November 22, 2024

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Worldwide Serious Games Market (2021 to 2026) – Featuring CCS Digital Education, Grendel Games and Revelian Among Others – ResearchAndMarkets.com

Worldwide Serious Games Market (2021 to 2026) – Featuring CCS Digital Education, Grendel Games and Revelian Among Others – ResearchAndMarkets.com

DUBLIN–(BUSINESS WIRE)–The “Serious Games Market – Growth, Trends, COVID-19 Impact, and Forecasts (2021 – 2026)” report has been added to ResearchAndMarkets.com’s offering.

The global serious games market was valued at USD 6.29 billion in 2020, and it is expected to reach a value of USD 25.54 billion by 2026, registering a CAGR of 26.37{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} over the forecast period 2021 – 2026.

Companies Mentioned

  • 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 BV
  • Tygron BV
  • Triseum LLC

Key Market Trends

Learning and Education Application to Witness Significant Growth

  • In the recent past, digital games and simulations have gained popularity for being the most powerful and highly engaging learning environment. The production of these serious games requires complex and dynamic constructs with appropriate designs of multimodal context and engaging interactions and productive pedagogical strategies to preserve learning efficacy.
  • Moreover, in the education and learning ecosystem, the need for game concepts, such as challenges, rules, scores, competition, and levels, is encouraging vendors to develop solutions to address and accommodate the principal pedagogical functional variables, such as instructional support, feedback, guidance, self-regulation, attention, cognitive flow, and assessment.
  • Further, Grandel Games developed a serious game that achieves behavioral change. For instance, one of the games, ‘Garfield’s Count Me In,’ is designed for students in primary education and helps them do repetitive math exercises. It is based on the learning methodology ‘Het Rekenmuurtje’ (‘Math Wall’) and specially designed by educational advisers.
  • In April 2020, the Indiana Department of Education in the United States announced the Rose-Hulman’s PRISM program to provide school teachers across Indiana with valuable e-learning resources and summer professional development workshops. The program aims to create an online library with more than 6,000 free online teaching resources, which will enable teachers to share lesson plans with other school districts with the help of digital tools, such as serious gaming, among others.
  • Further, in May 2021, the National Cyber Security Centre (NCSC) launched a new educational game known as CyberSprinters for teaching cyber security at primary schools, clubs, and youth organizations. The CyberSprinters is an interactive game aimed at 7 to 11-year-olds learners.

Asia Pacific to Hold Significant Market Share

  • The growing awareness regarding serious games or Game-based Learning (GBL) concept, increasing investment by big players into the segment, and growing demand for mobile-based serious gaming are some of the major factors driving the growth of serious games in the Asia-Pacific region. The recent COVID-19 pandemic and nationwide lockdowns, along with governments boosting educational gaming in the country, are some of the opportunities that are expected to boost the adoption of serious games in the region over the forecast period.
  • Serious games are emerging as a powerful learning tool and are experiencing increasing popularity in recent times, owing to the cost-effective alternative to classroom-based learning for knowledge acquisition, as well as perceptual, behavioral, cognitive, affective, motivational, physiological, and social learning outcomes.
  • The healthcare industry had been one of the targeted industries for the increased usage of serious games. With the aid of simulation and visualization technologies, serious games now have the capability to teach multidisciplinary healthcare professionals key procedural and cognitive skills in an engaging manner.
  • To enable the development and implementation of serious games in healthcare, SIMS (SingHealth Institute of Medical Simulation) collaborated with the Serious Games Association (SGA), a non-profit serious games and game technology society in Singapore, to provide healthcare professionals with the ability to apply gamification in healthcare.
  • The previous collaborations with SGA include the SIMS Games Challenge 2019, a serious healthcare simulation game competition, which observed healthcare professionals submitting concepts and developing prototypes of simulation games. SIMS and SGA had also announced a collaboration to organize RICH Games 2022, a conference for the Southeast Asian region, which offers emerging solutions and innovations to advance healthcare education.

Key Topics Covered:

1 INTRODUCTION

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

4.1 Market Overview

4.2 Industry Attractiveness – Porter’s Five Forces Analysis

4.3 Technology Snapshot

5 MARKET DYNAMICS

5.1 Market Drivers

5.1.1 Growing Usage of Mobile-based Educational Games

5.1.2 Improved Learning Outcomes are Expected to Increase the Adoption of Serious Game Among End Users

5.2 Market Restraints

5.2.1 Lack of Assessment Tools to Measure Serious Game Effectiveness

5.3 Assessment of Impact of COVID-19 on the Industry

6 MARKET SEGMENTATION

6.1 By Application

6.2 By End-User

6.3 By Geography

7 COMPETITIVE LANDSCAPE

7.1 Company Profiles

8 INVESTMENT ANALYSIS

9 FUTURE OF THE MARKET

For more information about this report visit https://www.researchandmarkets.com/r/vi8x2s

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