Global Serious Game Market 2017- Strategy Resources, Manufacturers,Supply and Forecasts 2023

Global Market Research Report on Serious Game Market 2017 is a professional and in-depth complete study on the current state of the Serious Game worldwide.

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Deerfield Beach, FL -- (SBWire) -- 07/31/2017 --Latest industry research report on Serious Games Market. Serious games are digital applications designed for the purpose of education with fun. The primary function of serious games is to provide knowledge, train, inform, memorize, and teach end users, rather than mere entertainment. It enables advertisers to optimize brand awareness by increasing receptiveness of message, target more audience, and generate additional traffic to their websites. It also helps students to learn with fun as it bridges gap between theory and practical. Serious games are also used in inspection, technical training, competency evaluation, fault finding & rectification, and other applications.

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Increased need for user engagement across enterprises, growing usage of mobile-based educational games, and improvement in learning outcomes are factors propelling the growth of the market. While, improper game design and lack of awareness about serious games hinder growth of the market. On the other hand, large-scale digitization and emergence of social networks pave new opportunities in the market.

The world serious game market is segmented based on vertical, application, platform, end user, and region.

The Serious Game Market By Vertical

Aerospace & Defense
Automotive
Corporate
Education
Energy
Government
Healthcare
Retail
Media & Advertising
Others

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The Serious Game Market By Platform

Hand-Held
Mobile-Based
PC-Based
Web-Based

The Serious Game Market By Application

Emergency Services
Human Resources
Marketing
Product Development
Sales, Training
Support

The Serious Game Market By End User

Consumers
Enterprises

The Serious Game Market By Geography

North America
Asia-Pacific
Europe
Latin America, Middle East and Africa (LAMEA)

KEY MARKET PLAYERS:

IBM Corp.
Cisco Systems Inc.
Microsoft Corp.
Nintendo Co. Ltd.
BreakAway Games
Serious Game International.
Applied Research Associate Inc.
Aten Intelligent Educational Systems Inc.
CCS Digital Education
Designing Digitally Inc.

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