Tuesday, January 10, 2017

Have You Heard About "Serious Game Market" worth $5,448.82 Million by 2020

Serious game simulates the real world into a virtual world scenario. They are basically designed to provide education and training related services. The serious game market is witnessing rapid growth. Potential benefits of serious games include improved self-monitoring, enhanced problem recognition and problem solving abilities, and increased social skills such as collaboration, negotiation, and decision making. Serious games can be applied to a broad spectrum of industry verticals such as military, government, education, corporate, and healthcare.

Serious games cater to various applications across industry verticals. The serious game market has been segmented based on vertical into aerospace & defense, automotive, corporate, education, energy, government, healthcare, retail, media & advertising and others. The education and corporate segments account for the major share of the market and are also expected to grow at the highest CAGR between 2015 and 2020.

According to this popular research in all over the world, serious game market is estimated to reach $5,448.82 Million by 2020, at a CAGR of 16.38% between 2015 and 2020.

Download report brochure: http://bit.ly/2ifN5um

The report profiles the major companies in the serious game market. It also provides the competitive landscape of key players along with, detailing their growth strategy in the serious game market. The report also covers the entire value chain of the market, including an in-depth analysis of the same. The market is expected to grow at a CAGR of 16.38% between 2015 and 2020.

The major players in the 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.

This report describes the market trends, drivers, and challenges for the serious game market and forecasts the market between 2015 and 2020 on the basis of vertical, application, platform, end user, and region. The factors driving the 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.

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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.

Download the report brochure to get clear and complete research about serious game market or clcik on link for any enquiry related info.

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