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The US Market for Mobile Brain Trainer products is growing by an average five-year compound annual growth rate (CAGR) of 18.1%. The growth rate is different for each of the buying segments covered in this report. Interestingly, the vertical segments with the highest compound annual growth rates (CAGRs) do not have the best long-term revenue potential.
Mobile brain training products were virtually non-existent in the US market two years ago. They are now the top selling mobile edugame type in the country and appeal to a large and diverse demographic.
- Where are the best revenue opportunities?
- What brain trainer games have the top market share in 2008?
- What is the difference between brain fitness and brain training?
- What firms, games, and platforms dominate the competitive landscape?
- What are the most successful business models in the current market?
- What are the most significant catalysts creating demand for these products?
- Are there market factors inhibiting growth in certain buying segments?
- Who are the top vertical buyers in the 2008 market?
- Which buying segments have the strongest growth throughout the forecast period?
- Which buyer segments provide the greatest long-term revenue potential?
- In what vertical markets is the growth slowing?
- What mobile game platforms are new suppliers targeting?
- Which mobile game platforms will dominate by 2013?
This report isolates the trainer products being developed for four types of devices: dedicated gaming devices (such as the Nintendo DS or the Sony PSP), personal media players (PMPs), personal digital assistants (PDAs), and cell and smartphones.
Ambient Insight classifies brain fitness applications and brain trainer games as two different kinds of cognitive remediation products. Cognitive remediation is one of four types of Cognitive Learning products in our research taxonomy [1.6MB PDF].
There is confusion in the market about the relationship and the difference between brain fitness and brain training. The products are only marginally related so far and there are clear differences between the products. This report clarifies the differences between the products and eliminates the confusion. Suppliers need precise product definitions to compete in the US Mobile Brain Training market.
- 9 Pages
- 1 Table - "2008-2013 US Forecast for Mobile Brain Trainer Products by Buyer Segment (in $US Millions)"
- 2 Charts - "2008 US Mobile Brain Trainer Market Share by Game Title" and "2008-2013 Forecast of US Mobile Brain Training Market Share by Device Platform"
This is a new hightly-targeted, condensed-format "snapshot" report with 9 pages, one revenue forecast table, and two market share charts. Sections in the report include: key findings, demand-side analysis for eight vertical segments, total addressable market (TAM) for brain training products in the US, and supply-side analysis.
This report provides five-year revenue forecasts and compund annual growth rates for eight demand-side buyers: consumer, corporations, federal government, state and local government, PreK-12 academic, higher education, non-profits, and healthcare. Buying behavior, market catalysts and inhibitors, and barriers to entry are identified for each buying segment.
If you are a supplier that needs to know the total addressable market (TAM) for mobile brain trainer products in the US then you need to read this report. This report provides highly-targeted and actionable forecast data for game development companies, game publishers, cognitive learning content publishers, brain fitness firms, brain training designers, and learning technology firms. Suppliers that are seeking to enter the market or diversify into new vertical markets will find valuable business development data in this report. Venture capital and private investment firms that need revenue visibility for these products in one or more of the eight buying segments should also read this report.
Buy this report NOW in the Ambient Insight Store.
| Analysis By: | Sam S. Adkins, Chief Research Officer
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| Price: | $1,250.00 USD Organizational Site License |
| Availability: | Available Now |
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