing Strategy
16.1.4. IBM Corporation
16.1.4.1. Overview
16.1.4.2. Product Portfolio
16.1.4.3. Profitability by Market Segments
16.1.4.4. Sales Footprint
16.1.4.5. Strategy Overview
16.1.4.5.1. Marketing Strategy
16.1.5. CISCO Systems Inc.
16.1.5.1. Overview
16.1.5.2. Product Portfolio
16.1.5.3. Profitability by Market Segments
16.1.5.4. Sales Footprint
16.1.5.5. Strategy Overview
16.1.5.5.1. Marketing Strategy
16.1.6. Virtual Heroes, Inc.
16.1.6.1. Overview
16.1.6.2. Product Portfolio
16.1.6.3. Profitability by Market Segments
16.1.6.4. Sales Footprint
16.1.6.5. Strategy Overview
16.1.6.5.1. Marketing Strategy
16.1.7. Nintendo Co. Ltd.
16.1.7.1. Overview
16.1.7.2. Product Portfolio
16.1.7.3. Profitability by Market Segments
16.1.7.4. Sales Footprint
16.1.7.5. Strategy Overview
16.1.7.5.1. Marketing Strategy
16.1.8. Promotion Software GmbH
16.1.8.1. Overview
16.1.8.2. Product Portfolio
16.1.8.3. Profitability by Market Segments
16.1.8.4. Sales Footprint
16.1.8.5. Strategy Overview
16.1.8.5.1. Marketing Strategy
16.1.9. Criteria
16.1.9.1. Overview
16.1.9.2. Product Portfolio
16.1.9.3. Profitability by Market Segments
16.1.9.4. Sales Footprint
16.1.9.5. Strategy Overview
16.1.9.5.1. Marketing Strategy
16.1.10. MPS Limited
16.1.10.1. Overview
16.1.10.2. Product Portfolio
16.1.10.3. Profitability by Market Segments
16.1.10.4. Sales Footprint
16.1.10.5. Strategy Overview
16.1.10.5.1. Marketing Strategy
17. Assumptions & Acronyms Used
18. Research Methodology
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