Report Content
Chapter 1 Methodology & Scope
1.1 Research design
1.1.1 Research approach
1.1.2 Data collection methods
1.2 Base estimates and calculations
1.2.1 Base year calculation
1.2.2 Key trends for market estimates
1.3 Forecast model
1.4 Primary research & validation
1.4.1 Primary sources
1.4.2 Data mining sources
1.5 Market definitions
Chapter 2 Executive Summary
2.1 Industry 3600 synopsis, 2021-2032
Chapter 3 Industry Insights
3.1 Industry ecosystem analysis
3.2 Supplier landscape
3.2.1 Software providers
3.2.2 Technology providers
3.2.3 Service providers
3.3 Profit margin analysis
3.4 Technology & innovation landscape
3.5 Patent analysis
3.6 Key news & initiatives
3.7 Regulatory landscape
3.8 Impact forces
3.8.1 Growth drivers
3.8.1.1 Growing interest in cognitive health
3.8.1.2 Growing technological advancements in brain training modules
3.8.1.3 Increased accessibility to digital devices
3.8.1.4 Workforce productivity and performance achieved by brain training software
3.8.2 Industry pitfalls & challenges
3.8.2.1 Scientific validity challenges
3.9 Growth potential analysis
3.10 Porter’s analysis
3.11 PESTEL analysis
Chapter 4 Competitive Landscape, 2023
4.1 Introduction
4.2 Company market share analysis
4.3 Competitive positioning matrix
4.4 Strategic outlook matrix
Chapter 5 Market Estimates & Forecast, By Offerings, 2021-2032 ($ Bn)
5.1 Key trends
5.2 Software
5.2.1 Cognitive skills enhancement
5.2.2 Memory improvement
5.2.3 Attention and focus training
5.2.4 Problem-solving and reasoning
5.2.5 Language learning
5.2.6 Emotional intelligence development
5.3 Services
5.3.1 Training & support
5.3.2 Consulting services
Chapter 6 Market Estimate & Forecast, By Age Group, 2021-2032 ($ Bn)
6.1 Key trends
6.2 3-12 years
6.3 13-35 years
6.4 36 & above
Chapter 7 Market Estimates & Forecast, By Delivery Platform, 2021-2032 ($ Bn)
7.1 Key trends
7.2 Mobile apps
7.3 Web-based application
7.4 Desktop software
Chapter 8 Market Estimates & Forecast, By Pricing Model, 2021-2032 ($ Bn)
8.1 Key trends
8.2 Subscription-based
8.3 One-time purchase
8.4 Freemium
Chapter 9 Market Estimates & Forecast, By End-use, 2021-2032 ($ Bn)
9.1 Key trends
9.2 Healthcare
9.3 Education
9.4 Corporate training
9.5 Sports & athletics
9.6 Gaming & entertainment
9.7 Others
Chapter 10 Market Estimates & Forecast, By Region, 2021-2032 ($ Bn)
10.1 Key trends
10.2 North America
10.2.1 U.S.
10.2.2 Canada
10.3 Europe
10.3.1 UK
10.3.2 Germany
10.3.3 France
10.3.4 Italy
10.3.5 Spain
10.3.6 Russia
10.3.7 Nordics
10.3.8 Rest of Europe
10.4 Asia Pacific
10.4.1 China
10.4.2 India
10.4.3 Japan
10.4.4 South Korea
10.4.5 ANZ
10.4.6 Southeast Asia
10.4.7 Rest of Asia Pacific
10.5 Latin America
10.5.1 Brazil
10.5.2 Mexico
10.5.3 Argentina
10.5.4 Rest of Latin America
10.6 MEA
10.6.1 South Africa
10.6.2 Saudi Arabia
10.6.3 UAE
10.6.4 Rest of MEA
Chapter 11 Company Profiles
11.1 Akili Interactive Labs
11.2 Braingle
11.3 BrainWorkshop
11.4 Cogmed
11.5 CogniFit
11.6 Creyos
11.7 Elevate
11.8 Happify
11.9 HAPPYneuron, Inc
11.10 Houghton Mifflin Harcourt
11.11 Lumos Labs
11.12 Memorado
11.13 MentalUP
11.14 My Brain Trainer
11.15 Neuronation
11.16 Nintendo
11.17 Posit Science
11.18 Sens.ai
11.19 Take-Two Interactive
11.20 ThinkFast