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Serious Games Market projected to record an exponential growth with impressive CAGR globally by 2024 This report provides in depth study of “Serious Games Market� using SWOT analysis i.e. Strength, Weakness, Opportunities and Threat to the organization. The Smart Home as a Service Market report also provides an in-depth survey of key players in the market organization. Global Serious Games Market overview: BusinessIndustryReports have new report spread across 96 pages is an overview of the Global Serious Games Market Report 2020. The Global Serious Games Market is projected to grow at a healthy growth rate from 2020 to 2024 according to new research. The study focuses on market trends, leading players, supply chain trends, technological innovations, key developments, and future strategies. Available Exclusive Sample Copy of this Report @ https://www.businessindustryreports.com/sample-request/232154. The Serious Games Market is expected to witness sustained growth over the forecast period (20202024). The growth of the Serious Games market is driven as there is favourable growth in the industry is a major factor which will boost the global Serious Games market. The global Serious Games Market consists of a large pool of players. Vendors in this market are seen focusing on development of novel marketing strategies and ideas in order to carve a niche position for themselves. Serious games are computerized applications intended for training with fun. The essential capacity of genuine games is to give information, train, illuminate, retain, and show end clients, instead of simple amusement. It empowers promoters to improve brand mindfulness by expanding responsiveness of message, target more crowd, and produce extra traffic to their sites. It additionally causes understudies to learn with enjoyment as it spans a hole among hypothesis and viable. Genuine games are likewise utilized in investigation, specialized preparing, competency assessment, issue discovering and correction, and different applications


The Global Serious Games Market is segmented on the basis of Product Type, Application, End Use Industry and Region. On the Basis of Product Type segment, the Serious Games Market is sub segmented into Enterprises, Consumers. Based on End Use Industry segment, the Serious Games Market is sub segmented into Healthcare, Aerospace & Defence, Government, Education, Retail/Media & Entertainment. Virtual reality is getting significant adoption in the serious games market as it creates a realistic environment for the training and development activities, which increases employee activities and their performance. Factors that contribute to the growth of virtual reality market across the globe include increase in awareness about such technologies, cost-effective solutions easily available in the market, and increased expenditure from end user verticals such as defense, education, healthcare and others on employee engagement solutions. The Asia-Pacific region is projected to register a highest growth in the market between 2020 and 2024. The growing end-user industry is the key driver of the market in the region. Europe is projected to witness a slow growth during the forecast period due to stringent environment norms in the region. North America is the largest market for Serious Games followed by Asia-Pacific. The increasing demand from the water treatment segment coupled with the rising demand from reviving Technology industry is driving the market for Serious Games in North America. Some of the Serious Games Market manufacturers involved in the market are BreakAway, Ltd, Designing Digitally, Inc, DIGINEXT, IBM Corporation, Intuition, Learning Nexus Ltd, Nintendo Co., Ltd, Promotion Software GmbH, Revelian, Tata Interactive Systems , Acquisitions and effective mergers are some of the strategies adopted by the Serious Games Market manufacturers. New product launches and continuous technological innovations are the Serious Games Market strategies adopted by the major players. Latest Industry Updates: IBM Corporation:- Today announced the launch of Skills Build platform in collaboration with Directorate General of Training under the aegis of Ministry of Skill Development & Entrepreneurship (MSDE). As part of the programme, a two-year advanced diploma in IT, networking and cloud computing, co-created and designed by IBM, will be offered at the Industrial Training Institutes (ITIs) & National Skill Training Institutes (NSTIs). The platform will also be extended to train ITI & NSTI faculty on AI skills for future of work. SkillsBuild offers digital learning content from IBM and partners such as CodeDoor, Coorpacademy and Skillsoft. The digital platform will provide a personal assessment for cognitive capabilities and personality via MyInnerGenius to the students. They will then learn foundational knowledge about digital technologies, as well as professional skills such as resume-writing, problem solving and communication. Students will also receive recommendations on role-based education for specific jobs, that include technical and professional learning. This initiative is part of IBM’s global commitment to create a job-ready workforce and to build the next generation of skills needed for new collar careers. The platform is deployed with the support of leading NGOs like Unnati and Edunet Foundation. IBM Volunteers along with the NGOS will offer students personalised coaching and experiential learning opportunities


Buy Serious Games Market analysis & forecast 2020-2024 Report along with complete TOC@ https://www.businessindustryreports.com/buy-now/232154/single. Key Questions Answered in this Report: 1 The study provides an in-depth analysis of the global Serious Games Market and current & future trends to elucidate the imminent investment pockets. 2 Information about key drivers, restrains, and opportunities and their impact analysis on the market size is provided. 3 Porters Five Forces analysis illustrates the potency of buyers and suppliers operating in the industry. 4 The quantitative analysis of the global market from 2016 to 2024 is provided to determine the market potential. The report is a compilation of first-hand information, qualitative and quantitative assessment by industry analysts, inputs from industry experts and industry participants across the value chain. The report provides in-depth analysis of parent market trends, macro-economic indicators and governing factors along with market attractiveness as per segments. The report also maps the qualitative impact of various market factors on market segments and geographies. Region segment: This report is segmented into several key regions, with sales, revenue, market share (%) and growth Rate (%) of HD Map in these regions, from 2013 to 2024 (forecast), covering: North America, Europe, Asia Pacific, Middle East & Africa and South America Get Attractive Discount @ https://www.businessindustryreports.com/check-discount/232154. Table of Contents: 1 Serious Games Definition 2 Global Serious Games Market Major Player Share and Market Overview 3 Major Player Serious Games Business Introduction 4 Global Serious Games Market Segmentation (Region Level) 5 Global Serious Games Market Segmentation (Product Type Level) 6 Global Serious Games Market Segmentation (Industry Level) 7 Global Serious Games Market Segmentation (Channel Level) 8 Serious Games Market Forecast 2020-2024 9 Serious Games Segmentation Type 10 Serious Games Segmentation Industry 11 Serious Games Cost Analysis


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Serious Games Market to Reflect Robust Expansion during 2020 – 20224  

This report provides in depth study of “Serious Games Market” using SWOT analysis i.e. Strength, Weakness, Opportunities and Threat to the o...

Serious Games Market to Reflect Robust Expansion during 2020 – 20224  

This report provides in depth study of “Serious Games Market” using SWOT analysis i.e. Strength, Weakness, Opportunities and Threat to the o...

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