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市場調查報告書
商品編碼
1179593

醫療保健遊戲化市場:按遊戲類型(運動,嚴肅,休閒),應用(教育,治療,預防),最終用戶(基於企業,消費者)分類:2021-2031全球機會分析和行業預測

Healthcare Gamification Market By Game Type (Exercise Games, Serious Games, Casual Games), Application (Education, Therapeutics, Prevention), End User (Enterprise Based, Consumer Based): Global Opportunity Analysis & Industry Forecast, 2021-2031

出版日期: | 出版商: Allied Market Research | 英文 200 Pages | 商品交期: 2-3個工作天內

價格

到 2031 年,全球醫療保健遊戲化市場預計將從 2021 年的 32.6 億美元增加到 90.409 億美元,從 2022 年到 2031 年的複合年增長率為 11.0%。

今天,我們生活在各種電子產品和設備的包圍中,例如智能手機、智能手錶、筆記本電腦、台式機、平板電腦和其他高級計算器。因此,應用程序開發人員正在創建移動應用程序、遊戲和工具來監控和跟蹤患者的日常活動。

視頻遊戲在美國是一個價值數百萬美元的產業,但視頻遊戲已被證明對健康有負面影響。然而,視頻遊戲可用於治療目的。數字顧問和醫療保健專業人員可以使用視頻遊戲來分散患者對慢性和急性疼痛的注意力。

這些遊戲還有助於提供有關糖尿病管理的健康教育和知識。除了糖尿病和哮喘的自我管理之外,視頻遊戲還有可能提升自尊並支持心理治療。此外,視頻遊戲還被用於提高醫護人員的認知技能,例如培訓醫護人員掌握內窺鏡技術。

醫療保健官員說,生活方式的改變正在增加嚴重慢性病和精神障礙的發病率,即使是在年輕的時候也是如此。因此,隨著人們越來越意識到並更加關注保持健康,他們越來越多地轉向遊戲化解決方案來監測他們的健康和整體活力。此外,圍繞心理健康的恥辱正在消失,人們越來越意識到自己的心理健康。在預測期內,這些因素正在推動對醫療保健遊戲化市場的需求。

由於普及率低以及缺乏知識和教育,農村和半城市地區的人們不了解醫療保健遊戲化應用程序和工具。除了收集健康和健身信息外,一些應用程序和工具還收集位置、瀏覽歷史、電子郵件、位置等數據,這會損害用戶隱私。預計這些因素將阻礙全球醫療保健遊戲化市場的增長。

醫療保健應用中的遊戲不僅用於娛樂和激勵患者,還用於患者和醫療保健專業人員之間的教育和疾病交流。這些遊戲使用創新的計算機技術開發,可以通過模擬對患者進行藥物副作用和疾病方面的教育。提高遊戲在醫療保健領域的知名度和滲透率將在未來幾年提供增長機會。

由於多個國家為對抗冠狀病毒的傳播而實施限制,COVID-19 大流行擾亂了許多工業部門的供應鏈。然而,隨著醫療專業人員開始使用移動應用程序、遊戲和其他工具來照顧他們的病人,醫療保健應用程序對遊戲的需求也在增加。在 COVID-19 流行期間,一些醫療保健遊戲化公司希望將嚴肅遊戲評估為有效的醫療保健工具,以向成年人傳授 COVID-19 預防措施。近年來開發了數百款應用程序,使用最基本的遊戲化策略幫助用戶改善健康。例如,總部位於英國的初創公司 Clinicoin 以加密貨幣獎勵採取建議的健康步驟(例如定期檢查和鍛煉)的患者。因此,COVID-19 對醫療保健遊戲化市場產生了積極影響。

目錄

第 1 章 簡介

第二章執行摘要

第三章市場概況

  • 市場定義和範圍
  • 主要發現
    • 主要投資口袋
  • 波特五力分析
  • 大公司定位
  • 市場動態
    • 促進者
    • 抑製劑
    • 機會
  • COVID-19 影響分析
  • 價值鏈分析
  • 重點法規分析
  • 專利情況
  • 監管指南
  • 市場份額分析

4 醫療保健遊戲化市場,按遊戲類型

  • 市場概況
    • 市場規模/預測
  • 運動遊戲
    • 主要市場趨勢、增長動力和機遇
    • 市場規模/預測:按地區
    • 市場分析:按國家分類
  • 嚴肅的遊戲
    • 主要市場趨勢、增長動力和機遇
    • 市場規模/預測:按地區
    • 市場分析:按國家分類
  • 休閒遊戲
    • 主要市場趨勢、增長動力和機遇
    • 市場規模/預測:按地區
    • 市場分析:按國家分類

