[email protected] +44 20 8123 2220 (UK) +1 732 587 5005 (US) Contact Us | FAQ |

Language Learning Games Market: Segmented: By Type (Multiple Language Choices, One Language Choice), By Deployment (On-Premise, Cloud-Based), By Application (Academic Learning, Corporate Learning, Distance Learning), By End-User (Kids, Adults), And Region – Global Analysis of Market Size, Share & Trends For 2019–2021 And Forecasts To 2031

June 2022 | 269 pages | ID: L678CD670E63EN
Fatpos Global

US$ 4,950.00

E-mail Delivery (PDF)

Download PDF Leaflet

Accepted cards
Wire Transfer
Checkout Later
Need Help? Ask a Question
[170+ pages Report]  Language Learning Games Market to surpass USD 18.1 billion by 2031 from USD 3.9 billion in 2021 at a CAGR of 16.4% in the coming years, i.e., 2021-2031.

Product Overview
Language learning games give a relevant context for language use and help students develop the skills they need to respond correctly in another language under duress in a variety of situations. Games provide a dynamic learning environment in which we can improve practically every area of our language skills, including pronunciation, spelling, grammar, vocabulary, syntax, and listening and written comprehension, all of which contribute to fluency. Learning a new language should be difficult, but it doesn't mean it has to be boring or tiresome, which is why language learning games are the answer.

Market Highlights
Language Learning Games Market is expected to project a notable CAGR of 16.4% by 2031

The increased popularity of mobile-based games among children is a key driver of the language learning games industry's growth. Furthermore, the growing usage of smartphones by people of all ages decreased mobile data rates, and the availability of free internet access via Wi-Fi in many settings are all expected to help the language learning games sector grow. Furthermore, the rapid expansion of 3G and 4G coverage is expected to open up a slew of new prospects in the language learning game sector.

Global Language Learning Games Market: Segments
The multiple Language Choices segment is expected to grow with the highest CAGR during 2021-31

Based on Type, the global Language Learning Games Market is fragmented into Multiple Language Choices and One Language choices. In 2021, the Multiple Language Choices type category had the biggest market share, and it is expected to continue to do so throughout the forecast period. Multiple Language Choices are games that allow students to learn new languages in several ways, including digital and physical approaches. These games allow users to select their preferred language and can be played both online and offline, depending on the game genre.

The kid's segment is expected to grow with the highest CAGR during 2021-31

Global Language Learning Games Market is classified based on application into Kitond Adults. During the projection period, the Kids category is expected to experience significant growth at a significant CAGR. Language learning games can be used in a variety of ways to assist children to improve their language abilities and academic accomplishment. They also enable pupils to engage in instructional games while improving their vocabulary and grammatical skills.

Market Dynamics
Drivers
Growing Penetration of Smartphones and Rising Popularity of Mobile-based Games in Kids

Owing to the growing popularity of mobile-based games among youngsters and the growing number of smartphones held by individuals of all ages, the market for language learning games is exhibiting favorable growth. Furthermore, some of the most popular online language learning systems have begun to incorporate artificial intelligence into language learning because it moderately reduces the time it takes to learn a language when compared to traditional methods. Lower mobile data prices and the availability of free internet via Wi-Fi in many areas have supported the growth of the language learning games industry. Furthermore, the rapid expansion of 4G and 5G coverage is likely to give numerous opportunities for essential language learning game companies to thrive.

Customer Preference for Advanced Featured Language Learning Games

Suppliers are benefiting from increased market demand for interactive products with advanced features such as 3D interfaces. As their purchasing power and disposable income increase, customers are adopting advanced 3D-enabled language learning games. These games provide more control than traditional games, as well as a realistic user interface with high-quality graphics and a high level of player participation. A variety of companies offer language learning games with an interactive 3D world packed with numerous selectable, collected elements.

Restraint
Price Variation associated with the Language Learning Games is hampering the market growth

Owing to the introduction of novel teaching methods, the language learning games market has recently grown at an unanticipated rate. The cost of designing language learning games is influenced by the price of raw materials, the market concentration rate, and the pricing trends of major suppliers. The industry's progress is being stifled by pricing discrepancies, which act as a brake on the market.

