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シリアスゲーム市場調査 (第3版): 教育、トレーニング、医療、情報通信、防衛

Serious Gaming: Education • Training • Health Care • Information & Communication • Defence (3rd Edition)
Market & Data Reports

 

出版社 出版日電子媒体
(05/22 レート)
ページ数
イダテ社 2011年11月Eur 3,500
\378,929(税込)
ライセンス別価格
120

サマリー

このレポートは、様々なシリアスゲームを調査し、主要ゲームカテゴリ毎に詳細な分析を行っています。

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.

Key Questions

  • 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

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
  • Diversité - 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
  • Mémorial de Caen - Highfive
  • L'Experience - Actiplay
  • Forrestia - Creo
  • Neurodyssée - Belle Prod.
  • Ping - Grin Multimedia
  • Portal Places - Taatu Studio
  • Rallye Place Royale - Idéeclic
  • 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


目次

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

 

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