Global Commercial Gaming in Defence Training and Simulation Growth Opportunities, 2021

Global Commercial Gaming in Defence Training and Simulation Growth Opportunities, 2021

As the Commercial Gaming Market Expands, a Growing Number of Products will Become Useful to Military Customers and the Defence Industry

RELEASE DATE
01-Jun-2021
REGION
North America
Research Code: MG21-01-00-00-00
SKU: AE01471-NA-MT_25475

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Description

Commercial gaming finds its origins in military wargaming in the form of commercial tabletop games. Since then, the market has evolved and technology has moved from physical tabletop games to the use of computer technology. War games are a form of rehearsing an operation on a grand scale or a manner of witnessing possible courses of action. Officers give orders to pieces on a map to mimic what would happen in real life. For example, during the pre-war period of World War II, the US Navy ruled out its defence of the Philippines based on information gained from gaming. The market continues to grow and has begun to feed back into the defence industry through the development of gaming engines that allow the generation of training products and the utilisation of commercial games that have been found to be beneficial to defence training and simulation (T&S).

This Frost & Sullivan research service focuses on commercial gaming in defence T&S. Within the T&S market, commercial games have traditionally been used for wargaming and as constructive simulation tools. As the commercial gaming market has outpaced the defence industry in terms of the production of gaming technology, game engines have increasingly been adopted by the industry to aid in the development of simulations such as Epic Games’ Unreal Engine. Game engines are one of the most significant uses of commercial gaming within defence – mainly for their ease of use and ability to function on a wide range of platforms. The engines are used to form the basis of simulation systems. Typically, commercial gaming companies do not target an entry into the defence industry (Bohemia Interactive Simulation and Improbable, for instance); instead, they enter the space on the back of commercial success as their products are found to be useful for defence applications (Slitherine Software and the UK’s Defence Science and Technology Laboratory, for example).

The study defines the 3 strategic imperatives that are impacting commercial gaming in defence T&S. It also discusses the trends that are influencing demand for T&S solutions and the effects of the ongoing COVID-19 pandemic on commercial gaming in defence. Some of the key trends include the adoption of COTS solutions and the growing focus on asymmetric and hybrid warfare. Concepts such as the evolution of wargaming, the adoption of gaming software for training purposes, and the use of commercial games to maintain readiness amidst COVID-19 restrictions are examined. The study goes on to profile Programmes of Notice (the US DARPA’s Gamebreaker and the UK’s Ministry of Defence—Fight Club, for example) and Companies of Notice (Improbable and BISim, to name a few). A technology analysis is also part of the research service, and it covers blockchain and IoT, among others. In conclusion, the study makes growth opportunity recommendations that participants in this space can leverage to further establish themselves.

RESEARCH: INFOGRAPHIC

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Table of Contents

Why Is It Increasingly Difficult to Grow?

The Strategic Imperative 8™

The Impact of the Top Three Strategic Imperatives on Commercial Gaming in the Defence Training and Simulation Market

Growth Opportunities Fuel the Growth Pipeline Engine™

Market Overview

Trends that will Impact Training and Simulation Demand

Trends that will Impact Training and Simulation Demand (continued)

Impact of the COVID-19 Pandemic on Commercial Gaming in Defence Training and Simulation

Capability Impact—Evolving Technologies

Research Scope

Research Objectives

General Trends in the Training and Simulation Market

General Trends in the Training and Simulation Market (continued)

General Trends in the Training and Simulation Market (continued)

General Trends in the Training and Simulation Market (continued)

General Trends in the Training and Simulation Market (continued)

Economic Situation/COVID-19 Pandemic

COVID-19 Impact on Defence Spending

COVID-19 Impact on Defence Spending (continued)

COVID-19 Impact on the Training and Simulation Market

Post-Pandemic Training and Simulation Opportunities

Trends in Gaming

Evolution of Gaming in Defence—An Introduction

Gaming in Defence—Concepts

Gaming in Defence—Concepts (continued)

Gaming in Defence—Concepts (continued)

Gaming in Defence—Concepts (continued)

Gaming in Defence—Concepts (continued)

