Table of Content
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