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MARKET SUMMARY

1.1 Presentation and definition of the serious games market

The serious game is" is software that combines a serious intention, of an educational, informative, communicational, marketing, ideological or training nature, with playful elements from video games "as defined in Julian Alvarez and Olivier Rampnoux

According to the the Ministry of National Education the serious game is a "training, communication and simulation tool that is a useful extension of video games for professionals" .

There are 4 main applications of the serious games are present in the world ( Allied Market Research ) :

  • Training simulations which is the first global application segment;
  • Advertising the second largest application segment in the world;
  • The research and the planning internal to the company;
  • The human resources to integrate serious games into recruitment processes .

Recently, PwC launched a serious game called "GameChangers" in May 2019 to give a new boost to its appeal among young graduates and thus find the best talent

Using a Serious game is also a way to infuse a new, younger image based on playful, digital solutions that rewards soft skills, as noted exclusiverh.com

This is one of the many examples that reflect the appeal and growth of the serious game, which is becoming more and more popular with a wide variety of players and fields.

The serious games market in the world is growing exponentially.

This tool was created in the United States in 2002 and has since been increasingly successful in most developed countries. Global growth forecasts between 2018 and 2023 are impressive according to Meetari with a a 5-fold increase in the market expected by 2023 to €17 billion

According to the Allied Market Research which provides less optimistic market forecasts that Meetari has 9.1 billion dollars by 2023 the region of the world that will experience the greatest growth in the serious games market by 2023 will be the south America, Africa and Middle East region with an average annual growth rate of 23.9%.

The main factors driving the growth of the global market are the increased need for user involvement in all companies, the growth in the use of mobile educational games and the improvement of learning outcomes.

 

DEMAND ANALYSIS

MARKET STRUCTURE

ANALYSIS OF THE OFFER

POSITIONING OF THE ACTORS

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Method

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Analysts 1 sector analyzed
in 40 pages
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Analysts

chargé d'études économiques, Xerfi

Hugo Schott

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Associate Consultant

Mathieu Luinaud

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PhD Industrial transformations

Robin Charbonnier

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Analyst

Pierre Doussau

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President Ross Alumni Club France

Arnaud Walter

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Analyste de marché chez Businesscoot

Amaury de Balincourt

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Consultant

Pierrick Cudonnec

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Project Finance Analyst, Consulting

Maelle Vitry

Etudiante en Double-Diplôme Ingénieur-Manager Centrale

Héloise Fruchard

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EDHEC

Imane Essadiq

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Auditeur

Vincent Defrenet

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Eva-Garance Tison

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Market Research Analyst

Michela Grimaldi

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Market Research Analyst @Businesscoot

Azelie Prigent

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Market Research Analyst @Businesscoot

Cantiane Gueguen

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Consultant

Jules Decour

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Alexia Vacheron

Alexia Vacheron

Emil Ohlsson

Emil Ohlsson

Anna Oeser

Anna Oeser

Gabriel Salvitti

Gabriel Salvitti