Global Brain Training Apps Market Size is valued at USD 11.8 Billion in 2024 and is predicted to reach USD 115.8 Billion by the year 2034 at a 25.8% CAGR during the forecast period for 2025-2034.
The brain training applications are intended to improve memory, thinking abilities, cognitive capacity, focus, reasoning, and overall intelligence, to boost performance on crucial daily tasks. Scientifically approved exercises are transformed into enjoyable games, useful feedback, and extensive insights into human cognition in the brain training apps. The market has had great success selling the product, and several companies have released items aimed at promoting healthy ageing in general. Augmented reality is being used in classrooms to make studying more enjoyable for children, and the results are amazing. In this technology-driven environment, interactive AR games can assist children in grasping concepts at their own pace.
Children can benefit from augmented reality-based brain games to help them learn, pay attention, and process information faster. As a result, incorporating augmented reality into brain training apps will give this market more growth potential. However, a lack of awareness regarding brain training applications may hinder market growth over the foreseeable period.
Additionally, rising R&D efforts, government initiatives to employ sustainable components in manufacturing, and investments by major players are expected to create lucrative revenue possibilities for players in the global brain training apps market over the forecast period.
The brain training apps market is segmented based on app type and end-user type. Based on app type, the market is segmented as Memory, Attention, Language, Executive Function, Visual/spatial, and Other App Types. Based on end-user, the market is segmented into Android, iOS and Other User Types.
The android category is expected to hold a major share in the global brain training apps market in 2021. The market has seen remarkable growth in recent years, owing to an increase in the number of smartphone and tablet users and an increase in the demand for wearable devices, which is one of the key causes for the rise of the global market. Additionally, the market will be driven by increased internet penetration and increasing app profitability. The market will be driven by the large number of Android mobile users, particularly in developing countries.
The Visual segment is projected to grow at a rapid rate in the global brain training apps market over the upcoming years. Visual skill games are a set of games that aid in developing visual abilities and training visual-spatial skills. The games are designed for people of all ages. Train your Brain - Visuospatial Games is one such example. The game is available on the Android platform and includes a variety of games to develop player's visual capacity and teach visual-spatial skills, such as identifying an objective number within a numerical range, repeating symmetrical patterns, puzzles and forms, and others., especially in countries such as the US, Germany, UK, China, and India.
The North American brain training apps market is expected to register the highest market share in revenue soon due to the rising demand for new mobile application technologies, which is expected to infuse market growth tremendously. Moreover, the presence of key market players and increasing collaboration among major players for market penetration in the region provides the opportunity to expand the global Brain Training Apps market over the upcoming years.
In addition, Asia Pacific is projected to proliferate in the global brain training apps market due to increased scientific research across the region. Due to growing concerns about the environment, rapid industrialization, government initiatives, and increasing funding in various industries.
Brain Training Apps Market Report Scope
Report Attribute |
Specifications |
Market Size Value In 2024 |
USD 11.8 Billion |
Revenue Forecast In 2034 |
USD 115.8 Billion |
Growth Rate CAGR |
CAGR of 25.8% from 2025 to 2034 |
Quantitative Units |
Representation of revenue in US$ Mn and CAGR from 2025 to 2034 |
Historic Year |
2021 to 2024 |
Forecast Year |
2025-2034 |
Report Coverage |
The forecast of revenue, the position of the company, the competitive market structure, growth prospects, and trends |
Segments Covered |
App Type, End-User |
Regional Scope |
North America; Europe; Asia Pacific; Latin America; Middle East & Africa |
Country Scope |
U.S.; Canada; U.K.; Germany; China; India; Japan; Brazil; Mexico ;The UK; France; Italy; Spain; China; Japan; India; South Korea; South East Asia; South Korea; South East Asia |
Competitive Landscape |
Confit, Elevate, Peak, Rosetta Stone Ltd., earning, Lumosity, HAPPY neuron, Inc., Wise Therapeutics, Inc., Easy brain and Happify, Inc. |
Customization Scope |
Free customization report with the procurement of the report, Modifications to the regional and segment scope. Particular Geographic competitive landscape. |
Pricing And Available Payment Methods |
Explore pricing alternatives that are customized to your particular study requirements. |
Chapter 1. Methodology and Scope
1.1. Research Methodology
1.2. Research Scope & Assumptions
Chapter 2. Executive Summary
Chapter 3. Global Brain Training Apps Market Snapshot
Chapter 4. Global Brain Training Apps Market Variables, Trends & Scope
4.1. Market Segmentation & Scope
4.2. Drivers
4.3. Challenges
