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Phase-Xs | Biologics & Biosimilars | Coherent Market Insights

Impact Analysis of Covid-19

The complete version of the Report will include the impact of the COVID-19, and anticipated change on the future outlook of the industry, by taking into the account the political, economic, social, and technological parameters.

The brain training apps are designed to improve memory, thinking skills, cognitive capacity, focus, reasoning, and overall intellect, with the ultimate goal of improving the performance of important everyday tasks. The brain training apps offer scientifically validated tasks and turns them into fun games, actionable feedback, and rich insights into human cognition. For instance, Lumosity is one of the world's popular brain training app used by over 100 million members worldwide. This popular brain games app offers 5-minutes workouts designed on the basis of neuroscience research. This brain training app consists of science-based games designed to train exercise memory, speed, attention, flexibility, and problem-solving. The activities in Lumosity Brain Trainer App were designed by top neuroscientists to improve players' Brain Performance Index (BPI). The simple games tap into cognitive processes like speed, attention, memory, flexibility, and problem solving. Lumosity promotes greater relaxation and focus with mindfulness. Additionally, Elevate Labs offers Elevate - Brain Training App which provides personalized training program to improve focus, cognitive skills, and processing speed. This brain training app includes more than 40 games intended to boost productivity, self-confidence, and learning ability. By focusing on math, articulation, writing, reading, and listening, the games help to enhance the ability to communicate with others.

Lack of scientific research is one of the major factors hampering the growth of the market. There are several companies in the market that develop brain training apps with lack of proper research and expert advice, and claims to be effective for cognitive assessment. For instance, in 2016, Lumos Labs agreed to pay US$ 2 million in a settlement with the Federal Trade Commission, which accused the labs of deceiving people with claims that their games could help them get smarter or avoid memory loss.

Additionally, lack of awareness about brain training apps is also hampering growth of the market. High dependency on traditional assessment methods such as pen and paper-based assessment methods, is one of the restraining factors for the growth of brain training apps market.

North America held dominant position in the global Brain Training Apps market in 2020

Statistics:

North America held dominant position in the global Brain Training Apps market in 2020, accounting for 31.8% share in terms of value, followed by Europe and Asia Pacific.

Figure 1: Global Brain Training Apps Market Share (%), By Region, 2020

Brain Training Apps  | Coherent Market Insights

Owing to presence of various market players the U.S. accounted for 76.5% share in North America Brain Training Apps market in 2020 and is projected to retain its dominance during the forecast period. Furthermore, owing to increasing merger & acquisition and collaboration activities by market players in order to strengthen its position in the global market. For instance, In November 2020, Rosetta Stone Ltd. announced partnership with Navajo Language Renaissance, a U.S.-based nonprofit organization that is working to revitalize the Navajo language using Rosetta Stone software. Through this partnership, the companies launched Rosetta Stone Navajo Language app to assist parents to have access to program to help their children to learn Navajo at home and at school.

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Brain Training Apps Market Report Coverage

Report Coverage Details
Base Year: 2019-2020 Market Size in 2020: US$  5,891.2 Mn
Historical Data for: 2017 to 2018 Forecast Period: 2021 to 2028
Forecast Period 2021 to 2028 CAGR: 23.0% 2028 Value Projection: US$ 30,511.9 Mn
Geographies covered:
  • North America: U.S. and Canada
  • Latin America: Brazil, Argentina, Mexico, and Rest of Latin America
  • Europe: Germany, U.K., France, Italy, Russia, and Rest of Europe
  • Asia Pacific: China, India, Japan, Australia, South Korea, ASEAN, and Rest of Asia Pacific
  • Middle East and Africa: GCC Countries, South Africa, and Rest of Middle East and Africa
Segments covered:
  • By App Type: Memory, Attention, Language, Executive Function, Visual/Spatial, And Others.
  • By User Type: Android, iOS and others
Companies covered:

CogniFit, Elevate, Peak, Rosetta Stone Ltd., LearningRx, Lumosity, HAPPYneuron, Inc., Wise Therapeutics, Inc., Easybrain and Happify, Inc. 

Growth Drivers:
  • Rising adoption of brain traning apps for cognitive assessment
  • Increasing cases of mental disorders 
Restraints & Challenges:
  • NA

Visual/spatial segment is expected to drive the market growth during the forecast period

On the basis of app type, the global brain training apps market is segmented into memory, attention, language, executive function, visual/spatial, and others.

