Table of Content


1 INTRODUCTION
1.1 Study Assumptions and Market Definition
1.2 Scope of the Study


2 RESEARCH METHODOLOGY


3 EXECUTIVE SUMMARY


4 MARKET INSIGHTS
4.1 Market Overview
4.2 Industry Attractiveness - Porter’s Five Forces Analysis
4.2.1 Bargaining Power of Suppliers
4.2.2 Bargaining Power of Consumers
4.2.3 Threat of New Entrants
4.2.4 Intensity of Competitive Rivalry
4.2.5 Threat of Substitute Products
4.3 Technology Snapshot


5 MARKET DYNAMICS
5.1 Market Drivers
5.1.1 Growing Usage of Mobile-Based Educational Games
5.1.2 Improved Learning Outcomes is Expected to Increase the Adoption of Serious Game Among End-Users
5.2 Market Restraints
5.2.1 Lack of Assessment Tools to Measure Serious Game Effectiveness
5.3 Assessment of Impact of Covid-19 on the Industry


6 MARKET SEGMENTATION
6.1 By Application
6.1.1 Advertising & Marketing
6.1.2 Simulation Training
6.1.3 Learning & Education
6.1.4 Other Applications
6.2 By End-User
6.2.1 Healthcare
6.2.2 Education
6.2.3 Retail
6.2.4 Media & Entertainment
6.2.5 Automotive
6.2.6 Government
6.2.7 Other End-user Industries
6.3 By Geography
6.3.1 North America
6.3.2 Europe
6.3.3 Asia-Pacific
6.3.4 Rest of the World


7 COMPETITIVE LANDSCAPE
7.1 Company Profiles
7.1.1 Designing Digitally, Inc.
7.1.2 Diginext (CS Group)
7.1.3 CCS Digital Education Ltd.
7.1.4 Applied Research Associate Inc.
7.1.5 Grendel Games
7.1.6 Cisco Systems
7.1.7 Revelian
7.1.8 MPS Interactive Systems
7.1.9 Can Studios Ltd.
7.1.10 L.I.B. Businessgames B.V.
7.1.11 Tygron BV
7.1.12 Triseum LLC


8 INVESTMENT ANALYSIS


9 FUTURE OF THE MARKET