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市場調查報告書
商品編碼
1812575

大腦訓練應用市場:按應用程式類型、使用者類型和地區分類

Brain Training Apps Market, By App Type (Memory, Attention, Language, Executive Function, Visual/Spatial, And Others), By User Type (Android, iOS and others), and By Region (North America, Europe, Asia Pacific, Latin America, Middle East and Africa)

出版日期: | 出版商: Coherent Market Insights | 英文 150 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

大腦訓練應用程式市場預計在 2025 年價值 16,264,080,000 美元,預計在 2032 年達到 70,065,600,000 美元,從 2025 年到 2032 年的年複合成長率(CAGR)為 23.2%。

報告範圍 報告詳細資訊
基準年 2024 2025年的市場規模 16,264,080,000美元
效能數據 2020年至2024年 預測期 2025年至2032年
預測期:2025-2032年複合年成長率: 23.20% 2032年的價值預測 700.656億美元

阿茲海默症、注意力缺陷障礙、閱讀障礙和中風導致的視力障礙等醫療保健病例的增加,以及數位醫療保健的發展,都是推動大腦訓練應用市場成長的因素。

思覺失調症是一種長期精神疾病,會導致一系列精神病症狀,從行為改變到幻覺和妄想。雖然目前的藥物可以有效治療精神病症狀,但患者會留下嚴重的認知障礙,包括記憶喪失。

據劍橋大學稱,目前尚無核准的藥物療法可以改善精神分裂症患者的認知功能。然而,越來越多的證據表明,電腦輔助訓練和復健可以幫助思覺失調症患者克服部分症狀,改善他們的日常生活和生活方式。在英國,治療思覺失調症的費用估計為每年182億美元,即使認知功能的微小改善也能幫助患者過渡到獨立生活和就業,從而有可能改善患者的福祉和健康狀況,並顯著降低直接和間接成本。

例如,劍橋大學精神病學系開發了“Wizard”,這是一款大腦訓練 iPad 遊戲應用程式,旨在提高個人的情景記憶,這是思覺失調症患者受影響的認知功能之一。

市場機會。

AR 正在全球範圍內以及各個教育層面蓬勃發展。 AR/VR 遊戲在全球範圍內取得了成功,因為它們不僅是娛樂內容,更是嚴肅的學習媒介。 AR 教育遊戲能夠調動學生的三種感官:視覺、聽覺和觸覺。 AR 技術在塑造下一代未來方面發揮著至關重要的作用。

兒童的大腦從出生到五歲處於發育階段,每秒鐘會產生數百萬個神經連結。因此,幼兒期是兒童發展的關鍵時期,因為他們的大腦擁有獨特的資料處理和概念理解方式。為了讓孩子的學習更具吸引力,擴增實境已被引入教育領域,並取得了顯著的成果。在這個技術主導的生態系統中,互動式擴增實境遊戲可以幫助孩子們以舒適的水平理解概念。基於擴增實境的腦力遊戲可以幫助孩子學習,提高注意力持續時間,並提高處理速度。因此,將擴增實境融入腦力訓練應用程式將為該市場提供進一步的成長機會。

本次調查的主要特點

  • 本報告詳細分析了全球大腦訓練應用市場規模(百萬美元)和預測期(2021-2028 年)的年複合成長率(CAGR),以 2019-2020 年為基準年。
  • 它揭示了各個領域的潛在商機,並解釋了該市場有吸引力的投資提案矩陣。
  • 它還提供了有關市場促進因素、限制因素、機會、新產品發布和核准、區域前景以及主要市場參與者採用的競爭策略的重要見解。
  • 它根據公司概況、業績、產品系列、地理位置、市值、關鍵發展、策略和未來計劃等參數,概述了全球大腦訓練應用程式市場的主要企業。
  • 本報告的見解將使企業負責人和管理當局能夠就未來的產品發布、產品升級、市場擴張和行銷策略做出明智的決策。
  • 全球大腦訓練應用程式市場報告涉及該行業的各個相關人員,包括投資者、供應商、託管服務供應商、第三方服務供應商、經銷商、新進入者和增值轉售商。
  • 相關人員可以透過用於分析全球大腦訓練應用程式市場的各種策略矩陣更輕鬆地做出決策。

目錄

第 1 章:調查目標與先決條件

  • 調查目的
  • 先決條件
  • 簡稱

第2章 市場展望

  • 報告描述
    • 市場定義和範圍
  • 執行摘要
  • Coherent Opportunity Map(COM)

第3章:市場動態、法規與趨勢分析

  • 市場動態
    • 驅動程式
    • 抑制因素
    • 市場機遇
  • 監管情景
  • 產業趨勢
  • 併購
  • 新系統推出/核准

第4章:2020-2032 年全球大腦訓練應用市場(按應用類型)