Global Language Learning Games Market: Key Players
Duolingo
Company Overview, Business Strategy, Key Product Offerings, Financial Performance, Key Performance Indicators, Risk Analysis, Recent Development, Regional Presence, SWOT Analysis

MindSnacks
Geekslp
JumpStart Games, Inc
Rosetta Stone Ltd
Innovative Language Learning USA
SignSchool Technologies LLC
Duy Hong Studio
IXL Learning
Smooth HQ
Knowledge Adventure
DOMOsoft
GoKids
Emilia Genadieva
Sovereign Communication Solutions
SMARTSTUDY
Jehovah's Witnesses
Geek Apps
Mr. YDM
Alpha Edu.
Other Prominent Players
Global Language Learning Games Market: Regions
Global Language Learning Games Market is segmented based on regional analysis into five major regions: North America, Latin America, Europe, Asia Pacific, and the Middle East and Africa. In 2021, the North American area had the most market share. The growing acceptability of this new technology in the language learning process, as well as an increase in the number of language learners, are credited with the region's growth. The gaming platforms of these companies include a range of learning features. As a result, schools are incorporating learning games into the classroom to enhance student participation.

Impact of COVID-19 on Language Learning Games Market
The pandemic had an impact on practically every industry, including language learning games. As the general economic situation of most people has been adversely affected by this outbreak, consumer demand has consequently decreased as people are now keen on removing non-essential expenses from their various budgets. Over the forecast period, the aforementioned factors are likely to weigh on the worldwide Language Learning Games market's revenue trajectory. The global Language Learning Games market is likely to revive as regional regulatory agencies begin to lift these enforced lockdowns.

Global Language Learning Games Market is further segmented by region into:

North America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – the United States and Canada
Latin America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – Mexico, Brazil, and Rest of Latin America
Europe Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – United Kingdom, France, Germany, Italy, Spain, Russia, and Rest of Europe
Asia Pacific Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – India, China, South Korea, Japan, Southeast Asia, Australia, and Rest of Asia Pacific
the Middle East and Africa Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – Saudi Arabia, South Africa, and Restthe  of Middle East and Africa
The Global Language Learning Games Market report also contains an analysis on:
Language Learning Games Market Segments:

By Type
Multiple Language Choices
One Language Choice 
By Deployment
On-Premise
Cloud-Based
By Application
Academic Learning
Corporate Learning
Distance Learning
By End-User
Kids
Adults
Language Learning Games Market Dynamics
Language Learning Games Market Size
Supply & Demand
Current Trends/Issues/Challenges
Competition & Companies Involved in the Market
Value Chain of the Market
Market Drivers and Restraints
Language Learning Games Market Report Scope and Segmentation
Report Attribute

Details
The market size value in 2021 USD 3.9 billion
The revenue forecast in 2031 USD 18.1 billion
Growth Rate
CAGR of 16.4% from 2021 to 2031

Base year for estimation 2020
Quantitative units
Revenue in USD million and CAGR from 2021 to 2031

Report coverage Revenue forecast, company ranking, competitive landscape, growth factors, and trends
Segments covered Type, Deployment, Application, End-User, and  Region
Regional scope North America, Europe, Asia Pacific, Latin America, Middle East & Africa (MEA)
Key companies profiled Duolingo, MindSnacks, Geekslp, JumpStart Games, Inc, Rosetta Stone Ltd, Innovative Language Learning USA, SignSchool Technologies LLC, Duy Hong Studio, IXL Learning, Smooth HQ, Knowledge Adventure, DOMOsoft, GoKids, Emilia Genadieva, Sovereign Communication Solutions, SMART STUDY, Jehovah's Witnesses, Geek Apps, Mr. YDM, Alpha Edu., and Other Prominent Players.
1. EXECUTIVE SUMMARY

