¼¼°èÀÇ ¾ð¾î ÇнÀ °ÔÀÓ ½ÃÀå
Language Learning Games
»óǰÄÚµå : 1794414
¸®¼­Ä¡»ç : Global Industry Analysts, Inc.
¹ßÇàÀÏ : 2025³â 08¿ù
ÆäÀÌÁö Á¤º¸ : ¿µ¹® 263 Pages
 ¶óÀ̼±½º & °¡°Ý (ºÎ°¡¼¼ º°µµ)
US $ 5,850 £Ü 8,245,000
PDF & Excel (Single User License) help
PDF & Excel º¸°í¼­¸¦ 1¸í¸¸ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. ÆÄÀÏ ³» ÅØ½ºÆ®ÀÇ º¹»ç ¹× ºÙ¿©³Ö±â´Â °¡´ÉÇÏÁö¸¸, Ç¥/±×·¡ÇÁ µîÀº º¹»çÇÒ ¼ö ¾ø½À´Ï´Ù. Àμâ´Â 1ȸ °¡´ÉÇϸç, Àμ⹰ÀÇ ÀÌ¿ë¹üÀ§´Â ÆÄÀÏ ÀÌ¿ë¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.
US $ 17,550 £Ü 24,736,000
PDF & Excel (Global License to Company and its Fully-owned Subsidiaries) help
PDF & Excel º¸°í¼­¸¦ µ¿ÀÏ ±â¾÷ ¹× 100% ÀÚȸ»çÀÇ ¸ðµç ºÐÀÌ ÀÌ¿ëÇÏ½Ç ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. Àμâ´Â 1Àδç 1ȸ °¡´ÉÇϸç, Àμ⹰ÀÇ ÀÌ¿ë¹üÀ§´Â ÆÄÀÏ ÀÌ¿ë¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.


Çѱ۸ñÂ÷

¼¼°èÀÇ ¾ð¾î ÇнÀ °ÔÀÓ ½ÃÀåÀº 2030³â±îÁö 192¾ï ´Þ·¯¿¡ ´ÞÇÒ Àü¸Á

2024³â¿¡ 44¾ï ´Þ·¯·Î ÃßÁ¤µÇ´Â ¼¼°èÀÇ ¾ð¾î ÇнÀ °ÔÀÓ ½ÃÀåÀº 2024-2030³â¿¡ CAGR 27.9%·Î ¼ºÀåÇϸç, 2030³â¿¡´Â 192¾ï ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù. ÀÌ ¸®Æ÷Æ®¿¡¼­ ºÐ¼®ÇÑ ºÎ¹®ÀÇ ÇϳªÀÎ ´Ù¾ð¾î ¼±ÅÃÀº CAGR 24.9%¸¦ ±â·ÏÇϸç, ºÐ¼® ±â°£ Á¾·á½Ã¿¡´Â 100¾ï ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù. ´Ü¾ð¾î ¼±Åà ºÎ¹®ÀÇ ¼ºÀå·üÀº ºÐ¼® ±â°£ Áß CAGR 32.0%·Î ÃßÁ¤µË´Ï´Ù.

¹Ì±¹ ½ÃÀåÀº 12¾ï ´Þ·¯, Áß±¹Àº CAGR 36.2%·Î ¼ºÀåÇÒ °ÍÀ¸·Î ¿¹Ãø

¹Ì±¹ÀÇ ¾ð¾î ÇнÀ °ÔÀÓ ½ÃÀåÀº 2024³â¿¡ 12¾ï ´Þ·¯·Î ÃßÁ¤µË´Ï´Ù. ¼¼°è 2À§ÀÇ °æÁ¦´ë±¹ÀÎ Áß±¹Àº 2030³â±îÁö 47¾ï ´Þ·¯ÀÇ ½ÃÀå ±Ô¸ð¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹ÃøµÇ¸ç, ºÐ¼® ±â°£ÀÎ 2024-2030³âÀÇ CAGRÀº 36.2%ÀÔ´Ï´Ù. ±âŸ ÁÖ¸ñÇÒ ¸¸ÇÑ Áö¿ªº° ½ÃÀåÀ¸·Î´Â ÀϺ»°ú ij³ª´Ù°¡ ÀÖÀ¸¸ç, ºÐ¼® ±â°£ Áß CAGRÀº °¢°¢ 22.8%¿Í 24.9%·Î ¿¹ÃøµË´Ï´Ù. À¯·´¿¡¼­´Â µ¶ÀÏÀÌ CAGR ¾à 23.5%·Î ¼ºÀåÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù.