  • 記憶
  • 筆記
  • 語言
  • 執行功能
  • 視覺/空間
  • 其他

第5章:2020-2032 年全球大腦訓練應用市場(按使用者類型)

  • Android
  • iOS
  • 其他

第6章:2020-2032 年全球大腦訓練應用市場(按地區)

  • 北美洲
      • 美國
      • 加拿大
  • 歐洲
      • 英國
      • 德國
      • 法國
      • 俄羅斯
      • 其他歐洲國家
  • 亞太地區
      • 中國
      • 印度
      • 日本
      • ASEAN
      • 澳洲
      • 韓國
      • 其他亞太地區
  • 拉丁美洲
      • 巴西
      • 阿根廷
      • 墨西哥
      • 其他拉丁美洲
  • 中東和非洲
      • 南非
      • 海灣合作理事會國家
      • 其他中東和非洲地區

第7章 競爭態勢

  • 公司簡介
    • CogniFit
    • Elevate
    • Peak
    • Rosetta Stone Ltd.
    • LearningRx
    • Lumosity

第 8 章 章節

  • 參考
  • 調查方法
簡介目錄
Product Code: CMI4458

Brain Training Apps Market is estimated to be valued at USD 16,264.08 Mn in 2025 and is expected to reach USD 70,065.6 Mn by 2032, growing at a compound annual growth rate (CAGR) of 23.2% from 2025 to 2032.

Report Coverage Report Details
Base Year: 2024 Market Size in 2025: USD 16,264.08 Mn
Historical Data for: 2020 To 2024 Forecast Period: 2025 To 2032
Forecast Period 2025 to 2032 CAGR: 23.20% 2032 Value Projection: USD 70,065.6 Mn

Increasing cases of Alzheimer's, attention deficit disorder, dyslexia or stroke-related vision problems together with the evolvement of digital healthcare are factors driving the growth of the brain training apps market

Schizophrenia is a long-term mental health condition that causes a range of psychological symptoms, ranging from changes in behavior to hallucinations and delusions. Psychotic symptoms are reasonably well treated by current medications; however, patients are still left with debilitating cognitive impairments, including in their memory.

According to the University of Cambridge, there are no licensed pharmaceutical treatments to improve cognitive functions for people with schizophrenia. However, there is increasing evidence that computer-assisted training and rehabilitation can help people with schizophrenia overcome some of their symptoms, with better outcomes in daily functioning and their lives. Schizophrenia is estimated to cost US$ 18.2 billion per year in total in the U.K., so even small improvements in cognitive functions could help patients make the transition to independent living and working, and could therefore substantially reduce direct and indirect costs, besides improving the wellbeing and health of patients.

For instance, Department of Psychiatry at University of Cambridge developed Wizard, a brain training iPad game app, aimed at improving an individual's episodic memory. The episodic memory is one of the facets of cognitive functioning to be affected in patients with schizophrenia.

Market Opportunity

AR is gaining momentum all across the globe and at every level of education. AR/VR games are successful across the globe, as it is not only an entertainment content but an authentic learning medium too. With AR educational games, a student puts three of his/her senses i.e. sight, sound, and touch. In shaping the future of next-generation, the AR technology is playing a crucial role.

The brain of a child is in developing stage from birth to age five, as it produces millions of neural connections in every second. Therefore, the early years of a child are substantial for growth as their brain has a unique way to process data and grasp a concept. Making learning more interesting for kids, augmented reality is implemented in education and its results are phenomenal. In this technology-driven ecosystem, the interactive AR games can help children to understand the concept at their comfort level. The augmented reality based brain games can be helpful for kids to learn, increase attention, and processing speed. Therefore, integration of augmented reality into brain training apps will offer further growth opportunities for this market.

Key features of the study

  • This report provides in-depth analysis of global Brain Training Apps Market size (USD Mn) and compound annual growth rate (CAGR %) for the forecast period (2021- 2028), considering 2019-2020 as the base year.
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market.
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, regional outlook, and competitive strategies adopted by the leading market players.
  • It profiles leading players in the global Brain Training Apps Market based on the following parameters - company overview, financial performance, product portfolio, geographical presence, market capital, key developments, strategies, and future plans.
  • Companies covered as a part of this study include CogniFit, Elevate, Peak, Rosetta Stone Ltd.m, earningRx, Lumosity, HAPPYneuron, Inc., Wise Therapeutics, Inc., Easybrain and Happify, Inc.
  • Insights from this report would allow marketers and management authorities of companies to make informed decisions regarding future product launches, product upgrades, market expansion, and marketing tactics.
  • The global Brain Training Apps Market report caters to various stakeholders in this industry including investors, suppliers, managed service providers, third-party service providers, distributors, new entrants, and value-added resellers.
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global Brain Training Apps Market.

