Market Trends of Europe Serious Gaming Industry
This section covers the major market trends shaping the Europe Serious Gaming Market according to our research experts:
Improved Learning Outcomes Expected to Increase the Adoption of Serious Games
- Due to the COVID-19 pandemic's forced shutdown of educational facilities, internet and technology advancements became essential. This has increased the spread of smartphones and is fueling demand for such solutions.
- Since most students prefer to use their mobile devices, such as smartphones or tablets, from a technological perspective, Mobile Game-based Learning (MGbL) can be advantageous to teaching and learning in this direction. Additionally, from a pedagogical perspective, integrating gaming into the educational process can increase students' motivation for learning and improve their learning outcomes.
- The rise of mobile technologies presents opportunities to transform education by fusing game-based learning with mobile learning. Mobile game-based learning is what this is. Through gaming on mobile devices, MGbL offers a setting where students can study or evaluate their knowledge. As a result, people participate in it for educational and leisure activities.
- Additionally, regional government programs are utilizing gaming technologies for educational reasons. For instance, the LUDUS initiative seeks to use serious gaming to build a European network to exchange best practices and information. The Erasmus+ program of the EU co-funds the initiative.
Learning and Education to Witness Fastest Growth in the Forecast Period
- Over the recent past, digital games and simulations have gained popularity for being the most powerful and highly engaging learning environment. The production of these serious games requires complex and dynamic constructs with appropriate designs of multimodal context and exciting interactions, and productive pedagogical strategies to preserve learning efficacy.
- In the education and learning ecosystem, the need for game concepts, such as challenges, rules, scores, competition, and levels, is encouraging vendors to develop solutions to address and accommodate the principal pedagogical functional variables, such as instructional support, feedback, guidance, self-regulation, attention, cognitive flow, and assessment.
- Amid the COVID-19 pandemic, many countries across the region halted commercial operations, and most schools adopted online teaching methods. This trend continuing is expected to accelerate schools' adoption of serious games in the coming years.
- The adoption of virtual reality in training and development activities is expected to propel the growth of the serious games market across the region. Virtual reality is an artificial world made with software and presented to the user in a way that causes them to suspend belief and take it for granted that it is accurate. Virtual reality offers a learning environment where people may experiment with new skills, fail safely, learn from their errors, and advance professionally.