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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