2. GLOBAL LANGUAGE LEARNING GAMES MARKET

2.1. Product Overview
2.2. Market Definition
2.3. Segmentation
2.4. Assumptions and Acronyms

3. RESEARCH METHODOLOGY

3.1. Research Objectives
3.2. Primary Research
3.3. Secondary Research
3.4. Forecast Model
3.5. Market Size Estimation

4. AVERAGE PRICING ANALYSIS

5. MACRO-ECONOMIC INDICATORS

6. MARKET DYNAMICS

6.1. Growth Drivers
6.2. Restraints
6.3. Opportunity
6.4. Trends

7. CORRELATION & REGRESSION ANALYSIS

7.1. Correlation Matrix
7.2. Regression Matrix

8. RECENT DEVELOPMENT, POLICIES & REGULATORY LANDSCAPE

9. RISK ANALYSIS

9.1. Demand Risk Analysis
9.2. Supply Risk Analysis

10. GLOBAL LANGUAGE LEARNING GAMES MARKET ANALYSIS

10.1. Porters Five Forces
  10.1.1. Threat of New Entrants
  10.1.2. Bargaining Power of Suppliers
  10.1.3. Threat of Substitutes
  10.1.4. Rivalry
10.2. PEST Analysis
  10.2.1. Political
  10.2.2. Economic
  10.2.3. Social
  10.2.4. Technological

11. GLOBAL LANGUAGE LEARNING GAMES MARKET

11.1. Market Size & forecast, 2020A-2031F
  11.1.1. By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
  11.1.2. By Volume (Million Units) 2020-2031F; Y-o-Y Growth (%) 2021-2031F

12. GLOBAL LANGUAGE LEARNING GAMES MARKET: MARKET SEGMENTATION

12.1. By Regions
  12.1.1. North America:(U.S. and Canada), By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
  12.1.2. Latin America: (Mexico, Brazil, and Rest of Latin America), By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
  12.1.3. Europe: (United Kingdom, France, Germany, Italy, Spain, Russia, and Rest of Europe), By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
  12.1.4. Asia-Pacific: (India, China, South Korea, Japan, Southeast Asia, Australia, and Rest of Asia Pacific), By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
  12.1.5. Middle East and Africa: (Saudi Arabia, South Africa, and Rest of Middle East and Africa), By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.2. By Type: Market Share (2020-2031F)
  12.2.1. Multiple Language Choices, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
  12.2.2. One Language Choice, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.3. By Deployment: Market Share (2020-2031F)
  12.3.1. On-Premise, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
  12.3.2. Cloud-Based, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
  12.3.3.
12.4. By Application: Market Share (2020-2031F)
  12.4.1. Academic Learning, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
  12.4.2. Corporate Learning, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
  12.4.3. Distance Learning, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.5. By End User: Market Share (2020-2031F)
  12.5.1. Kids, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
  12.5.2. Adults, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F

13. COMPANY PROFILE

13.1. Duolingo
  13.1.1. Company Overview
  13.1.2. Company Total Revenue (Financials)
  13.1.3. Market Potential
  13.1.4. Global Presence
  13.1.5. Key Performance Indicators
  13.1.6. SWOT Analysis
  13.1.7. Product Launch
13.2. MindSnacks
13.3. Geekslp
13.4. JumpStart Games, Inc
13.5. Rosetta Stone Ltd
13.6. Innovative Language Learning USA
13.7. SignSchool Technologies LLC
13.8. Duy Hong Studio
13.9. IXL Learning
13.10. Smooth HQ
13.11. Knowledge Adventure
13.12. DOMOsoft
13.13. GoKids
13.14. Emilia Genadieva
13.15. Sovereign Communication Solutions
13.16. SMARTSTUDY
13.17. Jehovah's Witnesses
13.18. Geek Apps
13.19. Mr. YDM
13.20. Alpha Edu.
13.21. Other Prominent Players

14. CONSULTANT RECOMMENDATION

**The above given segmentations and companies could be subjected to further modification based on in-depth feasibility studies conducted for the final deliverable.


More Publications