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Serious Game Market Size to Grow at 16.38% CAGR to 2020 in Terms of Value Say Global Serious Games Research Reports Focusing on State of Play, Challenges and Industry Prospects

PUNE, India, September 18, 2015 /PRNewswire/ --

In 2014, the serious game market was dominated, regionally, by North America that accounted for highest share (~54%) and is expected to grow at a CAGR of 15.80% between 2015 and 2020. Additionally, this research provides a detailed view of the market across geographies, namely, North America, Europe, Asia-Pacific, and RoW.

Complete report on serious games market spread across 160 pages, profiling 10 major companies and supported with 70 tables and 67 figures is now available at http://www.reportsnreports.com/reports/401103-serious-game-market-by-vertical-education-corporate-healthcare-retail-media-and-advertising-application-training-sales-human-resource-marketing-platform-end-user-enterprise-consumer-and-region-forecast-to-2020.html .

The global serious game market is estimated to reach $5,448.82 Million by 2020, at a CAGR of 16.38% between 2015 and 2020. The term serious game refers to various digital applications that are developed to impart learning through games. It includes games whose main purpose is not to entertain, but to educate and teach users and create awareness about a subject. A key driving factor for the growth of the serious game market is the high return on investment (ROI). Besides, several other factors such as the increased need for user engagement across enterprises and consumer brands, growing usage of mobile-based educational games, and improved learning outcomes are also propelling the growth of the market. However, some of the restraining factors for the growth of the serious game market include improper game design, lack of awareness about serious games, and lack of assessment tools to measure serious game effectiveness. The increasing scale of digitization and emergence of social networks are some of the key challenges for the serious game market.

The serious game market report analyzes the market by vertical, application, platform, end user, and region. 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 application includes emergency services, human resources, marketing, product development, sales, training, and support. The platform covers hand-held, mobile-based, PC-based, and web-based platforms. The end-users include consumers and enterprises. In this report, the market drivers, restraints, and opportunities have been covered and are described briefly along with their impact on the serious game market.

Companies profiled in this latest serious game market research include Cisco Systems Inc., IBM Corporation, Microsoft Corporation, Nintendo Co. Ltd, Serious Game International, Applied Research Associate Inc., Breakaway Ltd., CCS Digital Education, Designing Digitally Inc. and Serious Game Interactive. Order a copy of Serious Game Market by Vertical (Education, Corporate, Healthcare, Retail, Media and Advertising), Application (Training, Sales, Human Resource, Marketing), Platform, End-User (Enterprise, Consumer), and Region - Forecast to 2020 research report at http://www.reportsnreports.com/Purchase.aspx?name=401103 .

The second research titled Serious Gaming - State of play, challenges and market prospects focuses its analysis on a specific segment of serious game market: human resources management. This was chosen mainly because this type of serious game is currently the most widespread among businesses. The research thoroughly tests the games and discuss with their creators the trends and economic prospects of this complex sector that is difficult to comprehend as a whole. The slideshow contents of this serious game market research focus on HRM segment covers information on topics like Fact: CAC 40 companies are adopting SGs, State of play and current issues facing SGs, Presentation of Manzalab'SG: " My Experience of the Annual Interview ", Presentation of KTM Advance'SG: " Boost your sales ", Presentation of Daesign'SG: " M comme Manager ", Presentation of Interaction Games'SG: Play'INN, Presentation of 3DS'SG: Play Merit Review, The serious game market, 10 key success factors for an serious game development and publishing strategy. Comprehensive table of contents for this 54 pages serious game market analysis supported with 12 tables and 18 figures is available at http://www.reportsnreports.com/reports/320833-serious-gaming-state-of-play-challenges-and-market-prospects.html .

Explore more reports on the semiconductor and electronics market at http://www.reportsnreports.com/market-research/semiconductor-and-electronics/ .

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Lithium vs. Palladium - Zwei Rohstoff-Chancen traden
In diesem kostenfreien PDF-Report zeigt Experte Carsten Stork interessante Hintergründe zu den beiden Rohstoffen inkl. . Zudem gibt er Ihnen konkrete Produkte zum Nachhandeln an die Hand, inkl. WKNs.
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