Global Language Games Worth $2.5 Billion By 2026

According to a new report by Zion Market Research, the global language learning games market, which was valued at about $377 million last year, is expected to be worth $2.45 billion by 2026.

The report’s full title is “Language Learning Games Market By Type (Multiple Language Choices and One Language Choice), By Language Type (English, German, French, Chinese, Japanese, Spanish, and Others), By Deployment (On-premise and Cloud-Based), By Application (Academic Learning, Corporate Learning, and Distance Learning), and By End-User (Kids and Adults): Global Industry Perspective, Comprehensive Analysis, And Forecast, 2018 – 2026.”

According to the report, “Growing use of smartphones by the people belonging to all age groups is expected to drive the global language learning games market growth. Prominent factors such as decreasing price of mobile data and availability of the free internet facility through Wi-Fi in many areas are increasing the number of internet users across the globe. Additionally, the rapid expansion of 3G and 4G coverage is further anticipated to boost smartphone sales across the world. Development of new teaching methodology is predicted to further propel the demand for language learning games across the globe. Moreover, increasing number of language learning game startups is anticipated to escalate the global language learning games market growth. There has been an increase in the number of start-ups entering in language learning platforms, attracting a new group of language learners globally. However, the high cost of implementation of language learning games in schools is restraining the language learning games market progression.”

Language learning games market is divided on the basis of type, language type, application, end-user, and region. On the basis of type, the market is divided into multiple language choices and one language choice. Language type segment includes English, German, French, Mandarin, Japanese, Spanish, and others. Deployment segment includes on-premise and cloud-based. Application wise, the market is divided into academic learning, corporate learning, and distance learning. Among applications, academic learning segment held the largest market share of around 51% in 2017. The end-user segment includes kids and adults. Kids segment is the fastest growing segment in the global language learning games market.

In 2017, North America held the largest share of around 22.23% in overall language learning games market due to the presence of major market players in the U.S. There are many companies trying to expand their business in the U.S., including Duolingo, MindSnacks, GeekSLP, and JumpStart Games, Inc. These companies have different features in their gaming platform to help speed up learning. A recent study revealed that, 91% of children in the U.S. from the age group between 2 to 17 play video games. Therefore, schools are using learning games to drive deeper engagement with their students in the classroom.

Europe region has moderate growth in the global language learning games market. According to the recent study conducted by Eurostat, 96% of students in the European Union learned the English language in upper secondary education and around 60% of students in EU learned two or more foreign languages in upper secondary education in 2015. Schools and other educational institutions in the European Union provide a significant opportunity for the majority of people to learn languages, by providing advanced methods of learning regional as wells as a foreign language. Presently there are 24 official languages recognized in the European Union.

Asia Pacific language learning games market is expected to register a considerable growth over the coming years, owing to the increasing adoption of smartphones in the educational sector. According to the eMarketers, there are approximately 1.25 billion smartphone users in Asia Pacific region.

Reduction in the smartphone costs along with its easy availability is likely to open new horizons of growth for smartphone industry. This, in turn, is projected to favorably influence the language learning games market trends in the years ahead.

A free brochure based on the report is available at: https://www.zionmarketresearch.com/requestbrochure/language-learning-games-market

 

 

1 COMMENT

  1. You are right, I am also interested in the development of e-sports and various gaming industries. I often follow the currency ratings or different shares of new companies, and I know that the eSports industry is developing very much. Your forecasts can not only be justified but also be even more than you think. The gaming industry is growing very fast.

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