5 醫療保健遊戲化市場,按應用

  • 概述
    • 市場規模/預測
  • 教育領域
    • 主要市場趨勢、增長動力和機遇
    • 市場規模/預測:按地區
    • 市場分析:按國家分類
  • 治療領域
    • 主要市場趨勢、增長動力和機遇
    • 市場規模/預測:按地區
    • 市場分析:按國家分類
  • 預防領域
    • 主要市場趨勢、增長動力和機遇
    • 市場規模/預測:按地區
    • 市場分析:按國家分類

6 最終用戶的醫療保健遊戲化市場

  • 概述
    • 市場規模/預測
  • 企業基地
    • 主要市場趨勢、增長動力和機遇
    • 市場規模/預測:按地區
    • 市場分析:按國家分類
  • 消費群
    • 主要市場趨勢、增長動力和機遇
    • 市場規模/預測:按地區
    • 市場分析:按國家分類

7.按地區劃分的醫療保健遊戲化市場

  • 概述
    • 市場規模/預測
  • 北美
    • 主要趨勢和機遇
    • 北美市場規模及預測:按遊戲類型
    • 北美市場規模和預測:按應用
    • 北美市場規模和預測:按最終用戶
    • 北美市場規模和預測:按國家/地區分類
      • 美國
      • 加拿大
      • 墨西哥
  • 歐洲
    • 主要趨勢和機遇
    • 歐洲市場規模及預測:按遊戲類型
    • 歐洲市場規模和預測:按應用
    • 歐洲市場規模和預測:按最終用戶
    • 歐洲市場規模和預測:按國家分類
      • 德國
      • 英國
      • 法國
      • 西班牙
      • 意大利
      • 歐洲其他地區
  • 亞太地區
    • 主要趨勢和機遇
    • 亞太市場規模及遊戲類型預測
    • 亞太市場規模和預測:按應用
    • 亞太地區市場規模和最終用戶預測
    • 亞太市場規模和預測:按國家分類
      • 中國
      • 日本
      • 印度
      • 韓國
      • 澳大利亞
      • 亞太其他地區
  • 拉美亞
    • 主要趨勢和機遇
    • LAMEA 市場規模和預測:按遊戲類型
    • LAMEA 市場規模和預測:按應用
    • LAMEA 市場規模和預測:按最終用戶
    • LAMEA 市場規模和預測:按國家/地區分類
      • 巴西
      • 沙特阿拉伯
      • 阿聯酋
      • 南非
      • 其餘的 LAMEA

第八章 公司情況

  • 介紹
  • 關鍵成功策略
  • 10大公司產品圖
  • 比賽儀表板
  • 競爭熱圖
  • 重大發展

第九章公司簡介

  • Fitbit, Inc
  • Ayogo Health Inc
  • hubbub health, inc
  • Microsoft
  • Bunchball inc
  • EveryMove
  • Akili Interactive Labs, Inc
  • CogniFit
  • Mango Health
  • Nike, Inc.
Product Code: A10988

The global healthcare gamification market is envisioned to garner $9,040.9 million by 2031, growing from $3,260.0 million in 2021 at a CAGR of 11.0% from 2022 to 2031.

Today we live with wide variety of electronic gadgets and devices such as smart phones, smart watches, highly equipped computational machines such as laptops, desktops, tablets. As a result, app developers have develop mobile apps, games and tools to monitor and track patient daily activities.

Video gaming is a multi-million dollar industry in the U.S. Although video games are associated with a negative effect on health. However, video games can be useful for therapeutic purposes. Digital consultants and medical practitioners use video games to distract patients from chronic and acute pain.

These games also aid in providing health education and knowledge of diabetes management. Apart from self-management of diabetes and asthma management, video games have the potential to increase self-esteem and support psychotherapeutic treatment. In addition, video games have been used to enhance the cognitive ability of medical practitioners, such as training medical practitioners on endoscopic skills.

According to healthcare providers, changing lifestyle is increasing the incidence of severe chronic diseases and mental disorders, even at a young age. As a result, as people become more conscious and put more effort into maintaining their health, they are increasingly using gamified solutions to monitor their health and overall vitality. The stigma associated with mental health is also dissolving, and people are becoming more aware of their own mental health. Such factors are driving the demand for healthcare gamification market during the forecast period.

People in rural and semi-urban areas are unaware of healthcare gamification apps and tools owing to the low penetration and lack of knowledge & education. Besides, some apps and tools do just not collect information about health and fitness, they also collect data about your location, browsing history, emails, location, and many more data, thereby hampering user privacy. Such factors are expected to hinder the growth of the global healthcare gamification market.

Games in healthcare applications are not merely for entertainment and patient motivation, they are also used for educating and channeling information about diseases between patients and medical practitioners. These games are developed using innovative computer technologies, which can educate patients about the side effect of medicines and diseases through simulation. Growing awareness and penetration of games in the healthcare sector will provide growth opportunities in the coming years.