Visual skill games are made of different games which help to improve visual ability and train visual-spatial skills. The games are developed for all age groups. One such example is Train your Brain - Visuospatial Games. The game is available on android platform and consists of different types of games such as locate an objective number within a numerical range, repeat symmetrical patterns, puzzles and shapes, and others to improve player’s visual ability and train visual-spatial skills.

Figure 2: Global Brain Training Apps Market Value (US$ Mn) Analysis and Forecast, 2017 - 2027

Brain Training Apps  | Coherent Market Insights

The global Brain Training Apps market was valued at US$ 5,891.2 Mn in 2020 and is expected to reach US$  30,511.9 Mn by 2028 at a CAGR of 23.0% between 2021 and 2028.

Major players operating in the global Brain Training Apps market include CogniFit, Elevate, Peak, Rosetta Stone Ltd.m, earningRx, Lumosity, HAPPYneuron, Inc., Wise Therapeutics, Inc., Easybrain and Happify, Inc.     

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:

  • This report provides in-depth analysis of global Brain Training Apps Market size (US$ Million) and compound annual growth rate (CAGR %) for the forecast period (2021– 2028), considering 2019-2020 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, regional outlook, and competitive strategies adopted by the leading  market players
  • It profiles leading players in the global Brain Training Apps Market  based on the following parameters – company overview, financial performance, product portfolio, geographical presence, market capital, key developments, strategies, and future plans
  • Companies covered as a part of this study include CogniFit, Elevate, Peak, Rosetta Stone Ltd.m, earningRx, Lumosity, HAPPYneuron, Inc., Wise Therapeutics, Inc., Easybrain and Happify, Inc.
  • Insights from this report would allow marketers and management authorities of companies to make informed decisions regarding future product launches, product upgrades, market expansion, and marketing tactics
  • The global Brain Training Apps Market report caters to various stakeholders in this industry including investors, suppliers, managed service providers, third-party service providers, distributors, new entrants, and value-added resellers
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global Brain Training Apps Market

Detailed Segmentation

  • Global Brain Training Apps Market, By App Type :
    • Memory
    • Attention
    • Language
    • Executive Function
    • Visual/spatial
    • Others
  • Global Brain Training Apps Market, By User Type:
    • Android
    • iOS
    • Others
  • Global Brain Training Apps Market, By Region:
    • North America
      • By App Type:
        • Memory
        • Attention
        • Language
        • Executive Function
        • Visual/spatial
        • Others
      • By User Type:
        • Android
        • iOS
        • Others
      • By Country:
        • U.S.
        • Canada
    • Asia Pacific
      • By App Type:
        • Memory
        • Attention
        • Language
        • Executive Function
        • Visual/spatial
        • Others
      • By User Type:
        • Android
        • iOS
        • Others
      • By Country:
        • China
        • India
        • Japan
        • Australia
        • South Korea
        • ASEAN
        • Rest of Asia Pacific
    • Europe
      • By App Type:
        • Memory
        • Attention
        • Language
        • Executive Function
        • Visual/spatial
        • Others
      • By User Type:
        • Android
        • iOS
        • Others
      • By Country:
      • Germany
      • Italy
      • U.K.
      • France
      • Russia
      • Rest of Europe
    • Latin America
      • By App Type:
        • Memory
        • Attention
        • Language
        • Executive Function
        • Visual/spatial
        • Others
      • By User Type:
        • Android
        • iOS
        • Others
      • By Country:
        • Brazil
        • Mexico
        • Argentina
        • Rest of Latin America
    • Middle East and Africa
      • By App Type:
        • Memory
        • Attention
        • Language
        • Executive Function
        • Visual/spatial
        • Others
      • By User Type:
        • Android
        • iOS
        • Others
      • By Country/Region:
        • GCC Countries
        • South Africa
        • Rest of Middle East and Africa
  • Company Profiles
    • CogniFit.*
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/ Updates
    • Elevate
    • Peak
    • Rosetta Stone Ltd.
    • LearningRx
    • Lumosity
    • HAPPYneuron, Inc.
    • Wise Therapeutics, Inc.
    • Easybrain
    • Happify, Inc.

“*” marked represents similar segmentation in other categories in the respective section.

