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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) |
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
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