Serious Game Market by Vertical & Application - 2020 | MarketsandMarkets PowerPoint PPT Presentation

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Title: Serious Game Market by Vertical & Application - 2020 | MarketsandMarkets


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MarketsandMarkets Presents
Serious Game Market worth 5,448.82 Million by
2020
Serious Game Market by Vertical (Education,
Corporate, Healthcare, Retail, Media and
Advertising), Application (Training, Sales, Human
Resource, Marketing), Platform, End-User
(Enterprise, Consumer), and Region - Forecast to
2020
http//www.marketsandmarkets.com/Market-Reports/se
rious-game-market-67640395.html
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According to the new market research
report "Serious Game Market by Vertical
(Education, Corporate, Healthcare, Retail, Media
and Advertising), Application (Training, Sales,
Human Resource, Marketing), Platform, End-User
(Enterprise, Consumer), and Region - Forecast to
2020", the serious game market is estimated to
reach 5,448.82 Million by 2020, at a CAGR of
16.38 between 2015 and 2020. Browse 70
market data tables and 67 figures spread through
160 pages and in-depth TOC on Serious Game
Market - Forecast to 2020"Early buyers will
receive 10 customization on this report.
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The serious game market is expected to grow at a
CAGR of 16.38 between 2015 and 2020. It covers
different type of verticals, namely, aerospace
defence, automotive, corporate, education,
energy, government, healthcare, retail, media
advertising, and others (research, tourism, and
agriculture). Download PDF Brochure _at_
http//www.marketsandmarkets.com/pdfdownload.asp?i
d67640395 Serious games comprise a set of
learning tools that are used for educational and
training purposes. They have various
applications, namely, training, human resources,
marketing, product development, sales, emergency
services, and support. The increasing adoption of
serious games in the corporate and education
sector is a key trend in the said
market.
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This report describes the drivers, restraints,
opportunities, and challenges with respect to the
serious game market. The factors which are
driving the serious game market include the high
return on investment, increased need for user
engagement across enterprises and consumer
brands, growing usage of mobile-based educational
games, and improved learning outcomes. The
restraining factors affecting the market include
the improper game design, lack of awareness about
serious game, and shortage of assessment tools.
The explosion of the digital world and emergence
of social networks are considered to be an
opportunity for the serious game market.
Unavailability of direct-to-consumer based
serious games is a big challenge faced by the
end-users in the serious game market. Inquiry
Before Buying _at_ http//www.marketsandmarkets.com/E
nquiry_Before_Buying.asp?id67640395 This
report provides a detailed view of the market
across geographies, namely, North America,
Europe, Asia-Pacific, and RoW. North America
accounted for the highest share of 54 of the
serious game market in 2014 it is expected to
grow at a CAGR of 15.80 between 2015 and
2020. The major players involved in the
development of serious game market include IBM
Corp. (U.S.), Cisco Systems Inc. (U.S.),
Microsoft Corp. (U.S.), Nintendo Co. Ltd.
(Japan), BreakAway Games (U.S.), and Serious Game
International (U.K.) among others.

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