Current Requirements of the Defence Industry

Restrictions on Gaming in Defence

United States—DARPA: Gamebreaker

United States—US Army and US Marine Corps: Fight Club

United States—US Army: Joint Multinational Simulation Center (JMSC)

Europe—NATO: Training by Gaming (SAS-129)

The United Kingdom—Ministry of Defence: Fight Club

Australia—Defence Science Technology Group: Battle SMART

Company Overview—Improbable

Company Analysis

Company Competitive Product Benchmarking

Company 2018–2020 Client Mapping

Programme—Case Study

Company Overview—Bohemia Interactive Simulation

Company Analysis

Company Competitive Product Benchmarking

Company Defence Client Mapping, 2018–2020

Company Defence Client Mapping, 2018–2020 (continued)

Programme—Case Study

Company Overview—Slitherine Software

Company Analysis

Company Competitive Product Benchmarking

Company Defence Client Mapping, 2018–2020

Programme—Case Study

Company Overview—Epic Games

Company Analysis

Company Competitive Product Benchmarking

Company Defence Client Mapping, 2018–2020

Company Overview—Unity Technologies

Company Analysis

Company Competitive Product Benchmarking

Technology Analysis

Technology Analysis (continued)

Technology Analysis (continued)

Technology Analysis (continued)

Growth Opportunity 1: Adoption of Commercial Game Engines

Growth Opportunity 1: Adoption of Commercial Game Engines (continued)

Growth Opportunity 2: AR and VR Applications

Growth Opportunity 2: AR and VR Applications (continued)

Growth Opportunity 3: Target Research Organizations and Bespoke Requirements

Growth Opportunity 3: Target Research Organizations and Bespoke Requirements (continued)

The Last Word–3 Big Predictions

Additional Sources of Information on Training and Simulation

Abbreviations

List of Exhibits

Legal Disclaimer

Related Research
Commercial gaming finds its origins in military wargaming in the form of commercial tabletop games. Since then, the market has evolved and technology has moved from physical tabletop games to the use of computer technology. War games are a form of rehearsing an operation on a grand scale or a manner of witnessing possible courses of action. Officers give orders to pieces on a map to mimic what would happen in real life. For example, during the pre-war period of World War II, the US Navy ruled out its defence of the Philippines based on information gained from gaming. The market continues to grow and has begun to feed back into the defence industry through the development of gaming engines that allow the generation of training products and the utilisation of commercial games that have been found to be beneficial to defence training and simulation (T&S). This Frost & Sullivan research service focuses on commercial gaming in defence T&S. Within the T&S market, commercial games have traditionally been used for wargaming and as constructive simulation tools. As the commercial gaming market has outpaced the defence industry in terms of the production of gaming technology, game engines have increasingly been adopted by the industry to aid in the development of simulations such as Epic Games Unreal Engine. Game engines are one of the most significant uses of commercial gaming within defence – mainly for their ease of use and ability to function on a wide range of platforms. The engines are used to form the basis of simulation systems. Typically, commercial gaming companies do not target an entry into the defence industry (Bohemia Interactive Simulation and Improbable, for instance); instead, they enter the space on the back of commercial success as their products are found to be useful for defence applications (Slitherine Software and the UKs Defence Science and Technology Laboratory, for example). The study defines the 3 strategic imperatives that are impacting commercial gaming in defence T&S. It also discusses the trends that are influencing demand for T&S solutions and the effects of the ongoing COVID-19 pandemic on commercial gaming in defence. Some of the key trends include the adoption of COTS solutions and the growing focus on asymmetric and hybrid warfare. Concepts such as the evolution of wargaming, the adoption of gaming software for training purposes, and the use of commercial games to maintain readiness amidst COVID-19 restrictions are examined. The study goes on to profile Programmes of Notice (the US DARPAs Gamebreaker and the UKs Ministry of Defence—Fight Club, for example) and Companies of Notice (Improbable and BISim, to name a few). A technology analysis is also part of the research service, and it covers blockchain and IoT, among others. In conclusion, the study makes growth opportunity recommendations that participants in this space can leverage to further establish themselves.
More Information
No Index No
Podcast No
Author Alexander Clark
Industries Aerospace, Defence and Security
WIP Number MG21-01-00-00-00
Is Prebook No
GPS Codes 9000-A1