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市場調查報告書
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1524316

大腦訓練軟體市場規模 - 按產品、按年齡層、按交付平台、按定價模型、按最終用途和預測,2024 年至 2032 年

Brain Training Software Market Size - By Offerings, By Age Group, By Delivery Platform, By Pricing Model, By End Use & Forecast, 2024 - 2032

出版日期: | 出版商: Global Market Insights Inc. | 英文 280 Pages | 商品交期: 2-3個工作天內

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簡介目錄

隨著網路和智慧型手機的普及,2024 年至 2032 年間,全球大腦訓練軟體市場的複合年成長率將超過 20%。根據歐盟2030年的目標,80%的成年人應具備基本的數位技能。儘管到 2023 年,超過 90% 的歐盟公民每週都會使用網際網路,但只有 56% 的人達到了基本或更高的數位熟練程度,這凸顯了對數位技能發展計畫的持續需求。數位化程度的提高推動了大腦訓練軟體的採用,為提高認知能力提供了一種方便易行的方法。隨著日常生活的更多方面變得數位化,人們尋求數位解決方案來提高思維敏銳度。

大腦訓練軟體順應了這個趨勢,提供靈活、隨選的認知練習,隨時隨地進行。這種便利性吸引了廣泛的人群,從忙碌的專業人士到希望保持思維敏捷的老年人。數位格式還可以提供個人化的學習體驗和持續改進,符合現代人對健康和保健領域技術驅動解決方案的偏好。

整個大腦訓練軟體產業根據產品、年齡層、交付平台、定價模型、最終用途和地區進行細分。

到2032 年,3-12 歲年齡層的大腦訓練軟體市場將呈現強勁的複合年成長率。將顯著上升。家長和教育工作者正在尋找有效的工具來支持關鍵發展階段的學習、記憶保留和解決問題的技能。大腦訓練軟體提供引人入勝且適合年齡的活動,以有趣和互動的方式刺激認知功能,對兒童及其照顧者都有吸引力。此細分市場的成長是由以下願望推動的:利用數位解決方案促進兒童早期發展,提高教育成果,並為年輕人在競爭日益激烈的世界中取得學術成功做好準備。

到 2032 年,服務領域將獲得充足的大腦訓練軟體市場佔有率,因為它能夠滿足企業健康計劃、教育機構和醫療機構的多樣化需求。這些部門越來越認知到認知增強工具在提高生產力、學習成果和患者復健方面的價值。大腦訓練軟體提供可根據特定組織或教育目標量身定做的可自訂解決方案,使其成為增強員工、學生和患者認知能力和思維敏捷性的多功能選擇。這種適應性滿足了以服務為導向的環境中對有效、可擴展解決方案日益成長的需求。

亞太地區大腦訓練軟體市場在預測期內將呈現出有希望的複合年成長率。由於快速的城市化、技術的採用以及認知健康意識的增強,亞太地區對大腦訓練軟體的需求正在迅速成長。亞太地區國家的數位素養和智慧型手機普及率正在激增,使得大腦訓練應用程式可供更廣泛的人使用。可支配收入的增加和中產階級的壯大優先考慮認知增強工具,作為積極主動的健康和保健方法的一部分。教育競爭力和終身學習的追求迎來了採用,個人和機構都接受有望提高記憶力、注意力和認知能力的數位解決方案。

目錄

第 1 章:方法與範圍

第 2 章:執行摘要

第 3 章:產業洞察

  • 產業生態系統分析
  • 供應商格局
    • 軟體供應商
    • 技術提供者
    • 服務供應商
  • 利潤率分析
  • 技術與創新格局
  • 專利分析
  • 重要新聞和舉措
  • 監管環境
  • 衝擊力
    • 成長動力
      • 人們對認知健康的興趣日益濃厚
      • 大腦訓練模組的技術不斷進步
      • 提高數位設備的可訪問性
      • 透過大腦訓練軟體實現的勞動生產力與績效
    • 產業陷阱與挑戰
      • 科學有效性的挑戰
  • 成長潛力分析
  • 波特的分析
  • PESTEL分析

第 4 章:競爭格局

  • 介紹
  • 公司市佔率分析
  • 競爭定位矩陣
  • 戰略展望矩陣

第 5 章:市場估計與預測:依產品分類,2021-2032 年

  • 主要趨勢
  • 軟體
    • 認知技能增強
    • 記憶力改善
    • 注意力和專注力訓練
    • 解決問題和推理
    • 語言學習
    • 情緒智商發展
  • 服務
    • 培訓與支援
    • 諮詢服務

