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The serious games market is projecting significant growth

Mobile-based educational games already drive much of the serious games market growth but VR has a large part to play in its future

Photo credit: Vinicius "amnx" Amano

The serious games market is expected to grow from $6.73 billion in 2021 to $17.39 billion in 2026, at a compound annual growth rate of 20.6%.

The serious games market focuses on the sales of serious games products and services which are used to promote learning. Projects which mix entertainment with education. Major names in the market are BreakAway Ltd, Designing Digitally Inc, Triseum LLC, and various others.

While platforms such as PC and consoles promote growth, the smartphone is the most dominant market. End users of serious games include the education sector, healthcare, media, and even aerospace. These activities are intended to be engaging and immersive while promoting both learning and behavioural change.

Serious games market growth

Much of the driving force behind the growing market is mobile-based educational games. However, the increased use of virtual reality technology is also helping to create an entertaining environment that can also promote learning. By utilising the potential of VR, the growth of serious games is expected to see significant growth.

VR environments not only offer an immersive learning environment but also a safe one. In these virtual worlds, there are no real-world repercussions or pressures. Therefore people can experiment with new skills and learn from their mistakes. We already see learning tools in the workplace that allow staff to be trained using VR and AR technology. A London University also used VR to train future doctors in high-pressure emergencies. By training in VR, the student doctor can learn in a safe environment where a real person’s health isn’t at stake.


In a study conducted by Korea World Bank Partnerships Facility, 72 VR experiments demonstrated that VR training is equal to or more effective than conventional training. Students who finished their courses and received VR training reported a 20% improvement in levels of confidence and self-efficacy. Stats such as these will propel the further adoption of virtual reality training and will help to drive the growth of the serious games market.

Written By

Paige Cook is a writer with a multi-media background. She has experience covering video games and technology and also has freelance experience in video editing, graphic design, and photography. Paige is a massive fan of the movie industry and loves a good TV show, if she is not watching something interesting then she's probably playing video games or buried in a good book. Her latest addiction is virtual photography and currently spends far too much time taking pretty pictures in games rather than actually finishing them.

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