Market Overview:
The global language learning games market is expected to grow at a CAGR of 7.5% during the forecast period from 2018 to 2030. The growth in this market can be attributed to the increasing demand for language learning games from kids and adults alike. Additionally, the growing trend of gamification is also contributing to the growth of this market. In terms of type, the global language learning games market can be segmented into multiple language choices and one language choice segments. The multiple language choice segment is expected to hold a larger share in this market owing to the increasing demand for bilingual and multilingual education across the world. In terms of application, this market can be divided into kids’ applications and adult applications segments. The kids’ application segment is anticipated to account for a larger share in this market due its growing popularity among parents who want their children learn new languages at an early age.
Product Definition:
Language learning games are activities that help people learn new languages. They can be used in a classroom setting or for self-study. Games can make language learning fun and interesting, and they can help learners improve their vocabulary, pronunciation, and grammar skills.
Multiple Language Choices:
Multiple language choices in Language Learning Games (LLG) market is a factor that has been driving the growth of this industry. The choice of language in LLG products is one of the most important factors for game developers as it helps them to cater to global markets and earn money from multiple regions. As more than one billion people are estimated to be learning a new language, there has been an increase in demand for these products over the last few years.
One Language Choice:
One language choice is a concept where the game developers have made it possible for players to choose only one language as the medium of instructions. The main objective of this system is to make sure that all players are playing on a level playing field by eliminating any advantage based on the native speaker status of any player. This helps in increasing immersion and creates an equal opportunity for all participants, irrespective of their proficiency in languages.
The One Language Choice (OLC).
Application Insights:
Based on the application, the global language learning games market has been segmented into For Kids, For Adults and Other. The other applications include corporate training and foreign language education institutions. The other application segment dominated the overall industry in terms of revenue in 2017. This is attributed to factors such as increasing government initiatives for promoting foreign language learning across all age groups and genders coupled with rising demand from international organizations that offer various benefits such as group classes with native speakers for improving fluency quickly.
The For Kids category is expected to grow at a rapid rate over the forecast period owing to factors such as an increase in number of online gaming platforms especially designed for children along with easy access to mobile devices that have resulted in increased usage of these languages worldwide. Furthermore, companies are also launching video games specifically designed for kids offering them interactive lessons through gameplay which further contributes towards high growth rate of this segment during future years.
Regional Analysis:
Asia Pacific dominated the global market in 2017. The region is expected to continue its dominance over the forecast period. This can be attributed to increasing foreign direct investments in countries such as China, Japan, and India. Moreover, rising awareness about learning a language among people of Asia Pacific is anticipated to fuel regional growth during the forecast period.
Latin America has also witnessed significant growth over the past few years owing to increased focus on teaching languages other than Spanish and Portuguese at schools and universities across Latin America countries such as Brazil, Argentina, Chile, etc., which has boosted demand for games that help learners improve their language skills quickly and efficiently across all categories of users (for kids & adults).
Europe was another major regional segment that accounted for more than 25% revenue share in 2017 owing to high demand from U.K.
Growth Factors:
- Increasing demand for language learning from students and professionals
- Growing popularity of gamification in education
- Proliferation of mobile devices and apps that support language learning
- Availability of online resources for practicing foreign languages
- Rising number of international travel opportunities
Scope Of The Report
Report Attributes
Report Details
Report Title
Language Learning Games Market Research Report
By Type
Multiple Language Choices, One Language Choice
By Application
For Kids, For Adults
By Companies
Rosetta Stone Ltd., Duolingo, Innovative Language Learning USA, LLC, SignSchool Technologies LLC, shotgun.experiments, Smooth HQ, Duy Hong Studio, DOMOsoft, GoKids!, boriol, Geek Apps, Knowledge Adventure, Alpha Edu, Sovereign Communication Solutions, LLC, Emilia Genadieva, IXL Learning, Mr. YDM, SMARTSTUDY, Jehovah's Witnesses
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
238
Number of Tables & Figures
167
Customization Available
Yes, the report can be customized as per your need.
Global Language Learning Games Market Report Segments:
The global Language Learning Games market is segmented on the basis of:
Types
Multiple Language Choices, One Language Choice
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
For Kids, For Adults
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Rosetta Stone Ltd.
- Duolingo
- Innovative Language Learning USA, LLC
- SignSchool Technologies LLC
- shotgun.experiments
- Smooth HQ
- Duy Hong Studio
- DOMOsoft
- GoKids!
