Product Code: ETC4468945 | Publication Date: Jul 2023 | Updated Date: Aug 2025 | Product Type: Report | |
Publisher: 6Wresearch | No. of Pages: 85 | No. of Figures: 45 | No. of Tables: 25 | |
Serious games are gaining popularity in India as they offer an engaging and effective way to impart education and training. These games are used in fields such as education, healthcare, and corporate training to make learning interactive and immersive. The serious game market is expected to grow as organizations recognize their potential for skills development and knowledge transfer.
The India Serious Game market is witnessing growth fueled by the convergence of technology and education. Serious games are being recognized as effective tools for training, skill development, and learning in various sectors, including healthcare, defense, and corporate training. The gamification of educational content enhances engagement, retention, and interactivity, making it a valuable resource for knowledge transfer. In addition to the education sector, serious games find applications in healthcare for medical training and rehabilitation, and in defense for simulating real-world scenarios. The continuous advancements in game development and the growing emphasis on experiential learning contribute to the positive trajectory of the serious game market in India.
The serious game market in India encounters challenges that hinder its growth. One significant obstacle is the limited awareness and acceptance of serious games in educational and corporate sectors. Traditional teaching and training methods are deeply entrenched, making it difficult for serious games to gain traction. Another challenge is the development of high-quality content. Designing engaging and effective educational or training games requires substantial investment and expertise. Monetization is also a concern, as pricing models for serious games need to be attractive while still ensuring profitability. Moreover, there are infrastructure challenges, such as limited access to high-speed internet in some regions, which can restrict the widespread adoption of online serious games.
The COVID-19 pandemic had a mixed impact on the India serious game market. On one hand, the demand for educational and training games surged as schools and businesses shifted to online learning and remote training. Serious games offered an engaging way to deliver educational content. On the other hand, the development and distribution of serious games faced challenges due to disruptions in the gaming industry`s supply chain. However, as online learning and remote work continue to be relevant, the serious game market is expected to recover and expand, with a focus on enhancing the effectiveness of learning and training through gamification.
Companies like Tata Interactive Systems, QuoDeck, MPS Interactive, and LearningMate are influential in India serious game market.
1 Executive Summary |
2 Introduction |
2.1 Key Highlights of the Report |
2.2 Report Description |
2.3 Market Scope & Segmentation |
2.4 Research Methodology |
2.5 Assumptions |
3 India Serious Game Market Overview |
3.1 India Country Macro Economic Indicators |
3.2 India Serious Game Market Revenues & Volume, 2021 & 2031F |
3.3 India Serious Game Market - Industry Life Cycle |
3.4 India Serious Game Market - Porter's Five Forces |
3.5 India Serious Game Market Revenues & Volume Share, By Gaming Platform, 2021 & 2031F |
3.6 India Serious Game Market Revenues & Volume Share, By Application, 2021 & 2031F |
3.7 India Serious Game Market Revenues & Volume Share, By Industry Vertical, 2021 & 2031F |
4 India Serious Game Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.2.1 Increasing adoption of technology in education and training sectors |
4.2.2 Rising awareness about the benefits of serious games in skill development and learning |
4.2.3 Growing demand for interactive and engaging learning tools |
4.3 Market Restraints |
4.3.1 Limited internet infrastructure and connectivity issues in certain regions of India |
4.3.2 Lack of awareness and understanding about serious games among some target audience segments |
5 India Serious Game Market Trends |
6 India Serious Game Market, By Types |
6.1 India Serious Game Market, By Gaming Platform |
6.1.1 Overview and Analysis |
6.1.2 India Serious Game Market Revenues & Volume, By Gaming Platform, 2021-2031F |
6.1.3 India Serious Game Market Revenues & Volume, By Smartphone, 2021-2031F |
6.1.4 India Serious Game Market Revenues & Volume, By Console, 2021-2031F |
6.1.5 India Serious Game Market Revenues & Volume, By PC, 2021-2031F |
6.1.6 India Serious Game Market Revenues & Volume, By Others, 2021-2031F |
6.2 India Serious Game Market, By Application |
6.2.1 Overview and Analysis |
6.2.2 India Serious Game Market Revenues & Volume, By Simulation And Training, 2021-2031F |
6.2.3 India Serious Game Market Revenues & Volume, By Research And Planning, 2021-2031F |
6.2.4 India Serious Game Market Revenues & Volume, By Advertising And Marketing, 2021-2031F |
6.2.5 India Serious Game Market Revenues & Volume, By Human Resources, 2021-2031F |
6.2.6 India Serious Game Market Revenues & Volume, By Others, 2021-2031F |
6.3 India Serious Game Market, By Industry Vertical |
6.3.1 Overview and Analysis |
6.3.2 India Serious Game Market Revenues & Volume, By Education, 2021-2031F |
6.3.3 India Serious Game Market Revenues & Volume, By Healthcare, 2021-2031F |
6.3.4 India Serious Game Market Revenues & Volume, By Aerospace and Defense, 2021-2031F |
6.3.5 India Serious Game Market Revenues & Volume, By Government, 2021-2031F |
6.3.6 India Serious Game Market Revenues & Volume, By Retail, 2021-2031F |
6.3.7 India Serious Game Market Revenues & Volume, By Media and Entertainment, 2021-2031F |
7 India Serious Game Market Import-Export Trade Statistics |
7.1 India Serious Game Market Export to Major Countries |
7.2 India Serious Game Market Imports from Major Countries |
8 India Serious Game Market Key Performance Indicators |
8.1 Average session duration of serious game users |
8.2 Number of downloads and active users of serious games |
8.3 Engagement metrics such as completion rates and progression within games. |
9 India Serious Game Market - Opportunity Assessment |
9.1 India Serious Game Market Opportunity Assessment, By Gaming Platform, 2021 & 2031F |
9.2 India Serious Game Market Opportunity Assessment, By Application, 2021 & 2031F |
9.3 India Serious Game Market Opportunity Assessment, By Industry Vertical, 2021 & 2031F |
10 India Serious Game Market - Competitive Landscape |
10.1 India Serious Game Market Revenue Share, By Companies, 2024 |
10.2 India Serious Game Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations |
13 Disclaimer |