¼¼°èÀÇ ¾ð¾î ÇнÀ °ÔÀÓ ½ÃÀå - ÁÖ¿ä µ¿Çâ°ú ÃËÁø¿äÀÎ Á¤¸®

°ÔÀ̹ÌÇÇÄÉÀÌ¼Ç Á¢±Ù¹ýÀº ¾ð¾î ÇнÀ¿¡ ¾î¶² Çõ¸íÀ» °¡Á®¿Ã °ÍÀΰ¡?

°ÔÀ̹ÌÇÇÄÉÀÌ¼ÇµÈ ÇнÀ Ç÷§ÆûÀÇ µîÀåÀ¸·Î °³ÀÎÀÇ ¾ð¾î ½Àµæ ¹æ½ÄÀÌ ±ØÀûÀ¸·Î º¯È­Çϰí ÀÖ½À´Ï´Ù. ±âÁ¸ÀÇ ±³°ú¼­ À§ÁÖÀÇ ÇнÀÀÌ ¾Æ´Ñ ÀÎÅÍ·¢Æ¼ºêÇÑ °ÔÀÓ ±â¹Ý ¿ëµµÀÌ ³ªÀ̸¦ ºÒ¹®Çϰí ÇнÀÀÚµéÀÇ °ü½ÉÀ» ²ø°í ÀÖ½À´Ï´Ù. Duolingo, LingQ, Drops¿Í °°Àº Ç÷§ÆûÀº ¸Å·ÂÀûÀÎ ¹Ì¼Ç, ·¹º§, ¾÷Àû ¼Ó¿¡ ¾ð¾î ÈÆ·Ã, ¾îÈÖ ±¸Ãà, ¹®Àå Á¶¸³À» ÅëÇÕÇϰí ÀÖ½À´Ï´Ù. À̵é Ç÷§ÆûÀº Æ÷ÀÎÆ® Àû¸³, ½Ã°£ Á¦ÇÑ °úÁ¦, ¿¬½Â ÃßÀû, ¼Ò¼È ¸®´õº¸µå µîÀÇ ¸ÞÄ¿´ÏÁòÀ» Ȱ¿ëÇÏ¿© »ç¿ëÀÚÀÇ µ¿±âºÎ¿©¿Í Àϰü¼ºÀ» À¯ÁöÇϱâ À§ÇØ ³ë·ÂÇϰí ÀÖ½À´Ï´Ù. ÀÌ Çõ¸íÀ» ÁÖµµÇÏ´Â Áß¿äÇÑ µ¿ÇâÀº ¸¶ÀÌÅ©·Î·¯´×°ú °³ÀÎÈ­µÈ ÇнÀ ÁøÇàÀÇ À¶ÇÕÀ̸ç, À̸¦ ÅëÇØ »ç¿ëÀÚ´Â ÀÚ½ÅÀÇ ÇнÀ ¼Óµµ¿Í ½ºÅ¸ÀÏ¿¡ ¸Â´Â ¸ñÇ¥¸¦ ¼³Á¤ÇÒ ¼ö ÀÖÀ¸¸ç, ÇнÀÀÇ Á¤Âøµµ¸¦ ³ôÀÏ ¼ö ÀÖ½À´Ï´Ù. ¶ÇÇÑ ¸Ó½Å·¯´×ÀÇ ÅëÇÕÀ¸·Î ½Ç½Ã°£ Çǵå¹é ¹× µ¿Àû ³­À̵µ Á¶Á¤ÀÌ °¡´ÉÇÏ¿©, »ç¿ëÀÚ´Â Ç×»ó ÀûÀýÇÑ °úÁ¦¸¦ Áö¼ÓÀûÀ¸·Î µµÀüÇÒ ¼ö ÀÖ½À´Ï´Ù. Áõ°­Çö½Ç(AR)°ú °¡»óÇö½Ç(VR)À» ¾ð¾î ÇнÀ °ÔÀÓ¿¡ µµÀÔÇÏ¿© ÇнÀÀÚ¸¦ Çö½ÇÀûÀÎ ½Ã³ª¸®¿À¿¡ ¸ôÀÔ½Ã۰í, ¿¬½ÀÀ» ´õ¿í ½Ç°¨³ª°Ô ÇÔÀ¸·Î½á ¹®¸Æ¿¡ ´ëÇÑ ÀÌÇØ¸¦ ³ôÀÏ ¼ö ÀÖ°Ô µÇ¾ú½À´Ï´Ù. ¶ÇÇÑ ¸ð¹ÙÀÏ ÆÛ½ºÆ®ÀÇ ¹ß´Þ·Î ÀÎÇØ ƯÈ÷ ½º¸¶Æ®Æù º¸±Þ·üÀÌ Áõ°¡Çϰí ÀÖ´Â ½ÅÈï ½ÃÀå¿¡¼­´Â ÀÌ·¯ÇÑ ÅøÀÌ ±× ¾î´À ¶§º¸´Ù ½±°Ô »ç¿ëÇÒ ¼ö ÀÖ°Ô µÇ¾ú½À´Ï´Ù. °ÔÀ̹ÌÇÇÄÉÀ̼Ǵ ´õ ÀÌ»ó »õ·Î¿î °ÍÀÌ ¾Æ´Ï¶ó, ƯÈ÷ µðÁöÅÐ ¿ì¼±ÀÇ »óÈ£ÀÛ¿ëÀ» ¼±È£ÇÏ´Â Z¼¼´ë¿Í ¾ËÆÄ ¼¼´ëÀÇ ÇнÀÀÚµé »çÀÌ¿¡¼­´Â ÀÌ¹Ì ÁÖ·ùÀûÀÎ ±³À° Á¢±Ù¹ýÀ¸·Î ¿©°ÜÁö°í ÀÖ½À´Ï´Ù.

