Global Language Learning Games Market Is Likely To Grow At A CAGR Value Of Around 15.7% By 2028

16-May-2022 | Zion Market Research

The Language Learning Games Market was worth around USD 4,189.5 million in 2021 and is estimated to grow to about USD 10,049.9 million by 2028, with a compound annual growth rate (CAGR) of approximately 15.7 percent over the forecast period. The report analyzes the Language Learning Games Market drivers, restraints/challenges, and the effect they have on the demands during the projection period. In addition, the report explores emerging opportunities in the Language Learning Games Market.

When it comes to studying and teaching a foreign language, games are invaluable tools. Games give pupils a pleasant and stimulating learning environment. Acquisition games are becoming more popular among children. This tool is frequently used in the learning technique, and these games are primarily aimed to assist students with extremely easy pronunciation, vocabulary, spelling, and verb conjugations. The growing popularity of mobile-based games among children is a crucial element propelling the language learning games industry forward. Additionally, the increasing use of smartphones by people of all ages, lower rates for mobile data, and the availability of free internet access via Wi-Fi in many locations are likely to promote the expansion of the language learning games industry. Moreover, the rapid growth of 3G and 4G coverage is likely to provide numerous opportunities in the language learning games market. The development of innovative teaching methodologies is expected to drive the demand for language learning games even higher around the world. However, a lack of awareness about learning games in many countries, as well as a fragmented market structure, are restraining the language learning games market, while parents refusing to allow their children to use mobile phones, would provide a challenge to market expansion. In addition, the high cost of implementing language learning games in schools is impeding the growth of the language learning games market.

The Language Learning Games Market is segregated based on Language Type, Deployment, Application, and End-User. Based on Language Type, the global market is distinguished into English, German, French, Mandarin, Japanese, Spanish, and Others. Based on Deployment, the global market is distinguished into On-premise and Cloud-Based. Based on Application, the global market is distinguished into Academic Learning, Corporate Learning, and Distance Learning. Based on End-User, the global market is distinguished into Kids and Adults.

Global Language Learning Games Market

In the forecast period, the North American language learning games market accounted for a sizable portion of the market. It is expected to continue its leading position during the projection period. The language learning games market is expected to grow at a rapid pace. The region's market is expanding due to the increasing usage of this new technology in the language learning process and the growing number of language learners. The greater acceptability of this new technology in the language learning process, as well as an increase in the number of language learners, are credited to the region's growth. Furthermore, the existence of major important companies such as Duolingo, MindSnacks, Geekslp, and JumpStart Games, Inc. is driving market expansion. The gaming platforms of these companies include a range of components that aid in learning. The need for language learning technologies is expected to develop dramatically in Asia Pacific as a result of rising economies such as China and India. Schools and other educational institutions in the Asia Pacific give a significant opportunity for the majority of people to acquire languages through improving approaches for learning regional as well as foreign languages.

Key players functioning in the Language Learning Games Market include Busuu Ltd., Duolingo, DOMOsoft, Go Kids, Inc., GeekSLP, HelloTalk, INNOVATIVE Language Learning, IXL Learning, Lesson Nine GmbH (Babbel), JumpStart Games, Inc., MindSnacks, Memrise, Rosetta Stone Ltd, SignSchool Technologies LLC, and SMARTSTUDY.

Browse the full Language Learning Games Market By Language Type (English, German, French, Mandarin, Japanese, Spanish, and Others). By Deployment (On-premise and Cloud-Based). By Application (Academic Learning, Corporate Learning, and Distance Learning). By End-User (Kids and Adults), And By Region – Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, And Forecasts 2022 – 2028. Report at

Global Language Learning Games Market is segmented as follows:

By Language Type

  • English
  • German
  • French
  • Mandarin
  • Japanese
  • Spanish
  • Others

By Deployment

  • On-premise
  • Cloud-Based

By Application

  • Academic Learning
  • Corporate Learning
  • Distance Learning

By End-User 

  • Kids
  • Adults

By Region

  • North America
    • The U.S.
    • Canada
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of Middle East & Africa

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