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Language Learning Games Market by End-users and Geography - Global Forecast and Analysis 2019-2023

Global Language Learning Games Market: About this market

Technavio’s language learning games market analysis considers sales from both kids and adults in APAC, Europe, North America, South America, and MEA. In 2018, the kids' segment had a significant market share, and this trend is expected to continue over the forecast period. Factors such as a rising e in the number of international schools will play a significant role in the kids’ segment to maintain its their market position. Also, our global language learning games market report looks at factors such as rise in access to digital platforms, growth in adoption of 3D language learning games, and increased adoption of language training courses through games in schools and colleges. However, decline in preference for physical language learning games, security concerns for internet-based products, and lack of product awareness and low penetration in developing countries may hamper the growth of the language learning games industry over the forecast period.

Global Language Learning Games Market: Overview

Growth in adoption of 3D language learning games

The increase in the competition and customer demand for innovative products have led the vendors to focus on R&D activities to improve their product offerings. The growing market needs of products that are interactive and have advanced features such as 3D interface is helping the vendors to expand their product lines. The increase in purchasing power and disposable income is driving the customers to adopt advanced 3D enabled language learning games. These have enhanced control over normal games, has a realistic interface with high-quality graphics, and a high level of user engagement with users. Several vendors are offering language learning games with an interactive 3D environment filled with many selectable, collectible objects. This will lead to the expansion of the global language learning games market at a CAGR of almost 25% during the forecast period.

Introduction of multilingual language learning games

The increase in the number of innovative and upgraded products launched in the market has helped vendors to build brand appeal and loyalty among consumers. Multilingual language learning games help the customers to save money and time, eliminates the hassle of using different applications for different languages making it easy to learn. For instance, Duolingo offers language learning applications for Android, iOS, and Windows. These applications feature language training in a wide range of languages such as Spanish, French, German, Japanese, Italian, and English. This development is expected to have a positive impact on the overall market growth.

For the detailed list of factors that will drive the global language learning games market during the forecast period 2019-2023, click here.

Competitive Landscape

With the presence of several major players, the global language learning games market is fragmented. Technavio’s robust vendor analysis is designed to help clients improve their market position. , and iIn line with this, this report provides a detailed analysis of several leading language learning games manufacturers, that include Duolingo Inc., Early Lingo Hasbro Inc., KLOO, Mark Media Corp., MindSnacks Inc., NetDragon Websoft Holdings Ltd., Rosetta Stone Ltd., Three Flip Studios, Top Line Solutions Pte. Ltd.

Also, the language learning games market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage on all forthcoming growth opportunities.