´Ù¾çÇÑ °èÃþ¿¡¼­ ÀÎÅÍ·¢Æ¼ºê ¾ð¾î ÇнÀ¿¡ ´ëÇÑ ¼ö¿ä°¡ ±ÞÁõÇÏ´Â ÀÌÀ¯´Â ¹«¾ùÀΰ¡?

¾ð¾î ÇнÀ °ÔÀÓÀº Çзɱâ ÇнÀÀÚ»Ó¸¸ ¾Æ´Ï¶ó »õ·Î¿î ¾ð¾î ±â¼úÀ» ½ÀµæÇϰíÀÚ ÇÏ´Â Á÷ÀåÀÎ, À̹ÎÀÚ, ÀºÅðÀÚ µî¿¡°Ô ³Î¸® º¸±ÞµÇ°í ÀÖ½À´Ï´Ù. ÀÌó·³ Æø³ÐÀº ÃþÀÇ ÁöÁö¸¦ ¹Þ´Â ÁÖ¿ä ¿äÀÎÀº °ÔÀ̹ÌÇÇÄÉÀÌ¼ÇµÈ ÄÁÅÙÃ÷ÀÇ À¯¿¬¼º°ú È®À强À¸·Î, »ç¿ëÀÚ´Â ¾ðÁ¦ ¾îµð¼­³ª ¹Ù»Û ÀÏÁ¤À̳ª ºÒ±ÔÄ¢ÇÑ ½ºÄÉÁÙ¿¡ ¸ÂÃß¾î ÇнÀÇÒ ¼ö ÀÖ´Ù´Â Á¡ÀÔ´Ï´Ù. ¶ÇÇÑ ¼¼°èÈ­ÀÇ ÁøÀü°ú ±¹°æÀ» ÃÊ¿ùÇÑ ¾÷¹« ±âȸ·Î ÀÎÇØ ´Ù±¹¾î ´É·ÂÀº ¾÷°è Àü¹Ý¿¡ °ÉÃÄ ¿ä±¸µÇ´Â ±â¼úÀÔ´Ï´Ù. µû¶ó¼­ ¹®¹ý, ¹ßÀ½, À¯Ã¢¼º ¿¬½ÀÀ» °ÔÀ̹ÌÇÇÄÉÀ̼ÇÇÏ¿© ´ÜÁ¶·Î¿òÀ» ¾ø¾Ö°í ½À°üÈ­ÇÒ ¼ö ÀÖ´Â ¾ð¾î ÇнÀ ¾ÛÀ» äÅÃÇÏ·Á´Â Àü¹®°¡µéÀÇ ÀÇ¿åÀÌ ³ô¾ÆÁö°í ÀÖ½À´Ï´Ù. ¶ÇÇÑ ÇöÀç ¸¹Àº Ç÷§ÆûÀÌ Áö¿ª ¾ð¾î ¿É¼ÇÀ» Á¦°øÇÏ¿© Áö¿ª ½ÃÀå¿¡ ´ëÀÀÇÏ°í ¾ð¾îÀÇ ´Ù¾ç¼ºÀ» ÃËÁøÇϰí ÀÖ½À´Ï´Ù. ºñ¿µ¾î±Ç ±¹°¡ Á¤ºÎµµ ¾ð¾î ´É·ÂÀ» Çâ»ó½Ã۱â À§ÇÑ º¸Á¶ÀûÀÎ ÀÚ¿øÀ¸·Î ÀÌ·¯ÇÑ ÅøÀ» ±¹°¡ ±³À° ½Ã½ºÅÛ¿¡ ÅëÇÕÇϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ Á¦µµÀû ¼ö¿ëÀÌ °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç ÇнÀ ¸ðµ¨ÀÇ Á¤´ç¼ºÀ» ³ôÀ̰í ÀÖ½À´Ï´Ù. À½¼º ±â¹Ý °­ÀÇ, Àå¾Ö¸¦ °¡Áø ÇнÀÀÚ¸¦ À§ÇÑ Æ÷¿ëÀû ÄÁÅÙÃ÷¿Í °°Àº Á¢±Ù¼º ±â´ÉÀº ÇнÀÀÚ ÃþÀ» ´õ¿í ³ÐÇôÁÖ°í ÀÖ½À´Ï´Ù. ¶ÇÇÑ ³ëÀεéÀº ¾ð¾î ÇнÀ°ú °ü·ÃµÈ ÀÎÁöÀû ÀÌÁ¡¿¡ ¸Å·áµÇ¾î ÀÖÀ¸¸ç, °ÔÀÓÀº Àç¹ÌÀÖ°í ºÎ´ã½º·´Áö ¾ÊÀº Çü½ÄÀ¸·Î Á¦°øµË´Ï´Ù. ¾ð¾î ÇнÀ °ÔÀÓÀÌ ¿À´Ã³¯ÀÇ ±³À° »ýŰ迡¼­ Æ´»õ Åø¿¡¼­ ÇʼöÀûÀÎ Åø·Î º¯¸ðÇϰí ÀÖ´Ù´Â °ÍÀº ´Ù¾çÇÑ °èÃþ¿¡ Àû¿ëµÉ ¼ö ÀÖ´Ù´Â °ÍÀ» ¸»ÇØÁÝ´Ï´Ù.

