

Market Assessment
The study integrates60 structured interviews(qualitative deep dives) and300 online surveys(quantitative validation) with stakeholders across the KSA Serious Games Market value chain — including educational institutions, corporate trainers, and end users. Coverage spans major cities such as Riyadh, Jeddah, and Dammam, as well as emerging Tier 2/3 cities.
| Customer Cohort | Description | Proposed Sample Size |
|---|---|---|
| Educational Institutions | Schools and universities implementing serious games in curricula | Sample Size: 80 |
| Corporate Training Departments | Companies using serious games for employee training | Sample Size: 50 |
| Healthcare Providers | Organizations utilizing serious games for patient education | Sample Size: 50 |
| Government Agencies | Public sector entities promoting serious games for public awareness | Sample Size: 30 |
| End Users (Students and Employees) | Individuals engaging with serious games for learning | Sample Size: 70 |
| Game Developers | Companies creating serious games for various applications | Sample Size: 20 |
Total Respondents:360 (60 structured interviews + 300 surveys)
The KSA Serious Games Market encompasses the development and use of games designed for purposes beyond entertainment, such as education, training, and health. It includes various applications across sectors like education, corporate training, and healthcare, aiming to enhance learning and engagement.
Key growth drivers include increasing demand for educational tools, government initiatives promoting digital learning, rising adoption of gamification in corporate training, and a growing youth population that is tech-savvy. These factors collectively boost the market's expansion.
The market faces challenges such as limited awareness of the benefits of serious games, high development costs for quality content, regulatory hurdles in content approval, and competition from traditional educational methods, which can hinder growth and adoption.
Opportunities include collaboration with educational institutions, integration of AR/VR technologies, expansion into corporate training sectors, and the development of localized content that resonates with cultural relevance, enhancing user engagement and market penetration.
The market is segmented by type (educational games, training simulations, health and wellness games, etc.), end-user (educational institutions, corporates, healthcare providers), region (Riyadh, Jeddah, Dammam), application, technology, investment source, and policy support.