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
- 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