±â¼úÀº ´õ ±í°í ¸ôÀÔµµ ³ôÀº ÇнÀ °æÇèÀ» Á¦°øÇÒ ¼ö Àִ°¡?

±â¼úÀÇ ¹ßÀüÀº ¾ð¾î ÇнÀ °ÔÀÓÀÇ ¸ôÀÔ°¨°ú ÀÎÅÍ·¢Æ¼ºñƼÀÇ ¼öÁØÀ» °è¼Ó ³ôÀ̰í ÀÖ½À´Ï´Ù. ÀΰøÁö´É Ȱ¿ë Áõ°¡´Â ÇнÀ ¿©Á¤À» °³ÀÎÈ­ÇÏ´Â µ¥ ÀÖÀ¸¸ç, ȹ±âÀûÀÎ º¯È­ÀÔ´Ï´Ù. AI¸¦ Ȱ¿ëÇÑ Ãªº¿Àº ½ÇÁ¦ ´ëÈ­¸¦ ¸ð¹æÇÑ ´ëÈ­ ¿¬½ÀÀ» Á¦°øÇÏ¿© À¯Ã¢ÇÔÀ» ÀÍÈ÷´Â µ¥ Áß¿äÇÑ ´ëÈ­ ¿¬½ÀÀ» Á¦°øÇÕ´Ï´Ù. À½¼º ÀÎ½Ä ¼ÒÇÁÆ®¿þ¾î¸¦ ÅëÇØ ¹ßÀ½ Çǵå¹éÀÌ °¡´ÉÇϸç, ÀÚ¿¬ ¾ð¾î 󸮸¦ ÅëÇØ ¹ø¿ª°ú ¹®Àå ±¸Á¶ÀÇ ¹®¸ÆÀû Á¤È®¼ºÀ» º¸ÀåÇÕ´Ï´Ù. ÀÌ·¯ÇÑ ±â¼ú Çõ½ÅÀ» ÅëÇØ µðÁöÅÐ ÇнÀ ȯ°æÀº º¸´Ù ¹ÝÀÀ¼ºÀÌ ³ô°í Àΰ£¿¡ °¡±õ°Ô ¸¸µé¾îÁú °ÍÀÔ´Ï´Ù. ¶ÇÇÑ AR°ú VR°ú °°Àº ¸ôÀÔÇü ±â¼úÀº ¿©Çà °æÇè, ·¹½ºÅä¶û¿¡¼­ÀÇ ÁÖ¹®, ¿Ü±¹ µµ½ÃÀÇ Å½»öÀ» ¸ðµÎ ´ë»ó ¾ð¾î·Î ½Ã¹Ä·¹À̼ÇÇϱâ À§ÇØ Ã¤Åõǰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ½Ã¹Ä·¹À̼ÇÀº ÇнÀÀÚ°¡ ¾îÈÖ¿Í ¹®¹ý°ú ÇÔ²² ¹®È­Àû ¹è°æÀ» Èí¼öÇÏ´Â µ¥ µµ¿òÀÌ µË´Ï´Ù. °³¹ßÀÚµéÀº ¶ÇÇÑ ±³À°ÀÚ¿Í ÇнÀÀÚ°¡ ÇнÀ ½Ã°£, Á¤È®µµ, ÇнÀ ¸¶ÀϽºÅæ µîÀÇ ÁöÇ¥¸¦ ÃßÀûÇÒ ¼ö ÀÖµµ·Ï ½Ç½Ã°£ ºÐ¼® ¹× ÁøÇà »óȲ ´ë½Ãº¸µå¸¦ ÅëÇÕÇϰí ÀÖ½À´Ï´Ù. Å©·Î½º Ç÷§Æû ±â´Éµµ Çâ»óµÇ¾î »ç¿ëÀÚ´Â ¸ð¹ÙÀÏ ±â±â, µ¥½ºÅ©Åé, ½ÉÁö¾î ½º¸¶Æ® TV¿¡¼­ ÇнÀ »óȲÀ» µ¿±âÈ­ÇÒ ¼ö ÀÖ½À´Ï´Ù. ¶ÇÇÑ Çù·ÂÀû ¸ÖƼ±â¾÷ °ÔÀÓÀÌ Áõ°¡Çϰí ÀÖÀ¸¸ç, P2P ÇнÀÀÌ °¡´ÉÇØÁö¸é¼­ ¾ð¾î ½Àµæ¿¡ »çȸÀû Ãø¸éÀÌ Ãß°¡µÇ°í ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ±â¼ú Çõ½ÅÀº ¼öµ¿ÀûÀÎ ÄÁÅÙÃ÷ ¼Òºñ¸¦ ½ÇÁ¦ ÀÌ¿ë »ç·Ê¸¦ Ãæ½ÇÈ÷ ¹Ý¿µÇÑ ´Éµ¿ÀûÀ̰í üÇèÀûÀÎ ÇнÀÀ¸·Î ¹Ù²Ù°í ÀÖ½À´Ï´Ù.

¼¼°è ¾ð¾î ÇнÀ °ÔÀÓ ½ÃÀåÀÇ ¼ºÀåÀ» ÁÖµµÇÏ´Â °ÍÀº ¹«¾ùÀΰ¡?

