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The language learning games market size is estimated to grow at a CAGR of 22.65% between 2022 and 2027. The market size is forecast to increase by USD 5,094.81 million. The growth of the market depends on several factors, including the increased number of language learning games, growth in the adoption of 3D language learning games, and the usage of personalization and adaptive learning techniques.
This language learning games market report extensively covers market segmentation by end-user (kids and adults), type (multi language choices and one language choice), and geography (North America, Europe, APAC, Middle East and Africa, and South America). It also includes an in-depth analysis of drivers, trends, and challenges. Furthermore, the report includes historic market data from 2017 to 2021.
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An increased number of language learning games notably drive the market growth, although factors such as fragmented market structure impede the market growth. Our researchers analyzed the data with 2022 as the base year, along with the key drivers, trends, and challenges. A holistic analysis of drivers will help companies refine their marketing strategies to gain a competitive advantage.
The market report includes the adoption lifecycle of the market, covering from the innovator’s stage to the laggard’s stage. It focuses on adoption rates in different regions based on penetration. Furthermore, the report also includes key purchase criteria and drivers of price sensitivity to help companies evaluate and develop their growth strategies.
Global Language Learning Games Market Customer Landscape
Vendors are implementing various strategies, such as strategic alliances, partnerships, mergers and acquisitions, geographical expansion, and product/service launches, to enhance their presence in the market.
Smooth HQ - The company offers language learning games such as Translate Shake.
The research report also includes detailed analyses of the competitive landscape of the market and information about 15 market vendors, including:
Qualitative and quantitative analysis of vendors has been conducted to help clients understand the wider business environment as well as the strengths and weaknesses of key market players. Data is qualitatively analyzed to categorize vendors as pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize vendors as dominant, leading, strong, tentative, and weak.
The market share growth by the kids segment will be significant during the forecast period. The global market for kids is dedicated to language learning games and apps designed specifically for children of age between 3-12. These games aim at making the language learning process engaging, interactive, and enjoyable for young learners.
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The kids segment was valued at USD 813.28 million in 2017 and continued to grow until 2021. Language learning games have become popular among parents, teachers, and language learning institutions, with an increasing emphasis on early language acquisition and technology integration in education. Moreover, with the advancements in technology and the increasing importance of language skills, language learning games play a crucial role in fostering language acquisition among children in a fun and interactive way, which will drive the segment's growth during the forecast period.
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North America is estimated to contribute 28% to the growth of the global market during the forecast period. Technavio’s analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.
Due to the increasing demand for language learning tools and the convenience of mobile applications, the market for language learning games in North America has been growing steadily. The imposition of lockdowns by the governments of major countries in the region resulted in the closure of major educational institutions and learning centers engaged in imparting language learning courses.
This report forecasts the contribution of all the segments to the growth of the market. In addition, we have included the COVID-19 impact and the recovery strategies for each segment. The COVID-19 pandemic has significantly impacted various industries, including the language learning games market in North America. With the implementation of lockdowns and social distancing measures, traditional classroom-based language learning faced significant disruptions. This led to a surge in demand for online language learning solutions, including language learning games. Students and language enthusiasts turned to digital platforms and apps to continue their language-learning journey from the safety of their homes. The pandemic also accelerated the adoption of mobile devices as primary tools for learning. Language learning games that offered mobile compatibility and accessibility gained traction.
The language learning games market report forecasts market growth by revenue at global, regional & country levels and provides an analysis of the latest trends and growth opportunities from 2017 to 2027.
Technavio categorizes the global language learning games market as a part of the global leisure products market within the global household durables market. The parent global leisure products market covers various categories, including sports equipment, musical instruments, camping equipment, recreational vehicles, bicycles, toys, and other consumer-oriented games. Our market research report has extensively covered external factors influencing the parent market growth during the forecast period.
Language Learning Games Market Scope |
|
Report Coverage |
Details |
Page number |
157 |
Base year |
2022 |
Historic period |
2017-2021 |
Forecast period |
2023-2027 |
Growth momentum & CAGR |
Accelerate at a CAGR of 22.65% |
Market growth 2023-2027 |
USD 5,094.81 million |
Market structure |
Fragmented |
YoY growth 2022-2023(%) |
20.2 |
Regional analysis |
North America, Europe, APAC, Middle East and Africa, and South America |
Performing market contribution |
North America at 28% |
Key countries |
US, China, Germany, UK, and France |
Competitive landscape |
Leading Vendors, Market Positioning of Vendors, Competitive Strategies, and Industry Risks |
Key companies profiled |
ATI Studios SRL, Benesse Holdings Inc., Chegg Inc., Duolingo Inc., GeekSLP, HelloTalk, InFluent, Innovative Language Learning LLC, IXL Learning Inc., Memrise Ltd., MONKIMUN Inc., NetDragon Websoft Holdings Ltd, New Oriental Education and Technology Group Inc., Platinum Equity Advisors LLC, Sierra Entertainment Inc., Sign School Technologies LLC, SMARTSTUDY, Smooth HQ, Tripod Technology GmbH, and Veritas Capital Fund Management L L C. |
Market dynamics |
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis and future consumer dynamics, Market condition analysis for forecast period. |
Customization purview |
If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized. |
We can help! Our analysts can customize this market research report to meet your requirements.
1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation by End-user
7 Market Segmentation by Type
8 Customer Landscape
9 Geographic Landscape
10 Drivers, Challenges, and Trends
11 Vendor Landscape
12 Vendor Analysis
13 Appendix
Research Framework
Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.
INFORMATION SOURCES
Primary sources
Secondary sources
DATA ANALYSIS
Data Synthesis
Data Validation
REPORT WRITING
Qualitative
Quantitative
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