
The global market for Brain Exercise Programs and Games was estimated to be worth US$ million in 2023 and is forecast to a readjusted size of US$ million by 2030 with a CAGR of % during the forecast period 2024-2030.
North American market for Brain Exercise Programs and Games was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Brain Exercise Programs and Games was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Europe market for Brain Exercise Programs and Games was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global key companies of Brain Exercise Programs and Games include Confit, Elevate, Peak, Rosetta Stone Ltd, Earning, Lumosity, Happy Neuron Inc, Wise Therapeutics Inc and Easy Brain, etc. In 2023, the global five largest players hold a share approximately % in terms of revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Brain Exercise Programs and Games, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Brain Exercise Programs and Games by region & country, by Type, and by Application.
The Brain Exercise Programs and Games market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Brain Exercise Programs and Games.
Market Segmentation
By Company
Confit
Elevate
Peak
Rosetta Stone Ltd
Earning
Lumosity
Happy Neuron Inc
Wise Therapeutics Inc
Easy Brain
Happify Inc
Segment by Type:
Attention Training
Memory Training
Others
Segment by Application
Computer
Cell Phone
Others
By Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Brain Exercise Programs and Games manufacturers competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Revenue of Brain Exercise Programs and Games in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of Brain Exercise Programs and Games in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
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1 Market Overview
1.1 Brain Exercise Programs and Games Product Introduction
1.2 Global Brain Exercise Programs and Games Market Size Forecast
1.3 Brain Exercise Programs and Games Market Trends & Drivers
1.3.1 Brain Exercise Programs and Games Industry Trends
1.3.2 Brain Exercise Programs and Games Market Drivers & Opportunity
1.3.3 Brain Exercise Programs and Games Market Challenges
1.3.4 Brain Exercise Programs and Games Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Brain Exercise Programs and Games Players Revenue Ranking (2023)
2.2 Global Brain Exercise Programs and Games Revenue by Company (2019-2024)
2.3 Key Companies Brain Exercise Programs and Games Manufacturing Base Distribution and Headquarters
2.4 Key Companies Brain Exercise Programs and Games Product Offered
2.5 Key Companies Time to Begin Mass Production of Brain Exercise Programs and Games
2.6 Brain Exercise Programs and Games Market Competitive Analysis
2.6.1 Brain Exercise Programs and Games Market Concentration Rate (2019-2024)
2.6.2 Global 5 and 10 Largest Companies by Brain Exercise Programs and Games Revenue in 2023
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Brain Exercise Programs and Games as of 2023)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Attention Training
3.1.2 Memory Training
3.1.3 Others
3.2 Global Brain Exercise Programs and Games Sales Value by Type
3.2.1 Global Brain Exercise Programs and Games Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Brain Exercise Programs and Games Sales Value, by Type (2019-2030)
3.2.3 Global Brain Exercise Programs and Games Sales Value, by Type (%) (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Computer
4.1.2 Cell Phone
4.1.3 Others
4.2 Global Brain Exercise Programs and Games Sales Value by Application
4.2.1 Global Brain Exercise Programs and Games Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Brain Exercise Programs and Games Sales Value, by Application (2019-2030)
4.2.3 Global Brain Exercise Programs and Games Sales Value, by Application (%) (2019-2030)
5 Segmentation by Region
5.1 Global Brain Exercise Programs and Games Sales Value by Region
5.1.1 Global Brain Exercise Programs and Games Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Brain Exercise Programs and Games Sales Value by Region (2019-2024)
5.1.3 Global Brain Exercise Programs and Games Sales Value by Region (2025-2030)
5.1.4 Global Brain Exercise Programs and Games Sales Value by Region (%), (2019-2030)
5.2 North America
5.2.1 North America Brain Exercise Programs and Games Sales Value, 2019-2030
5.2.2 North America Brain Exercise Programs and Games Sales Value by Country (%), 2023 VS 2030
5.3 Europe
5.3.1 Europe Brain Exercise Programs and Games Sales Value, 2019-2030
5.3.2 Europe Brain Exercise Programs and Games Sales Value by Country (%), 2023 VS 2030
5.4 Asia Pacific
5.4.1 Asia Pacific Brain Exercise Programs and Games Sales Value, 2019-2030
5.4.2 Asia Pacific Brain Exercise Programs and Games Sales Value by Country (%), 2023 VS 2030
5.5 South America
5.5.1 South America Brain Exercise Programs and Games Sales Value, 2019-2030
5.5.2 South America Brain Exercise Programs and Games Sales Value by Country (%), 2023 VS 2030
5.6 Middle East & Africa
5.6.1 Middle East & Africa Brain Exercise Programs and Games Sales Value, 2019-2030
