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
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What are the stakes associated with the development of this industry: know-how, development costs, economic models, industrial and publishing strategies?
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What are the recent changes in the value chain of the Serious Gaming industry?
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Who are the main players involved in Serious Gaming?
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What practices and audiences are being targeted by Serious Games?
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What are the latest trends in terms of content and gameplay?
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What are the prospects by market segment?
> Presentation of the 34 key projects of the Serious Gaming market
Case Studies
For each project:
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Description: Year of creation – Objectives – Partners – Designer/Editor
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Company: Activity – Number of employees – Turnover – Localization
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Partnerships: Technological – Trade – Sales
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Game description: History – Gameplay – Technology – Feedback – Screenshots
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Economics of the project: Develoment costs – Profession’s contribution to development costs – Sponsors (if any) and degree of involvement
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Business model: Princing strategy – Revenue sharing – Sales target – Target breakeven point
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Marketing: Strategy – Budget – Sales force – Geographical coverage
Projects studied
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Training & Teaching
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Diversité - Daesign
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Entretien de recadrage - ITycom
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History Games - Interaction Games
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EDF - Real Fusio
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Houthoff Buruma The Game - Ranj Serious Games
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Infinity - Crossroads Digital Media
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Mondokiddo - Mutant Labs
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Olympe - 3DDUO
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The Plague - Serious Games Interactive
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Sauver Ada - Belle Prod
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Sea Sim Crisis - VirDys
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Smartkwizz - C-Servces
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The Mindty Ant - Macrotellect Ltd
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Wingineer 3 - Esica
Mass Media Communication
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Bulletproof - Mobigame
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Mémorial de Caen - Highfive
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L'Experience - Actiplay
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Forrestia - Creo
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Neurodyssée - Belle Prod.
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Ping - Grin Multimedia
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Portal Places - Taatu Studio
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Rallye Place Royale - Idéeclic
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Stat'Ecologie - Playsoft
Corporate Communication
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Energy Wise - PIXELearning
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Jeu Serai - Wizarbox
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Largo Winch - Entropic Synergies
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My Cyber Auto-Entreprise - Succubus Interactive
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Suez Environnement Ambassador - KTM Advance
Healthcare
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Elude - MIT GAMBIT Game Lab
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eMotion 1.0 - VirtualWare
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Ludomedic - CCCP
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My Quit Kit&Khemia - Hoozinga Game Media
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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
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Software systems
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Game factories
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Metrics
3.2. Business Prospects
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Jobs and training
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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
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Use of 3D
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Accessories
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Development tools
4.3. Business Issues
4.4. Economic Issues
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Economic models of the academic sector
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Low-price SG: a complex approach
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Towards new models?
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Market perspectives
4.5. Case Studies
5. Training
5.1. Definition
5.2. Methodological Issues
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Introduction to 3D
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The leading role of mobile devices
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Development tools
5.3. Business Issues
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Barriers to SG
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Participation of teachers in the development of SGs
5.4. Economic Issues
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Key accounts, major clients
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Market perspectives
5.5. Case Studies
6. Health Care
6.1. Definition
6.2. Technology Issues
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An industry sensitive to technological innovation
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User-friendly interfaces
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The functional and economic value of Microsoft Kinect
6.3. Business Issues
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Value of SG for disease prevention
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Capture of expertise from health professionals
6.4. Economic Issues
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A big budget B2B model and mainstream paramedical health teaching
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Market perspectives
6.5. Case Studes
7. Information & Communication
7.1. Definition
7.2. Technology Issues
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Cross-media communication to generate buzz
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Game applications and the Fun Theory
7.3. Business Issues
7.4. Economic Issues
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The search for profitable economic models
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Market perspectives
7.5. Case Studies
8. Defence
8.1. Definitions
8.2. Technology Issues
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2D SGs
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Cultivating the disruption
8.3. Business Issues
8.4. Economic Issues
8.5. Case Studies