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Simulation und Gaming

Simulation und Gaming

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Serious game is a game-based initiative designed for training and education, which are other than pure entertainment. These kinds of video games are referred as serious as they are used by industries including defense, healthcare, education, scientific exploration, governments, and others for training and development of employees. The characteristics of a good serious game that reinforces the learning objective include story of the game, game mechanics & interactivity, rules of the game, challenges & competition, immersive graphical environment, rewards, and risks & consequences associated with the game.

Serious games have gained significant acceptance among consumers and enterprises to train and develop their employees or students with a cost-effective, realistic, and accountable method that is realistic and can be applied in the daily activities. Other advantages of such games include enhanced motivation, flexibility, better engagement, immediate feedback, unique collaborations, enhanced creativity & exploration, easy interaction, can be used as an attractive & non-intrusive advertising, can be played on mobile, consoles, online, or other platforms, and extends retention of the user & efficient memorization of content.


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The "Global Gaming Accessories Market Analysis to 2027" is a specialized and in-depth study of the gaming accessories industry with a special focus on the global market trend analysis. The report aims to provide an overview of gaming accessories market with detailed market segmentation by type, distribution channel, and geography. The global gaming accessories market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading gaming accessories market players and offers key trends and opportunities in the market.

The vendors in the gaming accessories market are highly focused on retaining and gaining larger market shares. To attain this goal, the vendors are introducing new products based on advanced technologies, which is one of the key drivers propelling the gaming accessories market. Moreover, the declining prices of these accessories are another significant factor fueling the growth of the gaming accessories market. Furthermore, the continuous launch of e-sports leagues and numerous gamers opting for it as a career choice offers a lucrative opportunity to the gaming accessories market.


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Gaming Simulators market is expected to grow from US$ 3831.5 Mn in 2017 to US$ 7562.1 Mn by 2025 at a CAGR of 10.2% between 2017 and 2025.

The gaming simulators serves two different types of end-users which are entertainment industry, and education & training industry. Increasing collaboration of the companies in the gaming simulators with the companies in the entertainment industry is providing significant opportunities for the companies of gaming simulators to increase the market share in the regions. Inclusion of 360 degree cameras in the gaming simulators as well as increasing adoption of flight simulators are the emerging trends in the market in the coming years.


Liebe Gruppenteilnehmer,

das Bundesministerium für Forschung und Entwicklung widmet das diesjährige Wissenschaftsjahr der Künstlichen Intelligenz.

Welche Gelegenheit könnte für einen Weiterbildungsanbieter wie IMC passender sein, um mit Vertretern aus Wissenschaft und Forschung über Chancen und Herausforderungen rund um die Zukunftstechnologie zu diskutieren?

Gemeinsam mit Ihnen möchten wir entdecken, was heute bereits möglich ist und was in Zukunft möglich sein wird! Im Laufe des gesamten Wissensjahres wird unsere KI-Themenseite http://www.im-c.de/KI um Experteninterviews, Trendberichte und Tipps ergänzt.

Ich lade Sie herzlich ein, Teil unserer lebendigen und interaktiven IMC Community zu werden und sich mit uns rund um das Thema KI in der Weiterbildung auszutauschen.

Viele Grüße

Vanessa Klein