The COVID-19 pandemic hampered the supply chain of many industrial sectors due to restrictions imposed by several countries to combat the spread of coronavirus. However, the demand for games in healthcare applications grew, as medical practitioners were using mobile apps, games, and other tools to treat patients. During the COVID-19 pandemic, some healthcare gamification companies aimed to evaluate serious games as an effective healthcare tool for teaching adults about COVID-19 prevention measures. Hundreds of apps have been developed in recent years that have used the most basic gamification strategies to encourage users to improve their health. For example, Clinicoin, a UK-based start-up, rewards patients with cryptocurrency when they follow recommended health steps such as regular check-ups and exercise. As a result, COVID-19 has had a positive effect on the healthcare gamification market.

The key players profiled in the Healthcare Gamification market report include Fitbit, Nike, Mango Health, Ayogo Health, Hubbub Health, Bunchball, Microsoft, EveryMove, Microsoft, Akili Interactive labs, and JawBone among others.

Key Benefits For Stakeholders

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the healthcare gamification market analysis from 2021 to 2031 to identify the prevailing healthcare gamification market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the healthcare gamification market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global healthcare gamification market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

  • By Game Type
  • Exercise Games
  •  Serious Games
  • Casual Games
  • By Application
  • Education
  • Therapeutic
  • Prevention
  • Others
  • By End-Use
  • Consumer Based
  • Enterprise Based
  • By Region
  • North America
  • U.S.
  • Canada
  • Mexico
  • Europe
  • Germany
  • France
  • UK
  • Italy
  • Spain
  • Rest of Europe
  • Asia-Pacific
  • Japan
  • China
  • India
  • Australia
  • South Korea
  • Rest of Asia-Pacific
  • LAMEA
  • Brazil
  • Saudi Arabia
  • United Arab Emirates
  • South Africa
  • Rest of LAMEA

List of Key Players Profiled in the Report

  • Nike
  • Ayogo Health
  • Fitbit
  •  Bunchball
  • Microsoft
  • EveryMove
  •  Hubbub Health
  • Akili Interactive labs
  • Mango Health
  • JawBone

Key Market Segments

By Game Type

  • Exercise Games
  • Serious Games
  • Casual Games

By Application

  • Education
  • Therapeutics
  • Prevention

By End User

  • Enterprise Based
  • Consumer Based

By Region

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Rest of Europe
    • Germany
    • UK
    • France
    • Spain
    • Italy
  • Asia-Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Rest Of Asia Pacific
  • LAMEA
    • Brazil
    • Saudi Arabia
    • UAE
    • South Africa
    • Rest of LAMEA
  • Key Market Players
    • Fitbit, Inc
    • Ayogo Health Inc
    • hubbub health, inc
    • Microsoft
    • Bunchball inc
    • EveryMove
    • Akili Interactive Labs, Inc
    • CogniFit
    • Mango Health
    • Nike, Inc.

TABLE OF CONTENTS

CHAPTER 1:INTRODUCTION

  • 1.1.Report description
  • 1.2.Key market segments
  • 1.3.Key benefits to the stakeholders
  • 1.4.Research Methodology
    • 1.4.1.Secondary research
    • 1.4.2.Primary research
    • 1.4.3.Analyst tools and models

CHAPTER 2:EXECUTIVE SUMMARY

  • 2.1.Key findings of the study
  • 2.2.CXO Perspective

CHAPTER 3:MARKET OVERVIEW

  • 3.1.Market definition and scope
  • 3.2.Key findings
    • 3.2.1.Top investment pockets
  • 3.3.Porter's five forces analysis
  • 3.4.Top player positioning
  • 3.5.Market dynamics
    • 3.5.1.Drivers
    • 3.5.2.Restraints
    • 3.5.3.Opportunities
  • 3.6.COVID-19 Impact Analysis on the market
  • 3.7.Value Chain Analysis
  • 3.8.Key Regulation Analysis
  • 3.9.Patent Landscape
  • 3.10.Regulatory Guidelines
  • 3.11.Market Share Analysis

CHAPTER 4: HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE

  • 4.1 Overview
    • 4.1.1 Market size and forecast
  • 4.2 Exercise Games
    • 4.2.1 Key market trends, growth factors and opportunities
    • 4.2.2 Market size and forecast, by region
    • 4.2.3 Market analysis by country
  • 4.3 Serious Games
    • 4.3.1 Key market trends, growth factors and opportunities
    • 4.3.2 Market size and forecast, by region
    • 4.3.3 Market analysis by country
  • 4.4 Casual Games
    • 4.4.1 Key market trends, growth factors and opportunities
    • 4.4.2 Market size and forecast, by region
    • 4.4.3 Market analysis by country

CHAPTER 5: HEALTHCARE GAMIFICATION MARKET, BY APPLICATION

  • 5.1 Overview
    • 5.1.1 Market size and forecast
  • 5.2 Education
    • 5.2.1 Key market trends, growth factors and opportunities
    • 5.2.2 Market size and forecast, by region
    • 5.2.3 Market analysis by country
  • 5.3 Therapeutics
    • 5.3.1 Key market trends, growth factors and opportunities
    • 5.3.2 Market size and forecast, by region
    • 5.3.3 Market analysis by country
  • 5.4 Prevention
    • 5.4.1 Key market trends, growth factors and opportunities
    • 5.4.2 Market size and forecast, by region
    • 5.4.3 Market analysis by country

CHAPTER 6: HEALTHCARE GAMIFICATION MARKET, BY END USER

  • 6.1 Overview
    • 6.1.1 Market size and forecast
  • 6.2 Enterprise Based
    • 6.2.1 Key market trends, growth factors and opportunities
    • 6.2.2 Market size and forecast, by region
    • 6.2.3 Market analysis by country
  • 6.3 Consumer Based
    • 6.3.1 Key market trends, growth factors and opportunities
    • 6.3.2 Market size and forecast, by region
    • 6.3.3 Market analysis by country

CHAPTER 7: HEALTHCARE GAMIFICATION MARKET, BY REGION

  • 7.1 Overview
    • 7.1.1 Market size and forecast
  • 7.2 North America
    • 7.2.1 Key trends and opportunities
    • 7.2.2 North America Market size and forecast, by Game Type
    • 7.2.3 North America Market size and forecast, by Application
    • 7.2.4 North America Market size and forecast, by End User
    • 7.2.5 North America Market size and forecast, by country
      • 7.2.5.1 U.S.
      • 7.2.5.1.1 Market size and forecast, by Game Type
      • 7.2.5.1.2 Market size and forecast, by Application
      • 7.2.5.1.3 Market size and forecast, by End User
      • 7.2.5.2 Canada
      • 7.2.5.2.1 Market size and forecast, by Game Type
      • 7.2.5.2.2 Market size and forecast, by Application
      • 7.2.5.2.3 Market size and forecast, by End User
      • 7.2.5.3 Mexico
      • 7.2.5.3.1 Market size and forecast, by Game Type
      • 7.2.5.3.2 Market size and forecast, by Application
      • 7.2.5.3.3 Market size and forecast, by End User
  • 7.3 Europe
    • 7.3.1 Key trends and opportunities
    • 7.3.2 Europe Market size and forecast, by Game Type
    • 7.3.3 Europe Market size and forecast, by Application
    • 7.3.4 Europe Market size and forecast, by End User
    • 7.3.5 Europe Market size and forecast, by country
      • 7.3.5.1 Germany
      • 7.3.5.1.1 Market size and forecast, by Game Type
      • 7.3.5.1.2 Market size and forecast, by Application
      • 7.3.5.1.3 Market size and forecast, by End User
      • 7.3.5.2 UK
      • 7.3.5.2.1 Market size and forecast, by Game Type
      • 7.3.5.2.2 Market size and forecast, by Application
      • 7.3.5.2.3 Market size and forecast, by End User
      • 7.3.5.3 France
      • 7.3.5.3.1 Market size and forecast, by Game Type
      • 7.3.5.3.2 Market size and forecast, by Application
      • 7.3.5.3.3 Market size and forecast, by End User
      • 7.3.5.4 Spain
      • 7.3.5.4.1 Market size and forecast, by Game Type
      • 7.3.5.4.2 Market size and forecast, by Application
      • 7.3.5.4.3 Market size and forecast, by End User
      • 7.3.5.5 Italy
      • 7.3.5.5.1 Market size and forecast, by Game Type
      • 7.3.5.5.2 Market size and forecast, by Application
      • 7.3.5.5.3 Market size and forecast, by End User
      • 7.3.5.6 Rest of Europe
      • 7.3.5.6.1 Market size and forecast, by Game Type
      • 7.3.5.6.2 Market size and forecast, by Application
      • 7.3.5.6.3 Market size and forecast, by End User
  • 7.4 Asia-Pacific
    • 7.4.1 Key trends and opportunities
    • 7.4.2 Asia-Pacific Market size and forecast, by Game Type
    • 7.4.3 Asia-Pacific Market size and forecast, by Application
    • 7.4.4 Asia-Pacific Market size and forecast, by End User
    • 7.4.5 Asia-Pacific Market size and forecast, by country
      • 7.4.5.1 China
      • 7.4.5.1.1 Market size and forecast, by Game Type
      • 7.4.5.1.2 Market size and forecast, by Application
      • 7.4.5.1.3 Market size and forecast, by End User
      • 7.4.5.2 Japan
      • 7.4.5.2.1 Market size and forecast, by Game Type
      • 7.4.5.2.2 Market size and forecast, by Application
      • 7.4.5.2.3 Market size and forecast, by End User
      • 7.4.5.3 India
      • 7.4.5.3.1 Market size and forecast, by Game Type
      • 7.4.5.3.2 Market size and forecast, by Application
      • 7.4.5.3.3 Market size and forecast, by End User
      • 7.4.5.4 South Korea
      • 7.4.5.4.1 Market size and forecast, by Game Type
      • 7.4.5.4.2 Market size and forecast, by Application
      • 7.4.5.4.3 Market size and forecast, by End User
      • 7.4.5.5 Australia
      • 7.4.5.5.1 Market size and forecast, by Game Type
      • 7.4.5.5.2 Market size and forecast, by Application
      • 7.4.5.5.3 Market size and forecast, by End User
      • 7.4.5.6 Rest Of Asia Pacific
      • 7.4.5.6.1 Market size and forecast, by Game Type
      • 7.4.5.6.2 Market size and forecast, by Application
      • 7.4.5.6.3 Market size and forecast, by End User
  • 7.5 LAMEA
    • 7.5.1 Key trends and opportunities
    • 7.5.2 LAMEA Market size and forecast, by Game Type
    • 7.5.3 LAMEA Market size and forecast, by Application
    • 7.5.4 LAMEA Market size and forecast, by End User
    • 7.5.5 LAMEA Market size and forecast, by country
      • 7.5.5.1 Brazil
      • 7.5.5.1.1 Market size and forecast, by Game Type
      • 7.5.5.1.2 Market size and forecast, by Application
      • 7.5.5.1.3 Market size and forecast, by End User
      • 7.5.5.2 Saudi Arabia
      • 7.5.5.2.1 Market size and forecast, by Game Type
      • 7.5.5.2.2 Market size and forecast, by Application
      • 7.5.5.2.3 Market size and forecast, by End User
      • 7.5.5.3 UAE
      • 7.5.5.3.1 Market size and forecast, by Game Type
      • 7.5.5.3.2 Market size and forecast, by Application
      • 7.5.5.3.3 Market size and forecast, by End User
      • 7.5.5.4 South Africa
      • 7.5.5.4.1 Market size and forecast, by Game Type
      • 7.5.5.4.2 Market size and forecast, by Application
      • 7.5.5.4.3 Market size and forecast, by End User
      • 7.5.5.5 Rest of LAMEA
      • 7.5.5.5.1 Market size and forecast, by Game Type
      • 7.5.5.5.2 Market size and forecast, by Application
      • 7.5.5.5.3 Market size and forecast, by End User

