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European Serious Gaming Market: Impact of COVID-19, Growth, Trends and Forecasts (2020-2025) – ResearchAndMarkets.com

DUBLIN–(BUSINESS WIRE)–The “Europe Serious Gaming Market – Growth, Trends, and Forecasts (2020-2025)” report has been added to ResearchAndMarkets.com’s offering.

The European serious gaming market is expected to register a CAGR of 15% over the forecast period 2020 to 2025.

The European serious gaming industry is currently a separate entity other than the conventional gaming industry but is influenced by the growing demand for games in the region. Moreover, the increasing penetration of smartphones and mobile gaming is further augmenting the demand for such solutions in various industries.

Key Highlights

Application of Serious Games in Various End-user Industries to Drive the Market Growth

Western Europe to Witness Fastest Growth in the Forecast Period

Competitive Landscape

The European serious gaming market is fragmented and consists of many players with no company having absolute control over the market. Major players include Diginext (CS Group), Serious Games Solutions, and KTM Advance. Some of the key developments in the market are:

Key Topics Covered

1 INTRODUCTION

1.1 Study Deliverables

1.2 Study Assumptions

1.3 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS

4.1 Market Overview

4.2 Market Drivers

4.2.1 Growing Usage of Mobile-based Educational Games

4.2.2 Improved Learning Outcomes are Expected to Increase the Adoption of Serious Games among End Users

4.3 Market Restraints

4.3.1 Lack of Assessment Tools to Measure Serious Game Effectiveness

4.4 Industry Attractiveness – Porter’s Five Forces Analysis

4.4.1 Bargaining Power of Suppliers

4.4.2 Bargaining Power of Consumers

4.4.3 Threat of New Entrants

4.4.4 Intensity of Competitive Rivalry

4.4.5 Threat of Substitute Products

4.5 Technology Snapshot

4.6 Assessment of Impact of COVID-19 on the Europe Serious Gaming Market

5 MARKET SEGMENTATION

5.1 Application

5.1.1 Advertising and Marketing

5.1.2 Simulation Training

5.1.3 Learning and Education

5.1.4 Other Applications

5.2 End-user Industry

5.2.1 Healthcare

5.2.2 Education

5.2.3 Retail

5.2.4 Media and Entertainment

5.2.5 Automotive

5.2.6 Government

5.2.7 Other End-user Industries

6 COMPETITIVE LANDSCAPE

6.1 Company Profiles

6.1.1 BreakAway Games

6.1.2 Designing Digitally Inc.

6.1.3 Diginext (CS Group)

6.1.4 MPS Interactive Systems

6.1.5 Serious Games Solutions

6.1.6 Tygron BV

6.1.7 Triseum LLC

6.1.8 KTM Advance

6.1.9 Firsthand Technology

6.1.10 Bedaux Serious Games

7 INVESTMENT ANALYSIS

8 MARKET OPPORTUNITIES AND FUTURE TRENDS

For more information about this report visit https://www.researchandmarkets.com/r/2gi7t

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