- boriol
- Geek Apps
- Knowledge Adventure
- Alpha Edu
- Sovereign Communication Solutions, LLC
- Emilia Genadieva
- IXL Learning
- Mr. YDM
- SMARTSTUDY
- Jehovah's Witnesses
Highlights of The Language Learning Games Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Multiple Language Choices
- One Language Choice
- By Application:
- For Kids
- For Adults
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Language Learning Games Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Language learning games are a type of software that help learners learn new languages. They typically consist of a series of lessons and exercises, with the goal being to improve fluency and comprehension.
Some of the major companies in the language learning games market are Rosetta Stone Ltd., Duolingo, Innovative Language Learning USA, LLC, SignSchool Technologies LLC, shotgun.experiments, Smooth HQ, Duy Hong Studio, DOMOsoft, GoKids!, boriol, Geek Apps, Knowledge Adventure, Alpha Edu, Sovereign Communication Solutions, LLC, Emilia Genadieva, IXL Learning, Mr. YDM, SMARTSTUDY, Jehovah's Witnesses.
The language learning games market is expected to grow at a compound annual growth rate of 7.5%.
1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Language Learning Games Market Overview
4.1. Introduction
4.1.1. Market Taxonomy
4.1.2. Market Definition
4.2. Macro-Economic Factors
4.2.1. Industry Outlook
4.3. Language Learning Games Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Opportunity
4.3.4. Market Trends
4.4. Language Learning Games Market - Supply Chain
4.5. Global Language Learning Games Market Forecast
4.5.1. Language Learning Games Market Size (US$ Mn) and Y-o-Y Growth
4.5.2. Language Learning Games Market Size (000 Units) and Y-o-Y Growth
4.5.3. Language Learning Games Market Absolute $ Opportunity
5. Global Language Learning Games Market Analysis and Forecast by Type
5.1. Market Trends
5.2. Introduction
5.2.1. Basis Point Share (BPS) Analysis by Type
5.2.2. Y-o-Y Growth Projections by Type
5.3. Language Learning Games Market Size and Volume Forecast by Type
5.3.1. Multiple Language Choices
5.3.2. One Language Choice
5.4. Absolute $ Opportunity Assessment by Type
5.5. Market Attractiveness/Growth Potential Analysis by Type
6. Global Language Learning Games Market Analysis and Forecast by Application
6.1. Market Trends
6.2. Introduction
6.2.1. Basis Point Share (BPS) Analysis by Application
6.2.2. Y-o-Y Growth Projections by Application
6.3. Language Learning Games Market Size and Volume Forecast by Application
6.3.1. For Kids
6.3.2. For Adults
6.4. Absolute $ Opportunity Assessment by Application
6.5. Market Attractiveness/Growth Potential Analysis by Application
7. Global Language Learning Games Market Analysis and Forecast by Sales Channel
7.1. Market Trends
7.2. Introduction
7.2.1. Basis Point Share (BPS) Analysis by Sales Channel
7.2.2. Y-o-Y Growth Projections by Sales Channel
7.3. Language Learning Games Market Size and Volume Forecast by Sales Channel
7.3.1. Manufacturer/Distributor/Service Provider
7.3.2. Aftermarket
7.4. Absolute $ Opportunity Assessment by Sales Channel
7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel
8. Global Language Learning Games Market Analysis and Forecast by Region
8.1. Market Trends
8.2. Introduction
8.2.1. Basis Point Share (BPS) Analysis by Region
8.2.2. Y-o-Y Growth Projections by Region
8.3. Language Learning Games Market Size and Volume Forecast by Region
8.3.1. North America
8.3.2. Latin America
8.3.3. Europe
8.3.4. Asia Pacific
8.3.5. Middle East and Africa (MEA)
8.4. Absolute $ Opportunity Assessment by Region
8.5. Market Attractiveness/Growth Potential Analysis by Region
8.6. Global Language Learning Games Demand Share Forecast, 2019-2026
9. North America Language Learning Games Market Analysis and Forecast
9.1. Introduction
9.1.1. Basis Point Share (BPS) Analysis by Country
9.1.2. Y-o-Y Growth Projections by Country
9.2. North America Language Learning Games Market Size and Volume Forecast by Country