5.6.2 Middle East & Africa Brain Exercise Programs and Games Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Brain Exercise Programs and Games Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Brain Exercise Programs and Games Sales Value
6.3 United States
6.3.1 United States Brain Exercise Programs and Games Sales Value, 2019-2030
6.3.2 United States Brain Exercise Programs and Games Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Brain Exercise Programs and Games Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Brain Exercise Programs and Games Sales Value, 2019-2030
6.4.2 Europe Brain Exercise Programs and Games Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Brain Exercise Programs and Games Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Brain Exercise Programs and Games Sales Value, 2019-2030
6.5.2 China Brain Exercise Programs and Games Sales Value by Type (%), 2023 VS 2030
6.5.3 China Brain Exercise Programs and Games Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Brain Exercise Programs and Games Sales Value, 2019-2030
6.6.2 Japan Brain Exercise Programs and Games Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Brain Exercise Programs and Games Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Brain Exercise Programs and Games Sales Value, 2019-2030
6.7.2 South Korea Brain Exercise Programs and Games Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Brain Exercise Programs and Games Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Brain Exercise Programs and Games Sales Value, 2019-2030
6.8.2 Southeast Asia Brain Exercise Programs and Games Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Brain Exercise Programs and Games Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Brain Exercise Programs and Games Sales Value, 2019-2030
6.9.2 India Brain Exercise Programs and Games Sales Value by Type (%), 2023 VS 2030
6.9.3 India Brain Exercise Programs and Games Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 Confit
7.1.1 Confit Profile
7.1.2 Confit Main Business
7.1.3 Confit Brain Exercise Programs and Games Products, Services and Solutions
7.1.4 Confit Brain Exercise Programs and Games Revenue (US$ Million) & (2019-2024)
7.1.5 Confit Recent Developments
7.2 Elevate
7.2.1 Elevate Profile
7.2.2 Elevate Main Business
7.2.3 Elevate Brain Exercise Programs and Games Products, Services and Solutions
7.2.4 Elevate Brain Exercise Programs and Games Revenue (US$ Million) & (2019-2024)
7.2.5 Elevate Recent Developments
7.3 Peak
7.3.1 Peak Profile
7.3.2 Peak Main Business
7.3.3 Peak Brain Exercise Programs and Games Products, Services and Solutions
7.3.4 Peak Brain Exercise Programs and Games Revenue (US$ Million) & (2019-2024)
7.3.5 Rosetta Stone Ltd Recent Developments
7.4 Rosetta Stone Ltd
7.4.1 Rosetta Stone Ltd Profile
7.4.2 Rosetta Stone Ltd Main Business
7.4.3 Rosetta Stone Ltd Brain Exercise Programs and Games Products, Services and Solutions
7.4.4 Rosetta Stone Ltd Brain Exercise Programs and Games Revenue (US$ Million) & (2019-2024)
7.4.5 Rosetta Stone Ltd Recent Developments
7.5 Earning
7.5.1 Earning Profile
7.5.2 Earning Main Business
7.5.3 Earning Brain Exercise Programs and Games Products, Services and Solutions
7.5.4 Earning Brain Exercise Programs and Games Revenue (US$ Million) & (2019-2024)
7.5.5 Earning Recent Developments
7.6 Lumosity
7.6.1 Lumosity Profile
7.6.2 Lumosity Main Business
7.6.3 Lumosity Brain Exercise Programs and Games Products, Services and Solutions
7.6.4 Lumosity Brain Exercise Programs and Games Revenue (US$ Million) & (2019-2024)
7.6.5 Lumosity Recent Developments
7.7 Happy Neuron Inc
7.7.1 Happy Neuron Inc Profile
7.7.2 Happy Neuron Inc Main Business
7.7.3 Happy Neuron Inc Brain Exercise Programs and Games Products, Services and Solutions
7.7.4 Happy Neuron Inc Brain Exercise Programs and Games Revenue (US$ Million) & (2019-2024)
7.7.5 Happy Neuron Inc Recent Developments
7.8 Wise Therapeutics Inc
7.8.1 Wise Therapeutics Inc Profile
7.8.2 Wise Therapeutics Inc Main Business
7.8.3 Wise Therapeutics Inc Brain Exercise Programs and Games Products, Services and Solutions
7.8.4 Wise Therapeutics Inc Brain Exercise Programs and Games Revenue (US$ Million) & (2019-2024)
7.8.5 Wise Therapeutics Inc Recent Developments
7.9 Easy Brain
7.9.1 Easy Brain Profile
7.9.2 Easy Brain Main Business
7.9.3 Easy Brain Brain Exercise Programs and Games Products, Services and Solutions
7.9.4 Easy Brain Brain Exercise Programs and Games Revenue (US$ Million) & (2019-2024)
7.9.5 Easy Brain Recent Developments
7.10 Happify Inc
7.10.1 Happify Inc Profile
7.10.2 Happify Inc Main Business
7.10.3 Happify Inc Brain Exercise Programs and Games Products, Services and Solutions
7.10.4 Happify Inc Brain Exercise Programs and Games Revenue (US$ Million) & (2019-2024)
7.10.5 Happify Inc Recent Developments
8 Industry Chain Analysis
8.1 Brain Exercise Programs and Games Industrial Chain
8.2 Brain Exercise Programs and Games Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Brain Exercise Programs and Games Sales Model
8.5.2 Sales Channel
8.5.3 Brain Exercise Programs and Games Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
Confit
Elevate
Peak
Rosetta Stone Ltd
Earning
Lumosity
Happy Neuron Inc
Wise Therapeutics Inc
Easy Brain
Happify Inc
Ìý
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*If Applicable.
