![]() |
市场调查报告书
商品编码
1812575
大脑训练应用市场:按应用程式类型、使用者类型和地区划分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) |
大脑训练应用程式市场预计在 2025 年价值 16,264,080,000 美元,预计在 2032 年达到 70,065,600,000 美元,从 2025 年到 2032 年的年复合成长率(CAGR)为 23.2%。
报告范围 | 报告详细信息 | ||
---|---|---|---|
基准年 | 2024 | 2025年的市场规模 | 16,264,080,000美元 |
效能数据 | 2020年至2024年 | 预测期 | 2025年至2032年 |
预测期:2025-2032年复合年增长率: | 23.20% | 2032年的价值预测 | 700.656亿美元 |
阿兹海默症、注意力缺陷障碍、阅读障碍和中风导致的视力障碍等医疗保健病例的增加,以及数位医疗保健的发展,都是推动大脑训练应用市场成长的因素。
思觉失调症是一种长期精神疾病,会导致一系列精神病症状,从行为改变到幻觉和妄想。虽然目前的药物可以有效治疗精神病症状,但患者会留下严重的认知障碍,包括记忆丧失。
据剑桥大学称,目前尚无核准的药物疗法可以改善精神分裂症患者的认知功能。然而,越来越多的证据表明,电脑辅助训练和復健可以帮助思觉失调症患者克服部分症状,改善他们的日常生活和生活方式。在英国,治疗思觉失调症的费用估计为每年182亿美元,即使认知功能的微小改善也能帮助患者过渡到独立生活和就业,从而有可能改善患者的福祉和健康状况,并显着降低直接和间接成本。
例如,剑桥大学精神病学系开发了“Wizard”,这是一款大脑训练 iPad 游戏应用程序,旨在提高个人的情景记忆,这是思觉失调症患者受影响的认知功能之一。
市场机会。
AR 正在全球范围内以及各个教育层面蓬勃发展。 AR/VR 游戏在全球范围内取得了成功,因为它们不仅是娱乐内容,更是严肃的学习媒介。 AR 教育游戏能够调动学生的三种感官:视觉、听觉和触觉。 AR 技术在塑造下一代未来方面发挥着至关重要的作用。
儿童的大脑从出生到五岁处于发育阶段,每秒钟会产生数百万个神经连结。因此,幼儿期是儿童发展的关键时期,因为他们的大脑拥有独特的资料处理和概念理解方式。为了让孩子的学习更具吸引力,扩增实境已被引入教育领域,并取得了显着的成果。在这个技术主导的生态系统中,互动式扩增实境游戏可以帮助孩子们以舒适的水平理解概念。基于扩增实境的脑力游戏可以帮助孩子学习,提高注意力持续时间,并提高处理速度。因此,将扩增实境融入脑力训练应用程式将为该市场提供进一步的成长机会。
本次调查的主要特点
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