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市場調査レポート

言語学習ゲームの世界市場:2019年~2023年

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

発行 TechNavio (Infiniti Research Ltd.) 商品コード 910222
出版日 ページ情報 英文 130 Pages
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言語学習ゲームの世界市場:2019年~2023年 Language Learning Games Market by End-users and Geography - Global Forecast and Analysis 2019-2023
出版日: 2019年09月03日 ページ情報: 英文 130 Pages
概要

世界の言語学習ゲーム市場は、デジタルプラットフォームへのアクセスの増加、3D言語学習ゲームの採用の増加、学校や大学でのゲームを通じた語学トレーニングコースの採用の増加などが成長促進要因となり、予測期間中に約25%のCAGRで拡大する見込みです。ただし、ボードやカードを使う物理的言語学習ゲーム選好の減少、インターネットベース製品のセキュリティ上の懸念、発展途上国における製品認識の欠如および浸透率の低さなどの要因が、予測期間にわたる言語学習ゲーム業界の成長を妨げる可能性があります。

当レポートでは、世界の言語学習ゲーム市場について調査分析し、市場規模および成長率、市場動向、市場促進要因・課題、市場機会について検証するほか、主要ベンダーなどについて、体系的な情報を提供しています。

目次

第1章 エグゼクティブサマリー

第2章 調査範囲

  • イントロダクション1
  • イントロダクション2
  • 米ドルの通貨換算レート

第3章 市場状況

  • 市場のエコシステム
  • 市場の特徴
  • 市場セグメンテーション分析

第4章 市場規模

  • 市場の定義
  • 市場規模(2018年)
  • 市場規模および予測(2018年~2023年)

第5章 ファイブフォース分析

  • バイヤーの交渉力
  • サプライヤーの交渉力
  • 新規参入の脅威
  • 代替品の脅威
  • 競争相手の脅威
  • 市況

第6章 市場セグメンテーション:エンドユーザー別

  • 市場セグメンテーション:エンドユーザー別
  • エンドユーザー別比較:市場規模および予測(2018年~2023年)
  • 子供
  • 大人
  • 市場機会:エンドユーザー別

第7章 顧客情勢

第8章 地域別情勢

  • 地域別セグメンテーション
  • 地域別比較:市場規模および予測(2018年~2023年)
  • 北米
  • 欧州
  • アジア太平洋地域
  • 中東・アフリカ地域
  • 南米
  • 主要国
  • 市場機会

第9章 意思決定の枠組み

第10章 成長要因と課題

  • 市場成長要因
  • 市場の課題

第11章 市場動向

  • 企業による言語学習アプリケーション採用の増加
  • 物理的ゲームの持続可能な製造プロセス
  • 多言語学習ゲームの導入

第12章 ベンダー情勢

  • 概要
  • 創造的破壊の状況
  • 競争シナリオ

第13章 ベンダー分析

  • 対象ベンダー
  • ベンダー分類
  • ベンダーの市場ポジショニング
  • 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.

第14章 付録

  • 調査方法
  • 略語のリスト
  • ベンダーの市場ポジショニングの定義

第15章 TECHNAVIOについて

目次
Product Code: IRTNTR31977

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.

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, view our report.

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.

TABLE OF CONTENTS

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

LIST OF EXHIBITS:

  • 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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