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市场调查报告书
商品编码
1524316

大脑训练软体市场规模 - 按产品、按年龄层、按交付平台、按定价模型、按最终用途和预测,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个工作天内

价格
简介目录

随着网路和智慧型手机的普及,2024 年至 2032 年间,全球大脑训练软体市场的复合年增长率将超过 20%。根据欧盟2030年的目标,80%的成年人应具备基本的数位技能。儘管到 2023 年,超过 90% 的欧盟公民每週都会使用互联网,但只有 56% 的人达到了基本或更高的数位熟练程度,这凸显了对数位技能发展计画的持续需求。数位化程度的提高推动了大脑训练软体的采用,为提高认知能力提供了一种方便易行的方法。随着日常生活的更多方面变得数位化,人们寻求数位解决方案来提高思维敏锐度。

大脑训练软体顺应了这个趋势,提供灵活、随选的认知练习,随时随地进行。这种便利性吸引了广泛的人群,从忙碌的专业人士到希望保持思维敏捷的老年人。数位格式还可以提供个人化的学习体验和持续改进,符合现代人对健康和保健领域技术驱动解决方案的偏好。

整个大脑训练软体产业根据产品、年龄层、交付平台、定价模型、最终用途和地区进行细分。

到2032 年,3-12 岁年龄层的大脑训练软体市场将呈现强劲的复合年增长率。将显着上升。家长和教育工作者正在寻找有效的工具来支持关键发展阶段的学习、记忆保留和解决问题的技能。大脑训练软体提供引人入胜且适合年龄的活动,以有趣和互动的方式刺激认知功能,对儿童及其照顾者都有吸引力。此细分市场的成长是由以下愿望推动的:利用数位解决方案促进儿童早期发展,提高教育成果,并为年轻人在竞争日益激烈的世界中取得学术成功做好准备。

到 2032 年,服务领域将获得充足的大脑训练软体市场份额,因为它能够满足企业健康计划、教育机构和医疗机构的多样化需求。这些部门越来越认识到认知增强工具在提高生产力、学习成果和患者復健方面的价值。大脑训练软体提供可根据特定组织或教育目标量身定制的可自订解决方案,使其成为增强员工、学生和患者认知能力和思维敏捷性的多功能选择。这种适应性满足了以服务为导向的环境中对有效、可扩展解决方案日益增长的需求。

亚太地区大脑训练软体市场在预测期内将呈现出有希望的复合年增长率。由于快速的城市化、技术的采用以及认知健康意识的增强,亚太地区对大脑训练软体的需求正在迅速增长。亚太地区国家的数位素养和智慧型手机普及率正在激增,使得大脑训练应用程式可供更广泛的人使用。可支配收入的增加和中产阶级的壮大优先考虑认知增强工具,作为积极主动的健康和保健方法的一部分。教育竞争力和终身学习的追求迎来了采用,个人和机构都接受有望提高记忆力、注意力和认知能力的数位解决方案。

目录

第 1 章:方法与范围

第 2 章:执行摘要

第 3 章:产业洞察

  • 产业生态系统分析
  • 供应商格局
    • 软体供应商
    • 技术提供者
    • 服务供应商
  • 利润率分析
  • 技术与创新格局
  • 专利分析
  • 重要新闻和倡议
  • 监管环境
  • 衝击力
    • 成长动力
      • 人们对认知健康的兴趣日益浓厚
      • 大脑训练模组的技术不断进步
      • 提高数位设备的可访问性
      • 透过大脑训练软体实现的劳动生产力与绩效
    • 产业陷阱与挑战
      • 科学有效性的挑战
  • 成长潜力分析
  • 波特的分析
  • PESTEL分析

第 4 章:竞争格局

  • 介绍
  • 公司市占率分析
  • 竞争定位矩阵
  • 战略展望矩阵

第 5 章:市场估计与预测:依产品划分,2021-2032 年

  • 主要趋势
  • 软体
    • 认知技能增强
    • 记忆力改善
    • 注意力和专注力训练
    • 解决问题和推理
    • 语言学习
    • 情绪智商发展
  • 服务
    • 培训与支援
    • 咨询服务

第 6 章:市场估计与预测:依年龄层划分,2021-2032

  • 主要趋势
  • 3-12岁
  • 13-35岁
  • 36岁以上

第 7 章:市场估计与预测:依交付平台划分,2021-2032 年

  • 主要趋势
  • 行动应用程式
  • 网路为基础的应用程式
  • 桌面软体

第 8 章:市场估计与预测:依定价模型,2021-2032

  • 主要趋势
  • 基于订阅
  • 一次性购买
  • 免费增值

第 9 章:市场估计与预测:按最终用途,2021-2032 年

  • 主要趋势
  • 卫生保健
  • 教育
  • 企业培训
  • 体育运动
  • 游戏和娱乐
  • 其他的

第 10 章:市场估计与预测:按地区划分,2021-2032 年

  • 主要趋势
  • 北美洲
    • 我们
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 法国
    • 义大利
    • 西班牙
    • 俄罗斯
    • 北欧人
    • 欧洲其他地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳新银行
    • 东南亚
    • 亚太地区其他地区
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 阿根廷
    • 拉丁美洲其他地区
  • MEA
    • 南非
    • 沙乌地阿拉伯
    • 阿联酋
    • MEA 的其余部分

第 11 章:公司简介

  • 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
简介目录
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