Save or Share this Report

For CIOs

Demand Insights: Serious Games Break Through

Player Interest Points To Game-Market Opportunities

March 11, 2009

Primary author headshot

Authors

  • By TJ Keitt
  • with Abe Garon,
  • Bradford J. Holmes,
  • Chétina Muteba

Why Read This Report

Cisco Systems, IBM, and Microsoft all have made early investments in serious games. Whether or not these tech titans are being prudent depends on the answer to two critical questions: Are the games effective? And do players really want to play them? Forrester's research finds that 10% of North American online adults have played at least one of three types of serious games, and the reviews are generally positive. Of those who have not played, most believe there is some value in serious gaming, but only a few express solid interest in playing. To successfully refine and sell their products, smart game vendors will consider what makes both current and nonplayers tick.

Get Access

Already a Client?

Log in to read this document.

Become a Forrester Client

Customers are the new market-makers, reshaping industries and changing how businesses compete and win. Success depends on how well and how fast you respond. Forrester Research gives you insights and frameworks aligned to your role to shorten the time between a great idea and a great outcome, helping your teams win in the age of the customer. Contact us to learn more.

Purchase Report

This report is available for individual purchase ($499 USD).

Purchase

Table of Contents

  • The Early Read: Serious Games Are Informative
  • Nonplayers' Interest Is Piqued
  • RECOMMENDATIONS

  • The Road To Success Lies In Market Research
  • Supplemental Material
  • Related Research Documents

Recommended Research