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PUBLISHER: Global Market Insights Inc. | PRODUCT CODE: 1524316

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PUBLISHER: Global Market Insights Inc. | PRODUCT CODE: 1524316

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

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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.

Product Code: 9084

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
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Jeroen Van Heghe

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Christine Sirois

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