CHAPTER 8: COMPANY LANDSCAPE

  • 8.1. Introduction
  • 8.2. Top winning strategies
  • 8.3. Product Mapping of Top 10 Player
  • 8.4. Competitive Dashboard
  • 8.5. Competitive Heatmap
  • 8.6. Key developments

CHAPTER 9: COMPANY PROFILES

  • 9.1 Fitbit, Inc
    • 9.1.1 Company overview
    • 9.1.2 Company snapshot
    • 9.1.3 Operating business segments
    • 9.1.4 Product portfolio
    • 9.1.5 Business performance
    • 9.1.6 Key strategic moves and developments
  • 9.2 Ayogo Health Inc
    • 9.2.1 Company overview
    • 9.2.2 Company snapshot
    • 9.2.3 Operating business segments
    • 9.2.4 Product portfolio
    • 9.2.5 Business performance
    • 9.2.6 Key strategic moves and developments
  • 9.3 hubbub health, inc
    • 9.3.1 Company overview
    • 9.3.2 Company snapshot
    • 9.3.3 Operating business segments
    • 9.3.4 Product portfolio
    • 9.3.5 Business performance
    • 9.3.6 Key strategic moves and developments
  • 9.4 Microsoft
    • 9.4.1 Company overview
    • 9.4.2 Company snapshot
    • 9.4.3 Operating business segments
    • 9.4.4 Product portfolio
    • 9.4.5 Business performance
    • 9.4.6 Key strategic moves and developments
  • 9.5 Bunchball inc
    • 9.5.1 Company overview
    • 9.5.2 Company snapshot
    • 9.5.3 Operating business segments
    • 9.5.4 Product portfolio
    • 9.5.5 Business performance
    • 9.5.6 Key strategic moves and developments
  • 9.6 EveryMove
    • 9.6.1 Company overview
    • 9.6.2 Company snapshot
    • 9.6.3 Operating business segments
    • 9.6.4 Product portfolio
    • 9.6.5 Business performance
    • 9.6.6 Key strategic moves and developments
  • 9.7 Akili Interactive Labs, Inc
    • 9.7.1 Company overview
    • 9.7.2 Company snapshot
    • 9.7.3 Operating business segments
    • 9.7.4 Product portfolio
    • 9.7.5 Business performance
    • 9.7.6 Key strategic moves and developments
  • 9.8 CogniFit
    • 9.8.1 Company overview
    • 9.8.2 Company snapshot
    • 9.8.3 Operating business segments
    • 9.8.4 Product portfolio
    • 9.8.5 Business performance
    • 9.8.6 Key strategic moves and developments
  • 9.9 Mango Health
    • 9.9.1 Company overview
    • 9.9.2 Company snapshot
    • 9.9.3 Operating business segments
    • 9.9.4 Product portfolio
    • 9.9.5 Business performance
    • 9.9.6 Key strategic moves and developments
  • 9.10 Nike, Inc.
    • 9.10.1 Company overview
    • 9.10.2 Company snapshot
    • 9.10.3 Operating business segments
    • 9.10.4 Product portfolio
    • 9.10.5 Business performance
    • 9.10.6 Key strategic moves and developments

