Europe Serious Gaming Market Size

Statistics for the 2023 & 2024 Europe Serious Gaming market size, created by Mordor Intelligence™ Industry Reports. Europe Serious Gaming size report includes a market forecast to 2029 and historical overview. Get a sample of this industry size analysis as a free report PDF download.

Market Size of Europe Serious Gaming Industry

Europe Serious Gaming Market Summary
Study Period 2019 - 2029
Base Year For Estimation 2023
Forecast Data Period 2024 - 2029
Historical Data Period 2019 - 2022
CAGR 20.60 %
Market Concentration Low

Major Players

Europe Serious Gaming Market Major Players

*Disclaimer: Major Players sorted in no particular order

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Europe Serious Gaming Market Analysis

The European serious gaming market is likely to register a CAGR of 20.6% over the forecast period. The increased demand for games in the region impacts the European serious gaming sector, which is now separate from the traditional gaming industry. Additionally, the popularity of smartphones and mobile gaming is driving demand for these solutions across various businesses.

  • The growing application in various end-user industries is driving the demand. Serious gaming finds applications in healthcare, where games are used for neurodevelopmental assessments of children. In defense, it is used for military simulations in virtual reality and tactical training.
  • In addition, the increasing applications of the technology in defense training for critical scenarios may further augment the market over the coming years. For instance, the British Armed Forces use a VR training platform featuring gaming technology. The UK Ministry of Defence's (MoD) VR simulator platform is built on the Fortnite gaming engine and is expected to become part of a more comprehensive training program for the forces over the coming years. Such developments in the region are expected to increase over the coming years.
  • Enterprise gaming systems are expected to witness substantial growth during the forecast period. Organizations have shown a heavy inclination toward collaborative approaches, which do not have a competitive environment, as they are widely considered counterproductive. For instance, Mint.com successfully experimented with gaming to drive high-profile leads.
  • Games with a purpose other than just amusement are considered serious games. Frequently, the objective is to impart knowledge, alter behavior, or impart a skill. Games are fun, but if the player must consistently complete the same task to advance, you will rapidly lose their interest. So maintaining the game's enjoyment and interest presents a challenge for game producers.
  • The COVID-19 pandemic resulted in increased usage of serious games. Government agencies were also using serious games to spread awareness about the pandemic, while educational institutes are looking at serious games to keep their students engaged and monitor their progress.

Europe Serious Gaming Market Size & Share Analysis - Growth Trends & Forecasts (2024 - 2029)