Market Segmentation

  • By App Type
    • Memory
    • Attention
    • Language
    • Executive Function
    • Visual/Spatial
    • Others
  • By User Type
    • Android
    • iOS
    • Others
  • By Region
    • North America
    • U.S.
    • Canada
    • Latin America
    • Brazil
    • Argentina
    • Mexico
    • Rest of Latin America
    • Europe
    • Germany
    • U.K.
    • Spain
    • France
    • Italy
    • Russia
    • Rest of Europe
    • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • ASEAN
    • Rest of Asia Pacific
    • Middle East
    • GCC Countries
    • Israel
    • Rest of Middle East
    • Africa
    • South Africa
    • North Africa
    • Central Africa
  • Brain Training Apps Market Companies
    • CogniFit
    • Elevate
    • Peak
    • Rosetta Stone Ltd.
    • LearningRx
    • Lumosity

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snippet, By App Type
    • Market Snippet, By User Type
    • Market Snippet, By Region
  • Coherent Opportunity Map (COM)

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
    • Drivers
    • Restraints
    • Market Opportunities
  • Regulatory Scenario
  • Industry Trend
  • Merger and Acquisitions
  • New system Launch/Approvals

4. Global Brain Training Apps Market, By App Type, 2020-2032 (USD Mn)

  • Introduction
    • Market Share Analysis, 2020 and 2032 (%)
    • Segment Trends
  • Memory
    • Introduction
    • Market Size and Forecast, 2021-2032, (USD Mn)
  • Attention
    • Introduction
    • Market Size and Forecast, 2021-2032, (USD Mn)
  • Language
    • Introduction
    • Market Size and Forecast, 2021-2032, (USD Mn)
  • Executive Function
    • Introduction
    • Market Size and Forecast, 2021-2032, (USD Mn)
  • Visual/spatial
    • Introduction
    • Market Size and Forecast, 2021-2032, (USD Mn)
  • Others
    • Introduction
    • Market Size and Forecast, 2021-2032, (USD Mn)

5. Global Brain Training Apps Market, By User Type, 2020-2032 (USD Mn)

  • Introduction
    • Market Share Analysis, 2020 and 2032 (%)
    • Segment Trends
  • Android
    • Introduction
    • Market Size and Forecast, 2021-2032, (USD Mn)
  • iOS
    • Introduction
    • Market Size and Forecast, 2021-2032, (USD Mn)
  • Others
    • Introduction
    • Market Size and Forecast, 2021-2032, (USD Mn)

6. Global Brain Training Apps Market, By Region, 2020-2032 (USD Mn)

  • Introduction
    • Market Share Analysis, By Region, 2020 and 2032 (%)
  • North America
    • Regional Trends
    • Market Size and Forecast, By App Type, 2021-2032 (USD Mn)
    • Market Size and Forecast, By User Type, 2021-2032 (USD Mn)
    • Market Share Analysis, By Country, 2019 and 2032 (%)
      • U.S.
      • Canada
  • Europe
    • Regional Trends
    • Market Size and Forecast, By App Type, 2021-2032 (USD Mn)
    • Market Size and Forecast, By User Type, 2021-2032 (USD Mn)
    • Market Share Analysis, By Country, 2019 and 2032 (%)
      • U.K.
      • Germany
      • France
      • Russia
      • Rest of Europe
  • Asia Pacific
    • Regional Trends
    • Market Size and Forecast, By App Type, 2021-2032 (USD Mn)
    • Market Size and Forecast, By User Type, 2021-2032 (USD Mn)
    • Market Share Analysis, By Country, 2019 and 2032 (%)
      • China
      • India
      • Japan
      • ASEAN
      • Australia
      • South Korea
      • Rest of Asia Pacific
  • Latin America
    • Regional Trends
    • Market Size and Forecast, By App Type, 2021-2032 (USD Mn)
    • Market Size and Forecast, By User Type, 2021-2032 (USD Mn)
    • Market Share Analysis, By Country, 2019 and 2032 (%)
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
  • Middle East and Africa
    • Regional Trends
    • Market Size and Forecast, By App Type, 2021-2032 (USD Mn)
    • Market Size and Forecast, By User Type, 2021-2032 (USD Mn)
    • Market Share Analysis, By Country/Region, 2019 and 2032 (%)
      • South Africa
      • GCC Countries
      • Rest of the Middle East and Africa

7. Competitive Landscape

  • Company Profiles
    • CogniFit
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Elevate
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Peak
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Rosetta Stone Ltd.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • LearningRx
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Lumosity
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
      • Analyst Views

8. Section

  • References
  • Research Methodology
  • About us and Sales Contact