9.2.1. U.S.
9.2.2. Canada
9.3. Absolute $ Opportunity Assessment by Country
9.4. North America Language Learning Games Market Size and Volume Forecast by Application
9.4.1. For Kids
9.4.2. For Adults
9.5. Basis Point Share (BPS) Analysis by Application
9.6. Y-o-Y Growth Projections by Application
9.7. North America Language Learning Games Market Size and Volume Forecast by Type
9.7.1. Multiple Language Choices
9.7.2. One Language Choice
9.8. Basis Point Share (BPS) Analysis by Type
9.9. Y-o-Y Growth Projections by Type
9.10. Market Attractiveness/Growth Potential Analysis
9.10.1. By Country
9.10.2. By Product Type
9.10.3. By Application
9.10.4. By Sales Channel
9.11. North America Language Learning Games Demand Share Forecast, 2019-2026
10. Latin America Language Learning Games Market Analysis and Forecast
10.1. Introduction
10.1.1. Basis Point Share (BPS) Analysis by Country
10.1.2. Y-o-Y Growth Projections by Country
10.1.3. Latin America Average Pricing Analysis
10.2. Latin America Language Learning Games Market Size and Volume Forecast by Country
10.2.1. Brazil
10.2.2. Mexico
10.2.3. Rest of Latin America
10.3. Absolute $ Opportunity Assessment by Country
10.4. Latin America Language Learning Games Market Size and Volume Forecast by Application
10.4.1. For Kids
10.4.2. For Adults
10.5. Basis Point Share (BPS) Analysis by Application
10.6. Y-o-Y Growth Projections by Application
10.7. Latin America Language Learning Games Market Size and Volume Forecast by Type
10.7.1. Multiple Language Choices
10.7.2. One Language Choice
10.8. Basis Point Share (BPS) Analysis by Type
10.9. Y-o-Y Growth Projections by Type
10.10. Market Attractiveness/Growth Potential Analysis
10.10.1. By Country
10.10.2. By Product Type
10.10.3. By Application
10.10.4. By Sales Channel
10.11. Latin America Language Learning Games Demand Share Forecast, 2019-2026
11. Europe Language Learning Games Market Analysis and Forecast
11.1. Introduction
11.1.1. Basis Point Share (BPS) Analysis by Country
11.1.2. Y-o-Y Growth Projections by Country
11.1.3. Europe Average Pricing Analysis
11.2. Europe Language Learning Games Market Size and Volume Forecast by Country
11.2.1. Germany
11.2.2. France
11.2.3. Italy
11.2.4. U.K.
11.2.5. Spain
11.2.6. Russia
11.2.7. Rest of Europe
11.3. Absolute $ Opportunity Assessment by Country
11.4. Europe Language Learning Games Market Size and Volume Forecast by Application
11.4.1. For Kids
11.4.2. For Adults
11.5. Basis Point Share (BPS) Analysis by Application
11.6. Y-o-Y Growth Projections by Application
11.7. Europe Language Learning Games Market Size and Volume Forecast by Type
11.7.1. Multiple Language Choices
11.7.2. One Language Choice
11.8. Basis Point Share (BPS) Analysis by Type
11.9. Y-o-Y Growth Projections by Type
11.10. Market Attractiveness/Growth Potetial Analysis
11.10.1. By Country
11.10.2. By Product Type
11.10.3. By Application
11.10.4. By Sales Channel
11.11. Europe Language Learning Games Demand Share, 2019-2026
12. Asia Pacific Language Learning Games Market Analysis and Forecast
12.1. Introduction
12.1.1. Basis Point Share (BPS) Analysis by Country
12.1.2. Y-o-Y Growth Projections by Country
12.1.3. Asia Pacific Average Pricing Analysis
12.2. Asia Pacific Language Learning Games Market Size and Volume Forecast by Country
12.2.1. China
12.2.2. Japan
12.2.3. South Korea
12.2.4. India
12.2.5. Australia
12.2.6. Rest of Asia Pacific (APAC)
12.3. Absolute $ Opportunity Assessment by Country
12.4. Asia Pacific Language Learning Games Market Size and Volume Forecast by Application
12.4.1. For Kids
12.4.2. For Adults
12.5. Basis Point Share (BPS) Analysis by Application
12.6. Y-o-Y Growth Projections by Application
12.7. Asia Pacific Language Learning Games Market Size and Volume Forecast by Type
12.7.1. Multiple Language Choices
12.7.2. One Language Choice
12.8. Basis Point Share (BPS) Analysis by Type
12.9. Y-o-Y Growth Projections by Type
12.10. Market Attractiveness/Growth Potential Analysis
