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Serious Games Market by User Type (Enterprises and Consumers), Application (Advertising & Marketing, Simulation Training, Research & Planning, Human resources, and Others), and Industry Vertical (Healthcare, Aerospace & Defense, Government, Education, Retail, Media & Entertainment, and Others) - Global Opportunity Analysis and Industry Forecast, 2016-2023

Serious Games Market by User Type (Enterprises and Consumers), Application...

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Serious Games Market by User Type (Enterprises and Consumers), Application (Advertising & Marketing, Simulation Training, Research & Planning, Human resources, and Others), and Industry Vertical (Healthcare, Aerospace & Defense, Government, Education, Retail, Media & Entertainment, and Others) - Global Opportunity Analysis and Industry Forecast, 2016-2023
Serious Games Market by User...
Report Code
RO9/113/1165

Publish Date
01/Nov/2017

Pages
180
PRICE
$ 1800/-
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CHAPTER 1 INTRODUCTION

1.1. REPORT DESCRIPTION
1.2. KEY BENEFITS
1.3. KEY MARKET SEGMENTS
1.4. RESEARCH METHODOLOGY

1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
1.4.4. Market segmentation

CHAPTER 2 EXECUTIVE SUMMARY

2.1. CXO PERSPECTIVE

CHAPTER 3 MARKET OVERVIEW

3.1. MARKET DEFINITION AND SCOPE
3.2. KEY FINDINGS

3.2.1. Top winning strategies
3.2.2. Top investment pockets
3.2.3. Top impacting factors

3.3. PORTERS FIVE FORCES

3.3.1. Bargaining power of buyers
3.3.2. Bargaining power of suppliers
3.3.3. Degree of competition
3.3.4. Threat of new entrants
3.3.5. Threat of substitute

3.4. MARKET PLAYER POSITIONING
3.5. MARKET DYNAMICS

3.5.1. Drivers

3.5.1.1. Increase in need for better user engagement platforms across enterprises
3.5.1.2. Growing usage of mobile-based educational games
3.5.1.3. Significant adoption of virtual reality in training and development activities
3.5.1.4. Improvement in learning outcomes

3.5.2. Restraints

3.5.2.1. Lack of awareness about the advantages and usage of serious games
3.5.2.2. Unsuitable game designs

3.5.3. Opportunities

3.5.3.1. Inclination of organizations towards interactive advertisements
3.5.3.2. Large-scale digitization
3.5.3.3. Emergence of social networks

CHAPTER 4 GLOBAL SERIOUS GAMES MARKET, BY USER TYPE

4.1. OVERVIEW
4.2. ENTERPRISES

4.2.1. Key market trends
4.2.2. Key growth factors and opportunities
4.2.3. Market size and forecast

4.3. CONSUMERS

4.3.1. Key market trends
4.3.2. Key growth factors and opportunities
4.3.3. Market size and forecast

CHAPTER 5 GLOBAL SERIOUS GAMES MARKET, BY APPLICATION

5.1. OVERVIEW
5.2. ADVERTISING & MARKETING

5.2.1. Key market trends
5.2.2. Key growth factors and opportunities
5.2.3. Market size and forecast

5.3. SIMULATION TRAINING

5.3.1. Key market trends
5.3.2. Key growth factors and opportunities
5.3.3. Market size and forecast

5.4. RESEARCH & PLANNING

5.4.1. Key market trends
5.4.2. Key growth factors and opportunities
5.4.3. Market size and forecast

5.5. HUMAN RESOURCES

5.5.1. Key market trends
5.5.2. Key growth factors and opportunities
5.5.3. Market size and forecast

5.6. OTHERS

5.6.1. Key market trends
5.6.2. Key growth factors and opportunities
5.6.3. Market size and forecast

CHAPTER 6 GLOBAL SERIOUS GAMES MARKET, BY INDUSTRY VERTICAL

6.1. OVERVIEW
6.2. HEALTHCARE

6.2.1. Key market trends
6.2.2. Key growth factors and opportunities
6.2.3. Market size and forecast

6.3. AEROSPACE & DEFENSE

6.3.1. Key market trends
6.3.2. Key growth factors and opportunities
6.3.3. Market size and forecast

6.4. GOVERNMENT

6.4.1. Key market trends
6.4.2. Key growth factors and opportunities
6.4.3. Market size and forecast

6.5. EDUCATION

6.5.1. Key market trends
6.5.2. Key growth factors and opportunities
6.5.3. Market size and forecast

6.6. RETAIL

6.6.1. Key market trends
6.6.2. Key growth factors and opportunities
6.6.3. Market size and forecast

6.7. MEDIA & ENETRTAINMENT

6.7.1. Key market trends
6.7.2. Key growth factors and opportunities
6.7.3. Market size and forecast

6.8. OTHERS

6.8.1. Key market trends
6.8.2. Key growth factors and opportunities
6.8.3. Market size and forecast

CHAPTER 7 SERIOUS GAMES MARKET, BY GEOGRAPHY

7.1. OVERVIEW
7.2. NORTH AMERICA

7.2.1. Key trends
7.2.2. Key growth factors and opportunities
7.2.3. Market size and forecast, by user type
7.2.4. Market size and forecast, by application
7.2.5. Market size and forecast, by industry vertical
7.2.6. Market size and forecast, by country
7.2.7. U.S.

