Serious Gaming
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In-depth market report - 08/11/2011
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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| M11213 |  | PDF | |
3500 euros excl. VAT |  |
| M11213 |  | PDF | |
3500 euros excl. VAT |  |
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
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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 Professions 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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