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市場調查報告書
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1403465

2030 年醫療保健遊戲化市場預測:按類型、應用程式、最終用戶和地區分類的全球分析

Healthcare Gamification Market Forecasts to 2030 - Global Analysis By Type (Casual Games, Exercise Games and Serious Games), Application (Therapeutic, Prevention, Education and Others Applications), End User and By Geography

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

價格

根據 Stratistics MRC 的數據,2023 年全球醫療保健遊戲化市場規模將達到 39 億美元,預計到 2030 年將達到 183 億美元,預測期內複合年成長率為 24.6%。

醫療保健遊戲化是指將遊戲元素、機制和設計原則融入醫療實踐中,目的是提高患者參與度、促進健康行為並改善整體健康水平。這種方法將日常醫療保健活動變成有趣的、以目標為導向的體驗,從而培養成就感和動力。

據世界衛生組織稱,患有慢性病的患者比例預計將從2008年的39%增加到2030年的51%。

遠端監控和遠端醫療支持

遠端醫療和遊戲化的出現為遠端患者監護增加了一個動態層,使醫療保健互動更加有吸引力和有效。一些與遠端醫療平台整合的應用程式提供即時健康資料追蹤、用藥提醒和個人化健康挑戰等功能。此外,遠端醫療中的遊戲化透過連接患者和醫療保健專業人員並激勵他們積極參與健康指標監測,有助於市場擴張。

高成本

用戶獲取、行銷和持續維護成本增加了遊戲化醫療保健應用程式的整體成本。醫療保健提供者在當前的醫療保健基礎設施中實施遊戲化解決方案時面臨財務挑戰。此外,還需要在遊戲設計和醫療保健遊戲化方面具有經驗的合格人員,從而創造了競爭的市場和急劇上升的人事費用。電子健康記錄(EHR)的客製化和互通性也會導致巨大的開發成本並阻礙市場開拓。

提高患者依從性

醫療保健遊戲化:透過整合獎勵、挑戰和進展追蹤等類似遊戲的功能,遊戲化醫療保健應用程式吸引患者並激勵他們積極參與治療計劃。參與意願的增加對患者生活方式的改變和規定的健康活動的健康結果有重大影響。此外,因此,個人更有可能採取積極主動的措施來管理自己的健康,從而獲得更好的治療結果,進而改善整體福祉,推動該市場的成長。

缺乏標準化

缺乏普遍接受的設計、實施和評估遊戲化醫療保健解決方案的指南和標準,給確保不同應用程式的互通性、資料一致性和品質帶來了挑戰。這導致了分散的開發方法,並使醫療保健提供者和開發人員難以建立一個通用框架來評估遊戲化干預措施的有效性和安全性。此外,標準化的缺乏使得遊戲化解決方案與現有醫療保健生態系統的整合變得複雜,從而阻礙了該市場的規模。

COVID-19 的影響

COVID-19 的疫情在多個方面對醫療保健遊戲化市場產生了負面影響。由於醫療保健組織優先考慮眼前的需求,遊戲化解決方案的開發和採用放緩。醫療保健系統內的財務限制,加上與疫情因應相關的成本加劇,限制了對非核心醫療保健技術的投資。此外,生活方式和行為模式的變化轉移了人們對非必要創新的注意力,從而越來越阻礙了這個市場的擴張。

預計運動遊戲產業在預測期內將是最大的

由於將娛樂和體育活動結合起來以促進健康和保健的利基市場迅速成長,運動遊戲行業預計將佔據最大佔有率。該細分市場在解決肥胖、心血管疾病和其他與生活方式相關的疾病的預防性醫療保健中發揮著至關重要的作用。這些通常整合到健身應用程式、穿戴式裝置和遊戲平台中,以提供鼓勵用戶參與體育活動的遊戲化體驗。

預計在預測期內複合年成長率最高的治療領域

預計治療產業在預測期內將實現最高複合年成長率,因為它將遊戲元素融入醫療保健實踐中,以提高患者參與度、教育和整體福祉。這種創新的遊戲設計激勵個人採取更健康的行為並更有效地管理慢性疾病。此外,解決患者違規、缺乏動力和健康教育差異等挑戰以促進積極的健康結果正在顯著推動該細分市場的擴張。