¼¼°è ¾ð¾î ÇнÀ °ÔÀÓ ½ÃÀåÀÇ ¼ºÀåÀº ±â¼ú Çõ½Å, ¼ÒºñÀÚ ÇൿÀÇ º¯È­, ±³À° ¼ö¿äÀÇ ÁøÈ­¿Í °ü·ÃµÈ ¿©·¯ ¿äÀο¡ ÀÇÇØ ÁÖµµµÇ°í ÀÖ½À´Ï´Ù. AI, AR, À½¼º ÀÎ½Ä ±â¼úÀÇ ±Þ¼ÓÇÑ ¹ßÀüÀ¸·Î ÀÌ·¯ÇÑ °ÔÀÓÀº ´Ü¼øÇÑ ÄûÁî ±â¹Ý ¾Û¿¡¼­ ÀûÀÀÇü ¸ôÀÔÇü ÇнÀ »ýŰè·Î º¯È­Çϰí ÀÖ½À´Ï´Ù. ½ÅÈï ±¹°¡¸¦ Áß½ÉÀ¸·Î ÇÑ ½º¸¶Æ®ÆùÀÇ º¸±Þ°ú ÀÎÅÍ³Ý ¿¬°áÀÇ Çâ»óÀ¸·Î ½ÃÀåÀÇ Àúº¯ÀÌ È®´ëµÇ°í ÀÖ½À´Ï´Ù. ƯÈ÷ ¼¼°è ÀηÂÀÇ ´Ù±¹¾î ´É·Â¿¡ ´ëÇÑ ¿ä±¸°¡ ³ô¾ÆÁö¸é¼­ ¼ºÀÎ ÇнÀÀÚµéÀÌ °ÔÀÓ ±â¹ÝÀÇ À¯¿¬ÇÑ ÇнÀ Ç÷§ÆûÀ¸·Î À̵¿Çϰí ÀÖÀ¸¸ç, À̴ ƯÈ÷ ¼­ºñ½º¾÷, IT, ÀÇ·á, °í°´ Áö¿ø µîÀÇ ºÐ¾ß¿¡¼­ µÎµå·¯Áö°Ô ³ªÅ¸³ª°í ÀÖ½À´Ï´Ù. ƯÈ÷ ÀþÀº µðÁöÅÐ ³×ÀÌÆ¼ºê »ç¿ëÀÚµé »çÀÌ¿¡¼­ ¼ÒºñÀÚÀÇ ¼±È£µµ´Â ÀÚ½ÅÀÇ ¼Óµµ¿¡ ¸ÂÃß¾î ½Ã°¢ÀûÀ¸·Î ÀÚ±ØÀûÀÎ ÇнÀ Åø¿¡ ´ëÇÑ ¼±È£µµ°¡ ³ô¾ÆÁö°í ÀÖ½À´Ï´Ù. ±³À° ±â°üµéµµ ±âÁ¸ÀÇ ±³À°À» º¸¿ÏÇϱâ À§ÇØ ¾ð¾î ÇнÀ °ÔÀÓÀ» »ç¿ëÇÏ´Â ÇÏÀ̺긮µå ¸ðµ¨·Î ÀüȯÇϰí ÀÖ½À´Ï´Ù. ¶ÇÇÑ °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç µ¿Çâ ÀÚü°¡ ±â¾÷ÀÇ ±³À° ÇÁ·Î±×·¥¿¡ ¿µÇâÀ» ¹ÌÄ¡°í ÀÖÀ¸¸ç, ¾ð¾î ÇнÀÀº ÀÌÁ¦ Á÷¿ø °³¹ßÀÇ Áß¿äÇÑ ¿ä¼Ò·Î ÀÚ¸® Àâ°í ÀÖ½À´Ï´Ù. ¶ÇÇÑ ÄÁÅÙÃ÷¸¦ ÇöÁöÈ­Çϰí Àß ¾Ë·ÁÁöÁö ¾ÊÀº ¾ð¾î¸¦ Æ÷ÇÔ½ÃÅ´À¸·Î½á Ç÷§ÆûÀº ´Ù¾çÇÑ ¾ð¾î±Ç¿¡¼­ ÁöÁö¸¦ ¾ò°í ÀÖ½À´Ï´Ù. EdTech Çõ½Å¿¡ ´ëÇÑ Á¤ºÎÀÇ ÀÚ±Ý Áö¿ø°ú Çаè¿Í °ÔÀÓ °³¹ß»çÀÇ Çù·Â °ü°è °­È­´Â ½ÃÀå ħÅõ¸¦ ´õ¿í °¡¼ÓÈ­Çϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ¸ðµç ¿äÀεéÀÌ °ãÄ¡¸é¼­ ¾ð¾î ÇнÀ °ÔÀÓÀº Çö´ë ÇнÀÀڵ鿡°Ô È¿°úÀûÀ̰í È®Àå °¡´ÉÇÑ ¼Ö·ç¼ÇÀ¸·Î ÀÚ¸® ÀâÀ¸¸ç ³ôÀº ¼ºÀå¼¼¸¦ º¸À̰í ÀÖ½À´Ï´Ù.

ºÎ¹®

À¯Çü(´Ù¾ð¾î ¼±ÅÃ, 1 ¾ð¾î ¼±ÅÃ); ÃÖÁ¾ »ç¿ë(ŰÁî ÃÖÁ¾ »ç¿ë, ¼ºÀÎ ÃÖÁ¾ »ç¿ë)

Á¶»ç ´ë»ó ±â¾÷ÀÇ ¿¹

AI ÅëÇÕ

Global Industry Analysts´Â À¯È¿ÇÑ Àü¹®°¡ ÄÁÅÙÃ÷¿Í AI Åø¿¡ ÀÇÇØ ½ÃÀå Á¤º¸¿Í °æÀï Á¤º¸¸¦ º¯ÇõÇϰí ÀÖ½À´Ï´Ù.