Table of Contents

  1. Research Objectives and Assumptions
    • Research Objectives
    • Assumptions
    • Abbreviations
  2. Market Purview
    • Report Description
      • Market Definition and Scope
    • Executive Summary
      • Market Snippet, By App Type
      • Market Snippet, By User Type
      • Market Snippet, By Region
    • Coherent Opportunity Map (COM)
  3. Market Dynamics, Regulations, and Trends Analysis
    • Market Dynamics
      • Drivers
      • Restraints
      • Market Opportunities
    • Regulatory Scenario
    • Industry Trend
    • Merger and Acquisitions
    • New system Launch/Approvals
    • Impact of COVID-19 Pandemic
  4. Global Brain Training Apps  Market, By App Type, 2017-2028 (US$ Million)
    • Introduction
      • Market Share Analysis, 2017 and 2028 (%)
      • Segment Trends
    • Memory
      •  Introduction
      • Market Size and Forecast, 2021–2028, (US$ Million)
    • Attention
      • Introduction
      • Market Size and Forecast, 2021–2028, (US$ Million)
    • Language
      •  Introduction
      • Market Size and Forecast, 2021–2028, (US$ Million)
    • Executive Function
      •  Introduction
      • Market Size and Forecast, 2021–2028, (US$ Million)
    • Visual/spatial
      • Introduction
      • Market Size and Forecast, 2021–2028, (US$ Million)
    • Others
      • Introduction
      • Market Size and Forecast, 2021–2028, (US$ Million)
  5. Global Brain Training Apps Market, By User Type, 2017-2028 (US$ Million)
    • Introduction
      • Market Share Analysis, 2017 and 2028 (%)
      • Segment Trends
    • Android
      • Introduction
      • Market Size and Forecast, 2021–2028, (US$ Million)
    • iOS
      • Introduction
      • Market Size and Forecast, 2021–2028, (US$ Million)
    • Others
      • Introduction
      • Market Size and Forecast, 2021–2028, (US$ Million)
  6. Global Brain Training Apps  Market, By Region, 2017-2028 (US$ Million)
    • Introduction
      • Market Share Analysis, By Region, 2017 and 2028 (%)
    • North America
      • Regional Trends
      • Market Size and Forecast, By App Type, 2021–2028 (US$ Million)
      • Market Size and Forecast, By User Type, 2021–2028 (US$ Million)
      • Market Share Analysis, By Country, 2019 and 2028 (%)
        • U.S.
        • Canada
    • Europe
      • Regional Trends
      • Market Size and Forecast, By App Type, 2021–2028 (US$ Million)
      • Market Size and Forecast, By User Type, 2021–2028 (US$ Million)
      • Market Share Analysis, By Country, 2019 and 2028 (%)
        • U.K.
        • Germany
        • France
        • Russia
        • Rest of Europe
    • Asia Pacific
      • Regional Trends
      • Market Size and Forecast, By App Type, 2021–2028 (US$ Million)
      • Market Size and Forecast, By User Type, 2021–2028 (US$ Million)
      • Market Share Analysis, By Country, 2019 and 2028 (%)
        • China
        • India
        • Japan
        • ASEAN
        • Australia
        • South Korea
        • Rest of Asia Pacific
    • Latin America
      • Regional Trends
      • Market Size and Forecast, By App Type, 2021–2028 (US$ Million)
      • Market Size and Forecast, By User Type, 2021–2028 (US$ Million)
      • Market Share Analysis, By Country, 2019 and 2028 (%)
        • Brazil
        • Argentina
        • Mexico
        • Rest of Latin America
    • Middle East and Africa
      • Regional Trends
      • Market Size and Forecast, By App Type, 2021–2028 (US$ Million)
      • Market Size and Forecast, By User Type, 2021–2028 (US$ Million)
      • Market Share Analysis, By Country/Region, 2019 and 2028 (%)
        • South Africa
        • GCC Countries
        • Rest of the Middle East and Africa
  7. Competitive Landscape
    • Company Profiles
      • CogniFit
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • CogniFit
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Elevate
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Peak
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Rosetta Stone Ltd.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • LearningRx
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Lumosity
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • HAPPYneuron, Inc.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Wise Therapeutics, Inc.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Easybrain
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Happify, Inc.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
    • Analyst Views
  8. Section
    • References
    • Research Methodology
    • About us and Sales Contact

*Browse 60 market data tables and 40 figures on "Brain Training Apps Market  - Global forecast to 2028”.

FAQgrowicon

Frequently Asked Questions

The global Brain Training Apps market is expected to reach US$ 30,511.9 million by 2028.
The market is expected to witness a CAGR of 23.0% during the forecast period (2021-2028).
Rising adoption of brain training apps for cognitive assessment and increasing cases of mental disorders.
Visual/spatial held the largest market share among technology in 2020.
North America region held the largest share in the market in 2020.
CogniFit, Elevate, Peak, Rosetta Stone Ltd.m, earningRx, Lumosity, HAPPYneuron, Inc., Wise Therapeutics, Inc., Easybrain and Happify, Inc.
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