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Serious Gaming

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In-depth market report - 08/11/2011 Serious Gaming

Education • Training • Health Care • Information & Communication • Defence (3rd Edition)

This study examines the various market segments of Serious Gaming based on detailed case studies and a systematic presentation of the corresponding technologies, practices and know-how, while emphasising on the key stages of the design, development and dissemination phases. It also provides technology and business prospects for each market segment


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• What are the stakes associated with the development of this industry: know-how, development costs, economic models, industrial and publishing strategies?

• What are the recent changes in the value chain of the Serious Gaming industry?

• Who are the main players involved in Serious Gaming?

• What practices and audiences are being targeted by Serious Games?

• What are the latest trends in terms of content and gameplay?

• What are the prospects by market segment?


> Presentation of the 34 key projects of the Serious Gaming market

   
1. Executive Summary

2. Methodology

3. Development Prospects

3.1. Technological Prospects
  3.1.1. HMI
  3.1.2. Image Processing
  3.1.3. Network Gaming
  3.1.4. Mobility
  3.1.5. Robotics
  3.1.6. Other
  • Software systems
  • Game factories
  • Metrics
3.2. Business Prospects
  • Jobs and training
  • Project management assistance
3.3. Economic Prospects
  3.3.1. Germany
  3.3.2. Belgium
  3.3.3. China
  3.3.4. Spain
  3.3.7. United States
  3.3.5. France
  3.3.6. United Kingdom

4. Education

4.1. Definition
4.2. Technology Issues
  • Use of 3D
  • Accessories
  • Development tools
4.3. Business Issues
4.4. Economic Issues
  • Economic models of the academic sector
  • Low-price SG: a complex approach
  • Towards new models?
  • Market perspectives
4.5. Case Studies

5. Training

5.1. Definition
5.2. Methodological Issues
  • Introduction to 3D
  • The leading role of mobile devices
  • Development tools
5.3. Business Issues
  • Barriers to SG
  • Participation of teachers in the development of SGs
5.4. Economic Issues
  • Key accounts, major clients
  • Market perspectives     
5.5. Case Studies

6. Health Care

6.1. Definition
6.2. Technology Issues
  • An industry sensitive to technological innovation
  • User-friendly interfaces
  • The functional and economic value of Microsoft Kinect
6.3. Business Issues
  • Value of SG for disease prevention
  • Capture of expertise from health professionals
6.4. Economic Issues
  • A big budget B2B model and mainstream paramedical health teaching
  • Market perspectives
6.5. Case Studes

7. Information & Communication

7.1. Definition
7.2. Technology Issues
  • Cross-media communication to generate buzz
  • Game applications and the Fun Theory
7.3. Business Issues
  • Impact analysis
7.4. Economic Issues
  • The search for profitable economic models
  • Market perspectives
7.5. Case Studies

8. Defence

8.1. Definitions
8.2. Technology Issues
  • 2D SGs
  • Cultivating the disruption
8.3. Business Issues
8.4. Economic Issues
8.5. Case Studies
For each project:
• Description: Year of creation – Objectives – Partners – Designer/Editor
• Company: Activity – Number of employees – Turnover – Localization
• Partnerships: Technological – Trade – Sales
• Game description: History – Gameplay – Technology – Feedback – Screenshots
• Economics of the project: Develoment costs – Profession’s contribution to development costs – Sponsors (if any) and degree of involvement
• Business model: Princing strategy – Revenue sharing – Sales target – Target breakeven point
• Marketing: Strategy – Budget – Sales force – Geographical coverage
 
Projects studied

Training & Teaching
• Diversitι - Daesign
• Entretien de recadrage - ITycom
• History Games - Interaction Games
• EDF - Real Fusio
• Houthoff Buruma The Game - Ranj Serious Games
• Infinity - Crossroads Digital Media
• Mondokiddo - Mutant Labs
• Olympe - 3DDUO
• The Plague - Serious Games Interactive
• Sauver Ada - Belle Prod
• Sea Sim Crisis - VirDys
• Smartkwizz - C-Servces
• The Mindty Ant - Macrotellect Ltd
• Wingineer 3 - Esica

Mass Media Communication 

• Bulletproof - Mobigame
• Mιmorial de Caen - Highfive
• L'Experience - Actiplay
• Forrestia - Creo
• Neurodyssιe - Belle Prod.
• Ping - Grin Multimedia
• Portal Places  - Taatu Studio
• Rallye Place Royale - Idιeclic
• Stat'Ecologie - Playsoft

Corporate Communication
• Energy Wise - PIXELearning
• Jeu Serai - Wizarbox
• Largo Winch - Entropic Synergies
• My Cyber Auto-Entreprise - Succubus Interactive
• Suez Environnement Ambassador - KTM Advance

Healthcare
• Elude - MIT GAMBIT Game Lab
• eMotion 1.0 - VirtualWare
• Ludomedic - CCCP
• My Quit Kit&Khemia - Hoozinga Game Media
• Replay - Brainstrom


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Contact

Laurent MICHAUD
Head of the Digital Entertainment Practice
P: +33 (0)467 144 439
E-mail

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