Global Industry Analysts´Â ÀϹÝÀûÀÎ LLM³ª ¾÷°è °íÀ¯ SLM¸¦ Äõ¸® ÇÏ´Â ´ë½Å¿¡, ºñµð¿À ±â·Ï, ºí·Î±×, °Ë»ö ¿£Áø Á¶»ç, ´ë·® ±â¾÷, Á¦Ç°/¼­ºñ½º, ½ÃÀå µ¥ÀÌÅÍ µî, Àü ¼¼°è Àü¹®°¡·ÎºÎÅÍ ¼öÁýÇÑ ÄÁÅÙÃ÷ ¸®Æ÷ÁöÅ丮¸¦ ±¸ÃàÇß½À´Ï´Ù.

°ü¼¼ ¿µÇâ °è¼ö

Global Industry Analysts´Â º»»ç ¼ÒÀçÁö, Á¦Á¶°ÅÁ¡, ¼öÃâÀÔ(¿ÏÁ¦Ç° ¹× OEM)À» ±âÁØÀ¸·Î ±â¾÷ÀÇ °æÀï·Â º¯È­¸¦ ¿¹ÃøÇß½À´Ï´Ù. ÀÌ·¯ÇÑ º¹ÀâÇÏ°í ´Ù¸éÀûÀÎ ½ÃÀå ¿ªÇÐÀº ¼öÀÔ¿ø°¡(COGS) Áõ°¡, ¼öÀͼº Ç϶ô, °ø±Þ¸Á ÀçÆí µî ¹Ì½ÃÀû, °Å½ÃÀû ½ÃÀå ¿ªÇÐ Áß¿¡¼­µµ ƯÈ÷ °æÀï»çµé¿¡°Ô ¿µÇâÀ» ¹ÌÄ¥ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù.

¸ñÂ÷

Á¦1Àå Á¶»ç ¹æ¹ý

Á¦2Àå °³¿ä

Á¦3Àå ½ÃÀå ºÐ¼®

Á¦4Àå °æÀï

KSA
¿µ¹® ¸ñÂ÷

¿µ¹®¸ñÂ÷

Global Language Learning Games Market to Reach US$19.2 Billion by 2030

The global market for Language Learning Games estimated at US$4.4 Billion in the year 2024, is expected to reach US$19.2 Billion by 2030, growing at a CAGR of 27.9% over the analysis period 2024-2030. Multi-Language Choices, one of the segments analyzed in the report, is expected to record a 24.9% CAGR and reach US$10.0 Billion by the end of the analysis period. Growth in the One Language Choices segment is estimated at 32.0% CAGR over the analysis period.

The U.S. Market is Estimated at US$1.2 Billion While China is Forecast to Grow at 36.2% CAGR

The Language Learning Games market in the U.S. is estimated at US$1.2 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$4.7 Billion by the year 2030 trailing a CAGR of 36.2% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 22.8% and 24.9% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 23.5% CAGR.

Global Language Learning Games Market - Key Trends & Drivers Summarized

How Are Gamified Approaches Revolutionizing Language Acquisition?

The rise of gamified learning platforms has drastically reshaped how individuals approach language acquisition. Rather than traditional textbook learning, interactive and game-based applications are now capturing learner attention across age groups. These platforms, such as Duolingo, LingQ, and Drops, embed language drills, vocabulary building, and sentence construction within engaging missions, levels, and achievements. They leverage mechanics like point scoring, timed challenges, streak tracking, and social leaderboards to maintain user motivation and consistency. A key trend driving this revolution is the blend of microlearning and personalized progression, whereby users can set goals tailored to their learning pace and style thus enhancing retention. Moreover, machine learning integration enables real-time feedback and dynamic difficulty adjustment, keeping users appropriately challenged. The incorporation of augmented reality (AR) and virtual reality (VR) into language learning games has also started to enhance contextual understanding by immersing learners in lifelike scenarios, making practice more authentic. Furthermore, mobile-first development has made these tools more accessible than ever before, particularly in emerging markets where smartphone penetration is rising. Gamification is no longer viewed as a novelty but as a mainstream approach to education, especially among Gen Z and Gen Alpha learners who prefer digital-first interactions.