7.2.7.1. Market size and forecast, by user type
7.2.7.2. Market size and forecast, by application
7.2.7.3. Market size and forecast, by industry vertical

7.2.8. Canada

7.2.8.1. Market size and forecast, by user type
7.2.8.2. Market size and forecast, by application
7.2.8.3. Market size and forecast, by industry vertical

7.2.9. Mexico

7.2.9.1. Market size and forecast, by user type
7.2.9.2. Market size and forecast, by application
7.2.9.3. Market size and forecast, by industry vertical

7.3. EUROPE

7.3.1. Key market trends
7.3.2. Key growth factors and opportunities
7.3.3. Market size and forecast, by user type
7.3.4. Market size and forecast, by application
7.3.5. Market size and forecast, by industry vertical
7.3.6. Market size and forecast, by country
7.3.7. UK

7.3.7.1. Market size and forecast, by user type
7.3.7.2. Market size and forecast, by application
7.3.7.3. Market size and forecast, by industry vertical

7.3.8. Germany

7.3.8.1. Market size and forecast, by user type
7.3.8.2. Market size and forecast, by application
7.3.8.3. Market size and forecast, by industry vertical

7.3.9. France

7.3.9.1. Market size and forecast, by user type
7.3.9.2. Market size and forecast, by application
7.3.9.3. Market size and forecast, by industry vertical

7.3.10. Rest of Europe

7.3.10.1. Market size and forecast, by user type
7.3.10.2. Market size and forecast, by application
7.3.10.3. Market size and forecast, by industry vertical

7.4. ASIA-PACIFIC

7.4.1. Key market trends
7.4.2. Key growth factors and opportunities
7.4.3. Market size and forecast, by user type
7.4.4. Market size and forecast, by application
7.4.5. Market size and forecast, by industry vertical
7.4.6. Market size and forecast, by country
7.4.7. China

7.4.7.1. Market size and forecast, by user type
7.4.7.2. Market size and forecast, by application
7.4.7.3. Market size and forecast, by industry vertical

7.4.8. Japan

7.4.8.1. Market size and forecast, by user type
7.4.8.2. Market size and forecast, by application
7.4.8.3. Market size and forecast, by industry vertical

7.4.9. Australia

7.4.9.1. Market size and forecast, by user type
7.4.9.2. Market size and forecast, by application
7.4.9.3. Market size and forecast, by industry vertical

7.4.10. Rest of Asia-Pacific

7.4.10.1. Market size and forecast, by user type
7.4.10.2. Market size and forecast, by application
7.4.10.3. Market size and forecast, by industry vertical

7.5. LAMEA

7.5.1. Key market trends
7.5.2. Key growth factors and opportunities
7.5.3. Market size and forecast, by user type
7.5.4. Market size and forecast, by application
7.5.5. Market size and forecast, by industry vertical
7.5.6. Market size and forecast, by country
7.5.7. Latin America

7.5.7.1. Market size and forecast, by user type
7.5.7.2. Market size and forecast, by application
7.5.7.3. Market size and forecast, by industry vertical

7.5.8. Middle East

7.5.8.1. Market size and forecast, by user type
7.5.8.2. Market size and forecast, by application
7.5.8.3. Market size and forecast, by industry vertical

7.5.9. Africa

7.5.9.1. Market size and forecast, by user type
7.5.9.2. Market size and forecast, by application
7.5.9.3. Market size and forecast, by industry vertical

CHAPTER 8 COMPANY PROFILES

8.1. BREAKAWAY, LTD.

8.1.1. Company overview
8.1.2. Company snapshot
8.1.3. Business performance
8.1.4. Key strategic moves & developments

8.2. DESIGNING DIGITALLY, INC.

8.2.1. Company overview
8.2.2. Company snapshot
8.2.3. Business performance
8.2.4. Key strategic moves & developments

8.3. DIGINEXT

8.3.1. Company overview
8.3.2. Company snapshot
8.3.3. Business performance
8.3.4. Key strategic moves & developments

8.4. IBM CORPORATION

8.4.1. Company overview
8.4.2. Company snapshot
8.4.3. Business performance
8.4.4. Key strategic moves & developments

8.5. INTUITION

8.5.1. Company overview
8.5.2. Company snapshot
8.5.3. Business performance
8.5.4. Key strategic moves & developments

8.6. LEARNING NEXUS LTD

8.6.1. Company overview
8.6.2. Company snapshot
8.6.3. Business performance
8.6.4. Key strategic moves & developments

8.7. NINTENDO CO., LTD.

8.7.1. Company overview
8.7.2. Company snapshot
8.7.3. Business performance
8.7.4. Key strategic moves & developments

8.8. PROMOTION SOFTWARE GMBH

8.8.1. Company overview
8.8.2. Company snapshot
8.8.3. Business performance
8.8.4. Key strategic moves & developments

8.9. REVELIAN

8.9.1. Company overview
8.9.2. Company snapshot
8.9.3. Business performance
8.9.4. Key strategic moves & developments

8.10. TATA INTERACTIVE SYSTEMS

8.10.1. Company overview
8.10.2. Company snapshot
8.10.3. Business performance
8.10.4. Key strategic moves & developments

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