PART 01: EXECUTIVE SUMMARY
PART 02: SCOPE OF THE REPORT
2.1 Preface
2.2 Preface
2.3 Currency conversion rates for US$
PART 03: MARKET LANDSCAPE
Market ecosystem
Market characteristics
Market segmentation analysis
PART 04: MARKET SIZING
Market definition
Market sizing 2018
Market size and forecast 2018-2023
PART 05: FIVE FORCES ANALYSIS
Bargaining power of buyers
Bargaining power of suppliers
Threat of new entrants
Threat of substitutes
Threat of rivalry
Market condition
PART 06: MARKET SEGMENTATION BY END-USER
Market segmentation by end-user
Comparison by end-user
Kids - Market size and forecast 2018-2023
Adults - Market size and forecast 2018-2023
Market opportunity by end-user
PART 07: CUSTOMER LANDSCAPE
PART 08: GEOGRAPHIC LANDSCAPE
Geographic segmentation
Geographic comparison
North America - Market size and forecast 2018-2023
Europe - Market size and forecast 2018-2023
APAC - Market size and forecast 2018-2023
MEA - Market size and forecast 2018-2023
South America - Market size and forecast 2018-2023
Key leading countries
Market opportunity
PART 09: DECISION FRAMEWORK
PART 10: DRIVERS AND CHALLENGES
Market drivers
Market challenges
PART 11: MARKET TRENDS
Increase in adoption of language learning applications by corporates
Sustainable manufacturing process for physical games
Introduction of multilingual language learning games
PART 12: VENDOR LANDSCAPE
Overview
Landscape disruption
Competitive scenario
PART 13: VENDOR ANALYSIS
Vendors covered
Vendor classification
Market positioning of vendors
Duolingo Inc.
Early Lingo
Hasbro Inc.
KLOO
Mark Media Corp.
MindSnacks Inc.
NetDragon Websoft Holdings Ltd.
Rosetta Stone Ltd.
Three Flip Studios
Top Line Solutions Pte. Ltd.
PART 14: APPENDIX
Research methodology
List of abbreviations
Definition of market positioning of vendors
PART 15: EXPLORE TECHNAVIO
Exhibit 01: Key offerings
Exhibit 02: Global education market
Exhibit 03: Segments of global education market
Exhibit 04: Market characteristics
Exhibit 05: Market segments
Exhibit 06: Market definition - Inclusions and exclusions checklist
Exhibit 07: Market size 2018
Exhibit 08: Global market: Size and forecast 2018-2023 ($ millions)
Exhibit 09: Global market: Year-over-year growth 2019-2023 (%)
Exhibit 10: Five forces analysis 2018
Exhibit 11: Five forces analysis 2023
Exhibit 12: Bargaining power of buyers
Exhibit 13: Bargaining power of suppliers
Exhibit 14: Threat of new entrants
Exhibit 15: Threat of substitutes
Exhibit 16: Threat of rivalry
Exhibit 17: Market condition - Five forces 2018
Exhibit 18: End-user - Market share 2018-2023 (%)
Exhibit 19: Comparison by end-user
Exhibit 20: Kids - Market size and forecast 2018-2023 ($ millions)
Exhibit 21: Kids - Year-over-year growth 2019-2023 (%)
Exhibit 22: Adults - Market size and forecast 2018-2023 ($ millions)
Exhibit 23: Adults - Year-over-year growth 2019-2023 (%)
Exhibit 24: Market opportunity by end-user
Exhibit 25: Customer landscape
Exhibit 26: Market share by geography 2018-2023 (%)
Exhibit 27: Geographic comparison
Exhibit 28: North America - Market size and forecast 2018-2023 ($ millions)
Exhibit 29: North America - Year-over-year growth 2019-2023 (%)
Exhibit 30: Europe - Market size and forecast 2018-2023 ($ millions)
Exhibit 31: Europe - Year-over-year growth 2019-2023 (%)
Exhibit 32: APAC - Market size and forecast 2018-2023 ($ millions)
Exhibit 33: APAC - Year-over-year growth 2019-2023 (%)
Exhibit 34: MEA - Market size and forecast 2018-2023 ($ millions)
Exhibit 35: MEA - Year-over-year growth 2019-2023 (%)
Exhibit 36: South America - Market size and forecast 2018-2023 ($ millions)
Exhibit 37: South America - Year-over-year growth 2019-2023 (%)
Exhibit 38: Key leading countries
Exhibit 39: Market opportunity
Exhibit 40: Global Internet users 2012-2017 (% of the population, data published as of April 24, 2019)
Exhibit 41: Impact of drivers and challenges
Exhibit 42: Vendor landscape
Exhibit 43: Landscape disruption
Exhibit 44: Vendors covered
Exhibit 45: Vendor classification
Exhibit 46: Market positioning of vendors
Exhibit 47: Duolingo Inc. - Vendor overview
Exhibit 48: Duolingo Inc. - Product segments
Exhibit 49: Duolingo Inc. - Key offerings
Exhibit 50: Early Lingo - Vendor overview
Exhibit 51: Early Lingo - Product segments
Exhibit 52: Early Lingo - Key offerings
Exhibit 53: Hasbro Inc. - Vendor overview
Exhibit 54: Hasbro Inc. - Business segments
Exhibit 55: Hasbro Inc. - Organizational developments
Exhibit 56: Hasbro Inc. - Geographic focus
Exhibit 57: Hasbro Inc. - Segment focus
Exhibit 58: Hasbro Inc. - Key offerings
Exhibit 59: KLOO - Vendor overview
Exhibit 60: KLOO - Product segments
Exhibit 61: KLOO - Key offerings
Exhibit 62: Mark Media Corp. - Vendor overview
Exhibit 63: Mark Media Corp. - Business segments
Exhibit 64: Mark Media Corp. - Key offerings
Exhibit 65: MindSnacks Inc. - Vendor overview
Exhibit 66: MindSnacks Inc. - Product segments
Exhibit 67: MindSnacks Inc. - Key offerings
Exhibit 68: NetDragon Websoft Holdings Ltd. - Vendor overview
Exhibit 69: NetDragon Websoft Holdings Ltd. - Business segments
Exhibit 70: NetDragon Websoft Holdings Ltd. - Organizational developments
Exhibit 71: NetDragon Websoft Holdings Ltd. - Geographic focus
Exhibit 72: NetDragon Websoft Holdings Ltd. - Segment focus
Exhibit 73: NetDragon Websoft Holdings Ltd. - Key offerings
Exhibit 74: Rosetta Stone Ltd. - Vendor overview
Exhibit 75: Rosetta Stone Ltd. - Business segments
Exhibit 76: Rosetta Stone Ltd. - Organizational developments
Exhibit 77: Rosetta Stone Ltd. - Geographic focus
Exhibit 78: Rosetta Stone Ltd. - Segment focus
Exhibit 79: Rosetta Stone Ltd. - Key offerings
Exhibit 80: Three Flip Studios - Vendor overview
Exhibit 81: Three Flip Studios - Product segments
Exhibit 82: Three Flip Studios - Key offerings
Exhibit 83: Top Line Solutions Pte. Ltd. - Vendor overview
Exhibit 84: Top Line Solutions Pte. Ltd. - Product segments
Exhibit 85: Top Line Solutions Pte. Ltd. - Key offerings
Exhibit 86: Validation techniques employed for market sizing
Exhibit 87: Definition of market positioning of vendors

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