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Market Research Report

Serious Games: Advergaming, edugaming, training and more

Published by IDATE
Published July, 2008 Product code 69101
Content info 70+ pages
Price
Not Available

This publication has been discontinued on November 23, 2011.

Introduction

Abstract

Overview

This study examines serious gaming, identifying and outlining its characteristics, uses and different segments.

It discusses the various approaches and challenges involved in the design, development and distribution of different types of serious games, while analysing the outlook for the industry and its probable growth drivers.

Key questions

  • How are serious games defined?
  • Who are serious games targeted at?
  • How are serious games developed?
  • How much do serious games cost?
  • Who produces serious games?
  • What is the outlook for serious games as an industry? How is their use likely to develop?

Table of Contents

1 - Introduction to serious games

  • 1.1 Definition
  • 1.2 History
  • 1.3 Characteristics
    • The differences between serious games and video games
    • The differences between serious games and edutainment titles
    • The differences between serious games and simulators
  • 1.4 Areas addressed
    • Defence
    • Teaching and training
    • Advertising
    • Information and communications
    • Culture
    • Health
    • Political activism

2 - Content and target audiences

  • 2.1 Content of serious games
  • 2.2 Target audiences for serious games
    • Potential users
    • Potential customers
  • 2.3 The life-span of a serious game
    • Key factors
    • Multi-user serious games
    • CD and DVD-supported serious games
    • Ubiquitous serious games

3 - Industry and market

  • 3.1 Breakdown of the value chain
  • 3.2 The development challenges
    • Beneficial and enjoyable scenarios
    • Approaches to ensure a practical benefit
    • Gameplay: the vital component of any serious game
    • Testing
    • The gameflow concept
    • Ensuring user friendliness
    • The importance of third parties
  • 3.3 Business models
    • The B2B sector
    • The B2C sector
    • The B2B2C sector
  • 3.4 Distribution models and services
    • Free-of-charge distribution
    • “Semi free-of-charge” distribution
    • Commercial distribution
  • 3.5 Main markets for serious games
    • Description of the market
    • The American market
    • The European market

4 - Outlook and challenges

  • 4.1 Outlook and growth drivers
    • Mobile telephony
    • Game consoles
    • PCs and online
    • Technological innovations
  • 4.2 Market growth outlook
  • 4.3 Challenges and opportunities
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