12.10.1. By Country
12.10.2. By Product Type
12.10.3. By Application
12.10.4. By Sales Channel
12.11. Asia Pacific Language Learning Games Demand Share, 2019-2026
13. Middle East & Africa Language Learning Games Market Analysis and Forecast
13.1. Introduction
13.1.1. Basis Point Share (BPS) Analysis by Country
13.1.2. Y-o-Y Growth Projections by Country
13.1.3. Asia Pacific Average Pricing Analysis
13.2. Middle East & Africa Language Learning Games Market Size and Volume Forecast by Country
13.2.1. Saudi Arabia
13.2.2. South Africa
13.2.3. UAE
13.2.4. Rest of Middle East & Africa (MEA)
13.3. Absolute $ Opportunity Assessment by Country
13.4. Middle East & Africa Language Learning Games Market Size and Volume Forecast by Application
13.4.1. For Kids
13.4.2. For Adults
13.5. Basis Point Share (BPS) Analysis by Application
13.6. Y-o-Y Growth Projections by Application
13.7. Middle East & Africa Language Learning Games Market Size and Volume Forecast by Type
13.7.1. Multiple Language Choices
13.7.2. One Language Choice
13.8. Basis Point Share (BPS) Analysis by Type
13.9. Y-o-Y Growth Projections by Type
13.10. Market Attractiveness/Growth Potential Analysis
13.10.1. By Country
13.10.2. By Product Type
13.10.3. By Application
13.10.4. By Sales Channel
13.11. Middle East & Africa Language Learning Games Demand Share, 2019-2026
14. Competition Landscape
14.1. Global Language Learning Games Market: Market Share Analysis
14.2. Language Learning Games Distributors and Customers
14.3. Language Learning Games Market: Competitive Dashboard
14.4. Company Profiles (Details Overview, Financials, Developments, Strategy)
14.4.1. Rosetta Stone Ltd.
14.4.1.1. Overview
14.4.1.2. Financials
14.4.1.3. Developments
14.4.1.4. Strategic Outlook
14.4.2. Duolingo
14.4.2.1. Overview
14.4.2.2. Financials
14.4.2.3. Developments
14.4.2.4. Strategic Outlook
14.4.3. Innovative Language Learning USA, LLC
14.4.3.1. Overview
14.4.3.2. Financials
14.4.3.3. Developments
14.4.3.4. Strategic Outlook
14.4.4. SignSchool Technologies LLC
14.4.4.1. Overview
14.4.4.2. Financials
14.4.4.3. Developments
14.4.4.4. Strategic Outlook
14.4.5. shotgun.experiments
14.4.5.1. Overview
14.4.5.2. Financials
14.4.5.3. Developments
14.4.5.4. Strategic Outlook
14.4.6. Smooth HQ
14.4.6.1. Overview
14.4.6.2. Financials
14.4.6.3. Developments
14.4.6.4. Strategic Outlook
14.4.7. Duy Hong Studio
14.4.7.1. Overview
14.4.7.2. Financials
14.4.7.3. Developments
14.4.7.4. Strategic Outlook
14.4.8. DOMOsoft
14.4.8.1. Overview
14.4.8.2. Financials
14.4.8.3. Developments
14.4.8.4. Strategic Outlook
14.4.9. GoKids!
14.4.9.1. Overview
14.4.9.2. Financials
14.4.9.3. Developments
14.4.9.4. Strategic Outlook
14.4.10. boriol
14.4.10.1. Overview
14.4.10.2. Financials
14.4.10.3. Developments
14.4.10.4. Strategic Outlook
14.4.11. Geek Apps
14.4.11.1. Overview
14.4.11.2. Financials
14.4.11.3. Developments
14.4.11.4. Strategic Outlook
14.4.12. Knowledge Adventure
14.4.12.1. Overview
14.4.12.2. Financials
14.4.12.3. Developments
14.4.12.4. Strategic Outlook
14.4.13. Alpha Edu
14.4.13.1. Overview
14.4.13.2. Financials
14.4.13.3. Developments
14.4.13.4. Strategic Outlook
14.4.14. Sovereign Communication Solutions, LLC
14.4.14.1. Overview
14.4.14.2. Financials
14.4.14.3. Developments
14.4.14.4. Strategic Outlook
14.4.15. Emilia Genadieva
14.4.15.1. Overview
14.4.15.2. Financials
14.4.15.3. Developments
14.4.15.4. Strategic Outlook
14.4.16. IXL Learning
14.4.16.1. Overview
14.4.16.2. Financials
14.4.16.3. Developments
14.4.16.4. Strategic Outlook
14.4.17. Mr. YDM
14.4.17.1. Overview
14.4.17.2. Financials
14.4.17.3. Developments
14.4.17.4. Strategic Outlook
14.4.18. SMARTSTUDY
14.4.18.1. Overview
14.4.18.2. Financials
14.4.18.3. Developments
14.4.18.4. Strategic Outlook
14.4.19. Jehovah's Witnesses
14.4.19.1. Overview
14.4.19.2. Financials
14.4.19.3. Developments
14.4.19.4. Strategic Outlook
14.4.20. COMPANY 20
14.4.20.1. Overview
14.4.20.2. Financials
14.4.20.3. Developments
14.4.20.4. Strategic Outlook