第 6 章:市場估計與預測:依年齡層分類,2021-2032

  • 主要趨勢
  • 3-12歲
  • 13-35歲
  • 36歲以上

第 7 章:市場估計與預測:依交付平台分類,2021-2032 年

  • 主要趨勢
  • 行動應用程式
  • 網路為基礎的應用程式
  • 桌面軟體

第 8 章:市場估計與預測:依定價模型,2021-2032

  • 主要趨勢
  • 基於訂閱
  • 一次性購買
  • 免費增值

第 9 章:市場估計與預測:按最終用途,2021-2032 年

  • 主要趨勢
  • 衛生保健
  • 教育
  • 企業培訓
  • 體育運動
  • 遊戲和娛樂
  • 其他

第 10 章:市場估計與預測:按地區分類,2021-2032 年

  • 主要趨勢
  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 義大利
    • 西班牙
    • 俄羅斯
    • 北歐人
    • 歐洲其他地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳新銀行
    • 東南亞
    • 亞太地區其他地區
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 阿根廷
    • 拉丁美洲其他地區
  • MEA
    • 南非
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • MEA 的其餘部分

第 11 章:公司簡介

  • Akili Interactive Labs
  • Braingle
  • BrainWorkshop
  • Cogmed
  • CogniFit
  • Creyos
  • Elevate
  • Happify
  • HAPPYneuron, Inc
  • Houghton Mifflin Harcourt
  • Lumos Labs
  • Memorado
  • MentalUP
  • My Brain Trainer
  • Neuronation
  • Nintendo
  • Posit Science
  • Sens.ai
  • Take-Two Interactive
  • ThinkFast
簡介目錄
Product Code: 9084

Global Brain Training Software Market will exhibit over 20% CAGR between 2024 and 2032, ushered by the penetration of the internet and smartphones. According to the EU's 2030 target, 80% of adults should possess basic digital skills. Despite over 90% of EU citizens using the internet weekly in 2023, only 56% have attained basic or higher digital proficiency, highlighting the ongoing need for digital skill development initiatives. Increased digitization has propelled the adoption of brain training software, offering a convenient and accessible method to boost cognitive abilities. As more aspects of daily life become digitized, individuals seek digital solutions for enhancing mental acuity.

Brain training software fits this trend by providing flexible, on-demand cognitive exercises that can be accessed anytime, anywhere. This accessibility appeals to a broad demographic, from busy professionals to older adults looking to maintain mental sharpness. The digital format also allows for personalized learning experiences and continuous improvement, aligning with modern preferences for tech-driven solutions in health and wellness.

The overall brain training software industry is segmented based on offerings, age group, delivery platform, pricing model, end use, and region.

The age group segment of 3-12 years will indicate a robust CAGR in the brain training software market through 2032. The demand for brain training software is rising significantly among children aged 3-12 years due to increasing recognition of the importance of early cognitive development. Parents and educators are seeking effective tools to support learning, memory retention, and problem-solving skills during critical developmental stages. Brain training software offers engaging and age-appropriate activities that stimulate cognitive functions in a fun and interactive manner, appealing to both children and their caregivers. This segment's growth is fueled by a desire to enhance educational outcomes and prepare young minds for academic success in an increasingly competitive world, leveraging digital solutions for early childhood development.

The services segment will secure an ample brain training software market share by 2032, owing to its ability to cater to diverse needs within corporate wellness programs, educational institutions, and healthcare facilities. These sectors increasingly recognize the value of cognitive enhancement tools in improving productivity, learning outcomes, and patient rehabilitation. Brain training software offers customizable solutions that can be tailored to specific organizational or educational goals, making it a versatile choice for enhancing cognitive abilities and mental agility among employees, students, and patients alike. This adaptability meets the growing demand for effective, scalable solutions in service-oriented environments.

Asia Pacific brain training software market will show a promising CAGR during the forecast period. The demand for brain training software is burgeoning in Asia Pacific due to rapid urbanization, technological adoption, and increasing awareness of cognitive health. Countries in Asia Pacific are witnessing a surge in digital literacy and smartphone penetration, making brain training apps accessible to a broader population. Rising disposable incomes and a growing middle class prioritize cognitive enhancement tools as part of a proactive approach to health and wellness. Educational competitiveness and the pursuit of lifelong learning usher adoption, with individuals and institutions alike embracing digital solutions that promise to improve memory, concentration, and cognitive abilities.