Why Is the Demand for Interactive Language Learning Surging Among Diverse Demographics?

Language learning games have experienced massive adoption beyond school-age learners, with significant uptake among adult professionals, migrants, and retirees seeking to acquire new language skills. A major factor in this broader appeal is the flexibility and scalability of gamified content, which allows users to learn anytime, anywhere - fitting into busy or irregular schedules. In addition, increasing globalization and cross-border job opportunities have made multilingual capabilities a sought-after skill across industries. This has motivated professionals to adopt language learning apps that gamify grammar, pronunciation, and fluency exercises, making them less monotonous and more habit-forming. Furthermore, many of these platforms now offer regional language options, catering to local markets and promoting linguistic diversity. Governments in non-English speaking countries are also integrating such tools into national education systems as supplemental resources to boost language proficiency. This institutional acceptance has added legitimacy to the gamified learning model. Accessibility features, such as voice-based instructions and inclusive content for learners with disabilities, are expanding the demographic reach even further. Also, older adults are drawn to the cognitive benefits associated with language learning, which games deliver in an enjoyable and less intimidating format. The wide demographic applicability underscores how language learning games have transitioned from niche to essential tools in today’s education ecosystem.

Can Technology Deliver a Deeper and More Immersive Learning Experience?

Technological advancements continue to raise the bar for immersion and interactivity in language learning games. The increasing use of artificial intelligence is a game-changer in personalizing learning journeys. AI-driven chatbots now offer conversational practice that mimics real-life dialogue, which is critical for developing fluency. Speech recognition software enables pronunciation feedback, while natural language processing ensures contextual accuracy in translations and sentence structure. These innovations make the digital learning environment more responsive and human-like. Additionally, immersive tech such as AR and VR is being employed to simulate travel experiences, ordering at restaurants, or navigating foreign cities-all in the target language. Such simulations help learners absorb cultural context alongside vocabulary and grammar. Developers are also integrating real-time analytics and progress dashboards to help educators and learners track metrics like engagement time, accuracy rates, and learning milestones. Cross-platform functionality is improving as well, allowing users to sync progress between mobile devices, desktops, and even smart TVs. Furthermore, collaborative multiplayer games are on the rise, enabling peer-to-peer learning and adding a social dimension to language acquisition. These innovations are turning passive content consumption into active, experiential learning that closely mirrors real-world use cases.

What Is Driving the Growth in the Global Language Learning Games Market?

The growth in the global language learning games market is driven by several factors tied to technological innovation, shifting consumer behavior, and evolving educational demands. Rapid advances in AI, AR, and voice recognition technologies have transformed these games from simple quiz-based apps into adaptive and immersive learning ecosystems. Increasing smartphone adoption and improved internet connectivity, especially in emerging economies, are expanding the market’s reach. The rising need for multilingual capabilities in global workforces, particularly in sectors like hospitality, IT, healthcare, and customer support, is driving adult learners toward flexible, game-based learning platforms. Consumer preference is tilting toward self-paced and visually stimulating learning tools, particularly among younger digital-native users. Educational institutions are also moving toward hybrid models, using language learning games to complement traditional instruction. Moreover, the gamification trend itself continues to influence corporate training programs, where language learning is now a key component of employee development. In addition, localization of content and inclusion of lesser-known languages is helping platforms gain traction in diverse linguistic regions. Government funding for EdTech innovation and increasing collaboration between academic institutions and game developers are further accelerating market penetration. All these factors converge to create a high-growth environment where language learning games are positioned as both effective and scalable solutions for modern learners.

SCOPE OF STUDY:

The report analyzes the Language Learning Games market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Type (Multi-Language Choices, One Language Choices); End-Use (Kids End-Use, Adults End-Use)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.

Select Competitors (Total 32 Featured) -

AI INTEGRATIONS

We're transforming market and competitive intelligence with validated expert content and AI tools.

Instead of following the general norm of querying LLMs and Industry-specific SLMs, we built repositories of content curated from domain experts worldwide including video transcripts, blogs, search engines research, and massive amounts of enterprise, product/service, and market data.

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by increasing the Cost of Goods Sold (COGS), reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

III. MARKET ANALYSIS

IV. COMPETITION

(ÁÖ)±Û·Î¹úÀÎÆ÷¸ÞÀÌ¼Ç 02-2025-2992 kr-info@giikorea.co.kr
¨Ï Copyright Global Information, Inc. All rights reserved.
PC¹öÀü º¸±â