Serious Games Market Size

Statistics for the 2023 & 2024 Serious Games market size, created by Mordor Intelligence™ Industry Reports. Serious Games 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 Serious Games Industry

Serious Games  Market
Study Period 2019 - 2029
Market Size (2024) USD 14.06 Billion
Market Size (2029) USD 43.65 Billion
CAGR (2024 - 2029) 25.43 %
Fastest Growing Market Middle East and Africa
Largest Market Asia-Pacific

Major Players

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*Disclaimer: Major Players sorted in no particular order

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Serious Games Market Analysis

The Serious Games Market size is estimated at USD 14.06 billion in 2024, and is expected to reach USD 43.65 billion by 2029, growing at a CAGR of 25.43% during the forecast period (2024-2029).

It is considered that using serious games in various end-user sectors like education, training, problem recognition, improved problem-solving skills, social skills, teamwork skills, and decision-making could be quite advantageous.

  • The market for enterprise gaming systems is anticipated to expand significantly during the forecast period. These technologies are also employed for employee training, along with the use of gaming by SAP to teach its staff about sustainability. Advanced technologies are also influencing the financial services industry to adopt serious gaming. The goal is to reduce the complexity involved in simulation training across investment decision-making. It is made possible by making the offers and products intuitive.
  • Regardless of the age of consumers, the vendors in the market have been providing new and improved games that are intended for educational reasons. For instance, Fiscal Ship pushes players of all ages to steer the government budget toward sustainability and hence was selected as one of the best educational games to play during the pandemic by the New York Post.
  • Some key elements promoting the rise of serious games in the APAC area include the increasing demand for mobile-based serious gaming, rising awareness regarding serious games & the Game-Based Learning (GBL) approach, and the growing investment by big players in the sector. Over the course of the projection period, it is also anticipated that the appearance of the COVID-19 pandemic, widespread lockdowns, and government-supported instructional gaming in numerous nations will accelerate the adoption of serious games in the region.
  • Multiple serious games were launched recently, focusing primarily on the wellness and healthcare sector. For instance, in healthcare, Sea Hero Quest, a free game, uses play data to detect dementia at an early stage. In addition, the game Underground, developed by Grendel Games, is a publicly available game that trains for surgical procedures via. a custom-made game controller. This controller simulates the movement of the hardware. Such steps prove to be an affordable and effective training tool for healthcare trainees.
  • The use of serious gaming has extended beyond its traditional scope of marketing, as they are extensively used in advanced applications, like crowdsourcing. For instance, Tomnod, a digital initiative, used HD images taken by digital globe satellites to localize things and locations in the wake of natural disasters. One of the searches launched focused on finding the missing Malaysia Airlines plane, MH370, in the Indian ocean. The map recorded over 257 million views, with over 2.9 million areas tagged by players and three million people actively participating in the search.
  • The COVID-19 outbreak caused school closures all across the world. Moreover, during the pandemic time, the remarkable rise of e-learning, where teaching is delivered online, and through digital platforms and media, education has undergone a significant transition. Sadly, this has been lowering pupils' interest in learning. E-learning platforms incorporate various serious games to overcome this problem and increase learning engagement. The BYJU'S e-learning platform in India claims that over time, it has been noticed that the skillful integration of games has enhanced student engagement and motivation for learning, especially among younger pupils.

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