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Market Research Report

Serious Games: Advergaming, edugaming, training and more

Published by IDATE Contact us : +1-860-674-8796
Published 2008/07 Content info 70+ pages
Product code IU69101
Price From  US $ 3770 Order/Price list
US $ 3770 Hard Copy
US $ 4550 Web Access (1-5 User License)
US $ 7540 Web Access (6-29 User License)
US $ 11310 Web Access (Unlimited License - including subsidiaries of at least 50% ownership)
Delivery Time
PDF by E-Mail
Approx. 1-2 business days
Hard Copy/CD-ROM
Approx. 3-4 business days
If you need expedited delivery, please call us.
Description TOC

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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