4.4. Trends
4.5. Investment and Funding Analysis
4.6. Industry Analysis – Porter’s Five Forces Analysis
4.7. Competitive Landscape & Market Share Analysis
4.8. Impact of Covid-19 Analysis
Chapter 5. Market Segmentation 2: By App Type Estimates & Trend Analysis
5.1. By App Type & Market Share, 2024 & 2034
5.2. Market Size (Value US$ Mn) & Forecasts and Trend Analyses, 2021 to 2034 for the following By App Type:
5.2.1. Memory
5.2.2. Attention
5.2.3. Language
5.2.4. Executive Function
5.2.5. Visual/spatial
5.2.6. Other App Types
Chapter 6. Market Segmentation 3: By User Type Estimates & Trend Analysis
6.1. By User Type & Market Share, 2024 & 2034
6.2. Market Size (Value US$ Mn) & Forecasts and Trend Analyses, 2021 to 2034 for the following By User Type:
6.2.1. Android
6.2.2. iOS
6.2.3. Other User Types
Chapter 7. Brain Training Apps Market Segmentation 4: Regional Estimates & Trend Analysis
7.1. North America
7.1.1. North America Brain Training Apps Market Revenue (US$ Million) Estimates and Forecasts By App Type, 2021-2034
7.1.2. North America Brain Training Apps Market Revenue (US$ Million) Estimates and Forecasts By User Type, 2021-2034
7.1.3. North America Brain Training Apps Market Revenue (US$ Million) Estimates and forecasts by Country, 2021-2034
7.2. Europe
7.2.1. Europe Brain Training Apps Market Revenue (US$ Million) By App Type, 2021-2034
7.2.2. Europe Brain Training Apps Market Revenue (US$ Million) By User Type, 2021-2034
7.2.3. Europe Brain Training Apps Market Revenue (US$ Million) by Country, 2021-2034
7.3. Asia Pacific
7.3.1. Asia Pacific Brain Training Apps Market Revenue (US$ Million) By App Type, 2021-2034
7.3.2. Asia Pacific Brain Training Apps Market Revenue (US$ Million) By User Type, 2021-2034
7.3.3. Asia Pacific Brain Training Apps Market Revenue (US$ Million) by country, 2021-2034
7.4. Latin America
7.4.1. Latin America Brain Training Apps Market Revenue (US$ Million) By App Type, 2021-2034
7.4.2. Latin America Brain Training Apps Market Revenue (US$ Million) By User Type, 2021-2034
7.4.3. Latin America Brain Training Apps Market Revenue (US$ Million) by country, 2021-2034
7.5. Middle East & Africa
7.5.1. Middle East & Africa Brain Training Apps Market Revenue (US$ Million) By App Type, 2021-2034
7.5.2. Middle East & Africa Brain Training Apps Market Revenue (US$ Million) By User Type, 2021-2034
7.5.3. Middle East & Africa Brain Training Apps Market Revenue (US$ Million) by Country, 2021-2034
Chapter 8. Competitive Landscape
8.1. Major Mergers and Acquisitions/Strategic Alliances
8.2. Company Profiles
8.2.1. CogniFit
8.2.2. Elevate
8.2.3. Peak
8.2.4. Rosetta Stone Ltd.
8.2.5. LearningRx
8.2.6. Lumosity
8.2.7. HAPPYneuron, Inc.
8.2.8. Wise Therapeutics, Inc.
8.2.9. Easybrain
8.2.10. Happify, Inc.
8.2.11. My Brain Trainer
8.2.12. Crosswords
8.2.13. Braingle
8.2.14. Queendom
8.2.15. Brain Age Concentration Training
8.2.16. Other Prominent Players
By App Type
By User Type
By Region-
North America-
Europe-
Asia-Pacific-
Latin America-
Middle East & Africa-
Rest of Middle East and Africa
InsightAce Analytic follows a standard and comprehensive market research methodology focused on offering the most accurate and precise market insights. The methods followed for all our market research studies include three significant steps – primary research, secondary research, and data modeling and analysis - to derive the current market size and forecast it over the forecast period. In this study, these three steps were used iteratively to generate valid data points (minimum deviation), which were cross-validated through multiple approaches mentioned below in the data modeling section.
Through secondary research methods, information on the market under study, its peer, and the parent market was collected. This information was then entered into data models. The resulted data points and insights were then validated by primary participants.
Based on additional insights from these primary participants, more directional efforts were put into doing secondary research and optimize data models. This process was repeated till all data models used in the study produced similar results (with minimum deviation). This way, this iterative process was able to generate the most accurate market numbers and qualitative insights.
Secondary research
The secondary research sources that are typically mentioned to include, but are not limited to:
The paid sources for secondary research like Factiva, OneSource, Hoovers, and Statista
Primary Research:
Primary research involves telephonic interviews, e-mail interactions, as well as face-to-face interviews for each market, category, segment, and subsegment across geographies
The contributors who typically take part in such a course include, but are not limited to:
Data Modeling and Analysis:
In the iterative process (mentioned above), data models received inputs from primary as well as secondary sources. But analysts working on these models were the key. They used their extensive knowledge and experience about industry and topic to make changes and fine-tuning these models as per the product/service under study.
The standard data models used while studying this market were the top-down and bottom-up approaches and the company shares analysis model. However, other methods were also used along with these – which were specific to the industry and product/service under study.
To know more about the research methodology used for this study, kindly contact us/click here.