LIST OF TABLES

  • TABLE 1. GLOBAL HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 2. HEALTHCARE GAMIFICATION MARKET SIZE, FOR EXERCISE GAMES, BY REGION, 2021-2031 ($MILLION)
  • TABLE 3. HEALTHCARE GAMIFICATION MARKET FOR EXERCISE GAMES, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 4. HEALTHCARE GAMIFICATION MARKET SIZE, FOR SERIOUS GAMES, BY REGION, 2021-2031 ($MILLION)
  • TABLE 5. HEALTHCARE GAMIFICATION MARKET FOR SERIOUS GAMES, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 6. HEALTHCARE GAMIFICATION MARKET SIZE, FOR CASUAL GAMES, BY REGION, 2021-2031 ($MILLION)
  • TABLE 7. HEALTHCARE GAMIFICATION MARKET FOR CASUAL GAMES, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 8. GLOBAL HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 9. HEALTHCARE GAMIFICATION MARKET SIZE, FOR EDUCATION, BY REGION, 2021-2031 ($MILLION)
  • TABLE 10. HEALTHCARE GAMIFICATION MARKET FOR EDUCATION, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 11. HEALTHCARE GAMIFICATION MARKET SIZE, FOR THERAPEUTICS, BY REGION, 2021-2031 ($MILLION)
  • TABLE 12. HEALTHCARE GAMIFICATION MARKET FOR THERAPEUTICS, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 13. HEALTHCARE GAMIFICATION MARKET SIZE, FOR PREVENTION, BY REGION, 2021-2031 ($MILLION)
  • TABLE 14. HEALTHCARE GAMIFICATION MARKET FOR PREVENTION, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 15. GLOBAL HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 16. HEALTHCARE GAMIFICATION MARKET SIZE, FOR ENTERPRISE BASED, BY REGION, 2021-2031 ($MILLION)
  • TABLE 17. HEALTHCARE GAMIFICATION MARKET FOR ENTERPRISE BASED, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 18. HEALTHCARE GAMIFICATION MARKET SIZE, FOR CONSUMER BASED, BY REGION, 2021-2031 ($MILLION)
  • TABLE 19. HEALTHCARE GAMIFICATION MARKET FOR CONSUMER BASED, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 20. HEALTHCARE GAMIFICATION MARKET, BY REGION, 2021-2031 ($MILLION)
  • TABLE 21. NORTH AMERICA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 22. NORTH AMERICA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 23. NORTH AMERICA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 24. NORTH AMERICA HEALTHCARE GAMIFICATION MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 25. U.S. HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 26. U.S. HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 27. U.S. HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 28. CANADA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 29. CANADA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 30. CANADA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 31. MEXICO HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 32. MEXICO HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 33. MEXICO HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 34. EUROPE HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 35. EUROPE HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 36. EUROPE HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 37. EUROPE HEALTHCARE GAMIFICATION MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 38. GERMANY HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 39. GERMANY HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 40. GERMANY HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 41. UK HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 42. UK HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 43. UK HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 44. FRANCE HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 45. FRANCE HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 46. FRANCE HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 47. SPAIN HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 48. SPAIN HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 49. SPAIN HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 50. ITALY HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 51. ITALY HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 52. ITALY HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 53. REST OF EUROPE HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 54. REST OF EUROPE HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 55. REST OF EUROPE HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 56. ASIA-PACIFIC HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 57. ASIA-PACIFIC HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 58. ASIA-PACIFIC HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 59. ASIA-PACIFIC HEALTHCARE GAMIFICATION MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 60. CHINA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 