The Market Insights Reports has added a new statistical data to its repository titled as, Global Serious Games Market. It provides the industry overview with market growth analysis with a historical & futuristic perspective for the following parameters; cost, revenue, demands, and supply data (as applicable). Furthermore, the report also sheds light on recent developments and technological platforms, in addition to distinctive tools, and methodologies that will help to propel the performance of industries.
The Serious Games Market is expected to grow at a CAGR of 20% during the forecast period 2020 to 2025.
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Top Key Players in the Global Serious Games Market are Designing Digitally, Inc., Diginext (CS Group), CCS Digital Education Ltd., Applied Research Associate Inc., Grendel Games, Cisco Systems, Revelian, MPS Interactive Systems, Can Studios Ltd., L.I.B. Businessgames B.V., Tygron BV, Triseum LLC, and others.
Industry News and Update:
– April 2020 – Kahoot! launched its reading app Poio in the U.S., adding to its educational math studio DragonBox, thus empowering millions of children to learn at home. Poio by Kahoot!, for ages three to eight, is an immersive learn-to-read adventure game designed to allow children to learn through their own exploration, triggering their curiosity and motivation to practice spelling and phonetics without the need for support.
– April 2020 – The Indiana Department of Education, in the United States has announced the Rose-Hulman’s PRISM program to provide school teachers across the Indiana state with valuable e-learning resources and summer professional development workshops. The program is aimed at creating an online library with more than 6,000 free online teaching resources, enabling the teachers to share lesson plans with other school districts with the help of digital tools such as serious gaming, among others.
Key Market Trends:
Learning and Education Application to Witness Significant Growth
– In the recent past years, digital games and simulations have gained popularity as the most powerful and highly engaging learning environment even though the production of these serious games require complex and dynamic constructs with appropriate designs of multimodal context and engaging interactions, as well as productive pedagogical strategies to preserve the efficacy of learning.
– The companies such as Grandel Games has developed a serious game that achieves behavioral change. For instance, its one of the games – Garfield’s Count Me In’ is designed for students in primary education allows them to do repetitive math exercises.
– Additionally, the governments across the world are also encouraging the adoption of serious games for the learning and education application. For instance, in September 2019, The University of Canterbury, New Zealand, announced to invest over USD 4.5 million along with USD 3.2 million from the government for the research on its new Applied Immersive Gaming Initiative. The initiative is aimed at providing assistance to tackle tasks that might otherwise be boring or difficult, such as learning at school, picking up virtual spiders, or practicing piloting skills.
Full Browse the report description and TOC:
Highlights of TOC:
Market Overview: It starts with product overview and scope of the Global Serious Games market and later gives consumption and production growth rate comparisons by application and product respectively. It also includes a glimpse of the regional study and Serious Games market size analysis for the review period 2015-2025.
Company Profiles: Each company profiled in the report is assessed for its market growth keeping in view vital factors such as price, Serious Games market gross margin, revenue, production, markets served, main business, product specifications, applications, and introduction, areas served, and production sites.
Manufacturing Cost Analysis: It includes industrial chain analysis, manufacturing process analysis, the proportion of manufacturing cost structure, and the analysis of key raw materials.
Market Dynamics: Readers are provided with a comprehensive analysis of Serious Games market challenges, influence factors, drivers, opportunities, and trends.
Market Forecast: Here, the Serious Games report provides consumption forecast by application, price, revenue, and production forecast by product, consumption forecast by region, production forecast by region, and production and revenue forecast.
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