Table of Contents

Chapter 1 Methodology & Scope

  • 1.1 Research design
    • 1.1.1 Research approach
    • 1.1.2 Data collection methods
  • 1.2 Base estimates and calculations
    • 1.2.1 Base year calculation
    • 1.2.2 Key trends for market estimates
  • 1.3 Forecast model
  • 1.4 Primary research & validation
    • 1.4.1 Primary sources
    • 1.4.2 Data mining sources
  • 1.5 Market definitions

Chapter 2 Executive Summary

  • 2.1 Industry 360° synopsis, 2021-2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Supplier landscape
    • 3.2.1 Software providers
    • 3.2.2 Technology providers
    • 3.2.3 Service providers
  • 3.3 Profit margin analysis
  • 3.4 Technology & innovation landscape
  • 3.5 Patent analysis
  • 3.6 Key news & initiatives
  • 3.7 Regulatory landscape
  • 3.8 Impact forces
    • 3.8.1 Growth drivers
      • 3.8.1.1 Growing interest in cognitive health
      • 3.8.1.2 Growing technological advancements in brain training modules
      • 3.8.1.3 Increased accessibility to digital devices
      • 3.8.1.4 Workforce productivity and performance achieved by brain training software
    • 3.8.2 Industry pitfalls & challenges
      • 3.8.2.1 Scientific validity challenges
  • 3.9 Growth potential analysis
  • 3.10 Porter's analysis
  • 3.11 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Introduction
  • 4.2 Company market share analysis
  • 4.3 Competitive positioning matrix
  • 4.4 Strategic outlook matrix

Chapter 5 Market Estimates & Forecast, By Offerings, 2021-2032 ($ Bn)

  • 5.1 Key trends
  • 5.2 Software
    • 5.2.1 Cognitive skills enhancement
    • 5.2.2 Memory improvement
    • 5.2.3 Attention and focus training
    • 5.2.4 Problem-solving and reasoning
    • 5.2.5 Language learning
    • 5.2.6 Emotional intelligence development
  • 5.3 Services
    • 5.3.1 Training & support
    • 5.3.2 Consulting services

Chapter 6 Market Estimate & Forecast, By Age Group, 2021-2032 ($ Bn)

  • 6.1 Key trends
  • 6.2 3-12 years
  • 6.3 13-35 years
  • 6.4 36 & above

Chapter 7 Market Estimates & Forecast, By Delivery Platform, 2021-2032 ($ Bn)

  • 7.1 Key trends
  • 7.2 Mobile apps
  • 7.3 Web-based application
  • 7.4 Desktop software

Chapter 8 Market Estimates & Forecast, By Pricing Model, 2021-2032 ($ Bn)

  • 8.1 Key trends
  • 8.2 Subscription-based
  • 8.3 One-time purchase
  • 8.4 Freemium

Chapter 9 Market Estimates & Forecast, By End-Use, 2021-2032 ($ Bn)

  • 9.1 Key trends
  • 9.2 Healthcare
  • 9.3 Education
  • 9.4 Corporate training
  • 9.5 Sports & athletics
  • 9.6 Gaming & entertainment
  • 9.7 Others

Chapter 10 Market Estimates & Forecast, By Region, 2021-2032 ($ Bn)

  • 10.1 Key trends
  • 10.2 North America
    • 10.2.1 U.S.
    • 10.2.2 Canada
  • 10.3 Europe
    • 10.3.1 UK
    • 10.3.2 Germany
    • 10.3.3 France
    • 10.3.4 Italy
    • 10.3.5 Spain
    • 10.3.6 Russia
    • 10.3.7 Nordics
    • 10.3.8 Rest of Europe
  • 10.4 Asia Pacific
    • 10.4.1 China
    • 10.4.2 India
    • 10.4.3 Japan
    • 10.4.4 South Korea
    • 10.4.5 ANZ
    • 10.4.6 Southeast Asia
    • 10.4.7 Rest of Asia Pacific
  • 10.5 Latin America
    • 10.5.1 Brazil
    • 10.5.2 Mexico
    • 10.5.3 Argentina
    • 10.5.4 Rest of Latin America
  • 10.6 MEA
    • 10.6.1 South Africa
    • 10.6.2 Saudi Arabia
    • 10.6.3 UAE
    • 10.6.4 Rest of MEA

Chapter 11 Company Profiles

  • 11.1 Akili Interactive Labs
  • 11.2 Braingle
  • 11.3 BrainWorkshop
  • 11.4 Cogmed
  • 11.5 CogniFit
  • 11.6 Creyos
  • 11.7 Elevate
  • 11.8 Happify
  • 11.9 HAPPYneuron, Inc
  • 11.10 Houghton Mifflin Harcourt
  • 11.11 Lumos Labs
  • 11.12 Memorado
  • 11.13 MentalUP
  • 11.14 My Brain Trainer
  • 11.15 Neuronation
  • 11.16 Nintendo
  • 11.17 Posit Science
  • 11.18 Sens.ai
  • 11.19 Take-Two Interactive
  • 11.20 ThinkFast