61. CHINA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 62. CHINA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 63. JAPAN HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 64. JAPAN HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 65. JAPAN HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 66. INDIA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 67. INDIA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 68. INDIA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 69. SOUTH KOREA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 70. SOUTH KOREA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 71. SOUTH KOREA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 72. AUSTRALIA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 73. AUSTRALIA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 74. AUSTRALIA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 75. REST OF ASIA PACIFIC HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 76. REST OF ASIA PACIFIC HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 77. REST OF ASIA PACIFIC HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 78. LAMEA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 79. LAMEA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 80. LAMEA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 81. LAMEA HEALTHCARE GAMIFICATION MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 82. BRAZIL HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 83. BRAZIL HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 84. BRAZIL HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 85. SAUDI ARABIA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 86. SAUDI ARABIA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 87. SAUDI ARABIA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 88. UAE HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 89. UAE HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 90. UAE HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 91. SOUTH AFRICA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 92. SOUTH AFRICA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 93. SOUTH AFRICA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 94. REST OF LAMEA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 95. REST OF LAMEA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 96. REST OF LAMEA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 97.FITBIT, INC: COMPANY SNAPSHOT
  • TABLE 98.FITBIT, INC: OPERATING SEGMENTS
  • TABLE 99.FITBIT, INC: PRODUCT PORTFOLIO
  • TABLE 100.FITBIT, INC: NET SALES,
  • TABLE 101.FITBIT, INC: KEY STRATERGIES
  • TABLE 102.AYOGO HEALTH INC: COMPANY SNAPSHOT
  • TABLE 103.AYOGO HEALTH INC: OPERATING SEGMENTS
  • TABLE 104.AYOGO HEALTH INC: PRODUCT PORTFOLIO
  • TABLE 105.AYOGO HEALTH INC: NET SALES,
  • TABLE 106.AYOGO HEALTH INC: KEY STRATERGIES
  • TABLE 107.HUBBUB HEALTH, INC: COMPANY SNAPSHOT
  • TABLE 108.HUBBUB HEALTH, INC: OPERATING SEGMENTS
  • TABLE 109.HUBBUB HEALTH, INC: PRODUCT PORTFOLIO
  • TABLE 110.HUBBUB HEALTH, INC: NET SALES,
  • TABLE 111.HUBBUB HEALTH, INC: KEY STRATERGIES
  • TABLE 112.MICROSOFT: COMPANY SNAPSHOT
  • TABLE 113.MICROSOFT: OPERATING SEGMENTS
  • TABLE 114.MICROSOFT: PRODUCT PORTFOLIO
  • TABLE 115.MICROSOFT: NET SALES,
  • TABLE 116.MICROSOFT: KEY STRATERGIES
  • TABLE 117.BUNCHBALL INC: COMPANY SNAPSHOT
  • TABLE 118.BUNCHBALL INC: OPERATING SEGMENTS
  • TABLE 119.BUNCHBALL INC: PRODUCT PORTFOLIO
  • TABLE 120.BUNCHBALL INC: NET SALES,
  • TABLE 121.BUNCHBALL INC: KEY STRATERGIES
  • TABLE 122.EVERYMOVE: COMPANY SNAPSHOT
  • TABLE 123.EVERYMOVE: OPERATING SEGMENTS
  • TABLE 124.EVERYMOVE: PRODUCT PORTFOLIO
  • TABLE 125.EVERYMOVE: NET SALES,
  • TABLE 126.EVERYMOVE: KEY STRATERGIES
  • TABLE 127.AKILI INTERACTIVE LABS, INC: COMPANY SNAPSHOT
  • TABLE 128.AKILI INTERACTIVE LABS, INC: OPERATING SEGMENTS
  • TABLE 129.AKILI INTERACTIVE LABS, INC: PRODUCT PORTFOLIO
  • TABLE 130.AKILI INTERACTIVE LABS, INC: NET SALES,
  • TABLE 131.AKILI INTERACTIVE LABS, INC: KEY STRATERGIES
  • TABLE 132.COGNIFIT: COMPANY SNAPSHOT
  • TABLE 133.COGNIFIT: OPERATING SEGMENTS
  • TABLE 134.COGNIFIT: PRODUCT PORTFOLIO
  • TABLE 135.COGNIFIT: NET SALES,
  • TABLE 136.COGNIFIT: KEY STRATERGIES
  • TABLE 137.MANGO HEALTH: COMPANY SNAPSHOT
  • TABLE 138.MANGO HEALTH: OPERATING SEGMENTS
  • TABLE 139.MANGO HEALTH: PRODUCT PORTFOLIO
  • TABLE 140.MANGO HEALTH: NET SALES,
  • TABLE 141.MANGO HEALTH: KEY STRATERGIES
  • TABLE 142.NIKE, INC.: COMPANY SNAPSHOT
  • TABLE 143.NIKE, INC.: OPERATING SEGMENTS
  • TABLE 144.NIKE, INC.: PRODUCT PORTFOLIO
  • TABLE 145.NIKE, INC.: NET SALES,
  • TABLE 146.NIKE, INC.: KEY STRATERGIES

LIST OF FIGURES

  • FIGURE 1.HEALTHCARE GAMIFICATION MARKET SEGMENTATION
  • FIGURE 2.HEALTHCARE GAMIFICATION MARKET,2021-2031
  • FIGURE 3.HEALTHCARE GAMIFICATION MARKET,2021-2031
  • FIGURE 4. TOP INVESTMENT POCKETS, BY REGION
  • FIGURE 5.PORTER FIVE-1
  • FIGURE 6.PORTER FIVE-2
  • FIGURE 7.PORTER FIVE-3
  • FIGURE 8.PORTER FIVE-4
  • FIGURE 9.PORTER FIVE-5
  • FIGURE 10.TOP PLAYER POSITIONING
  • FIGURE 11.HEALTHCARE GAMIFICATION MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
  • FIGURE 12.VALUE CHAIN ANALYSIS
  • FIGURE 13.KEY REGULATION ANALYSIS
  • FIGURE 14.PATENT ANALYSIS BY COMPANY
  • FIGURE 15.PATENT ANALYSIS BY COUNTRY
  • FIGURE 16.REGULATORY GUIDELINES
  • FIGURE 17.MARKET SHARE ANALYSIS
  • FIGURE 18.HEALTHCARE GAMIFICATION MARKET,BY GAME TYPE,2021(%)
  • FIGURE 19.COMPARATIVE SHARE ANALYSIS OF EXERCISE GAMES HEALTHCARE GAMIFICATION MARKET,2021-2031(%)
  • FIGURE 20.COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES HEALTHCARE GAMIFICATION MARKET,2021-2031(%)
  • FIGURE 21.COMPARATIVE SHARE ANALYSIS OF CASUAL GAMES HEALTHCARE GAMIFICATION MARKET,2021-2031(%)
  • FIGURE 22.HEALTHCARE GAMIFICATION MARKET,BY APPLICATION,2021(%)
  • FIGURE 23.COMPARATIVE SHARE ANALYSIS OF EDUCATION HEALTHCARE GAMIFICATION MARKET,2021-2031(%)
  • FIGURE 24.COMPARATIVE SHARE ANALYSIS OF THERAPEUTICS HEALTHCARE GAMIFICATION MARKET,2021-2031(%)
  • FIGURE 25.COMPARATIVE SHARE ANALYSIS OF PREVENTION HEALTHCARE GAMIFICATION MARKET,2021-2031(%)
  • FIGURE 26.HEALTHCARE GAMIFICATION MARKET,BY END USER,2021(%)
  • FIGURE 27.COMPARATIVE SHARE ANALYSIS OF ENTERPRISE BASED HEALTHCARE GAMIFICATION MARKET,2021-2031(%)
  • FIGURE 28.COMPARATIVE SHARE ANALYSIS OF CONSUMER BASED HEALTHCARE GAMIFICATION MARKET,2021-2031(%)
  • FIGURE 29.HEALTHCARE GAMIFICATION MARKET BY REGION,2021
  • FIGURE 30.U.S. HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 31.CANADA HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 32.MEXICO HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 33.GERMANY HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 34.UK HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 35.FRANCE HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 36.SPAIN HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 37.ITALY HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 38.REST OF EUROPE HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 39.CHINA HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 40.JAPAN HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 41.INDIA HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 42.SOUTH KOREA HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 43.AUSTRALIA HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 44.REST OF ASIA PACIFIC HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 45.BRAZIL HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 46.SAUDI ARABIA HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 47.UAE HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 48.SOUTH AFRICA HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 49.REST OF LAMEA HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 50. TOP WINNING STRATEGIES, BY YEAR
  • FIGURE 51. TOP WINNING STRATEGIES, BY DEVELOPMENT
  • FIGURE 52. TOP WINNING STRATEGIES, BY COMPANY
  • FIGURE 53.PRODUCT MAPPING OF TOP 10 PLAYERS
  • FIGURE 54.COMPETITIVE DASHBOARD
  • FIGURE 55.COMPETITIVE HEATMAP OF TOP 10 KEY PLAYERS
  • FIGURE 56.FITBIT, INC.: NET SALES ,($MILLION)
  • FIGURE 57.AYOGO HEALTH INC.: NET SALES ,($MILLION)
  • FIGURE 58.HUBBUB HEALTH, INC.: NET SALES ,($MILLION)
  • FIGURE 59.MICROSOFT.: NET SALES ,($MILLION)
  • FIGURE 60.BUNCHBALL INC.: NET SALES ,($MILLION)
  • FIGURE 61.EVERYMOVE.: NET SALES ,($MILLION)
  • FIGURE 62.AKILI INTERACTIVE LABS, INC.: NET SALES ,($MILLION)
  • FIGURE 63.COGNIFIT.: NET SALES ,($MILLION)
  • FIGURE 64.MANGO HEALTH.: NET SALES ,($MILLION)
  • FIGURE 65.NIKE, INC..: NET SALES ,($MILLION)