比最大的地區

由於技術進步、醫療保健意識不斷提高以及精通數位技術的人口不斷成長,亞太地區在預測期內佔據了最大的市場佔有率。該地區是 Microsoft HealthVault、Hubbub Health、Ayogo Health Inc. 和 CogniFit 等主要參與者的所在地,這些參與者致力於解決緊迫的公共衛生問題、促進預防性護理並鼓勵患者積極參與醫療保健遊戲。採用縮小化策略。

複合年成長率最高的地區:

由於數位技術的整合和對預防性醫療保健的日益重視,預計歐洲在預測期內的複合年成長率最高。英國、德國、法國、西班牙和義大利等國家正在利用遊戲化來應對公共衛生挑戰,鼓勵更健康的生活方式並管理慢性病。此外,包括技術開發商、醫療機構和研究機構在內的協作生態系統正在推動該地區的擴張。

提供免費客製化:

訂閱此報告的客戶可以存取以下免費自訂選項之一:

  • 公司簡介
    • 其他市場參與者的綜合分析(最多 3 家公司)
    • 主要企業SWOT分析(最多3家企業)
  • 區域分割
    • 根據客戶興趣對主要國家的市場估計、預測和複合年成長率(註:基於可行性檢查)
  • 競爭基準化分析
    • 根據產品系列、地理分佈和策略聯盟對主要企業基準化分析

目錄

第1章執行摘要

第2章 前言

  • 概述
  • 相關利益者
  • 調查範圍
  • 調查方法
    • 資料探勘
    • 資料分析
    • 資料檢驗
    • 研究途徑
  • 調查來源
    • 主要調查來源
    • 二次調查來源
    • 先決條件

第3章市場趨勢分析

  • 促進因素
  • 抑制因素
  • 機會
  • 威脅
  • 應用分析
  • 最終用戶分析
  • 新興市場
  • 新型冠狀病毒感染疾病(COVID-19)的影響

第4章波特五力分析

  • 供應商的議價能力
  • 買方議價能力
  • 替代品的威脅
  • 新進入者的威脅
  • 競爭公司之間的敵對關係

第5章全球醫療保健遊戲化市場:按類型

  • 休閒遊戲
  • 運動遊戲
  • 嚴肅的遊戲

第6章全球醫療保健遊戲化市場:依應用分類

  • 治療
  • 預防
  • 教育
  • 其他用途

第7章 全球醫療保健遊戲化市場:依最終用戶分類

  • 企業基地
  • 消費群
  • 其他最終用戶

第8章全球醫療保健遊戲化市場:按地區

  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 義大利
    • 法國
    • 西班牙
    • 其他歐洲國家
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 澳洲
    • 紐西蘭
    • 韓國
    • 其他亞太地區
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地區
  • 中東和非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 卡達
    • 南非
    • 其他中東和非洲

第9章 主要進展

  • 合約、夥伴關係、協作和合資企業
  • 收購和合併
  • 新產品發布
  • 業務擴展
  • 其他關鍵策略

第10章 公司簡介

  • Ayogo Health
  • Nike
  • Brunchball
  • Fitbit
  • Microsoft
  • Akili Interactive Labs, Inc
  • CogniFit
  • Wellness Layers
  • Welltok
  • Kognito
Product Code: SMRC24690

According to Stratistics MRC, the Global Healthcare Gamification Market is accounted for $ 3.9 billion in 2023 and is expected to reach $ 18.3 billion by 2030 growing at a CAGR of 24.6% during the forecast period. Healthcare gamification refers to the integration of game elements, mechanics, and design principles into healthcare practices with the goal of enhancing patient engagement, promoting healthy behaviors, and improving overall wellness. This approach transforms routine healthcare activities into enjoyable and goal-oriented experiences, fostering a sense of achievement and motivation.

According to WHO, patients suffering from chronic diseases are anticipated to increase from 39% in 2008 to 51% by 2030.

Market Dynamics:

Driver:

Remote monitoring and telehealth support

The advent of telehealth and gamification adds a dynamic layer to remote patient monitoring, making healthcare interactions more engaging and effective. Some of the applications integrated into telehealth platforms offer features like real-time health data tracking, medication reminders, and personalized health challenges. In addition, gamification in telehealth contributes to the growth by creating a bridge between patients and healthcare professionals and motivating individuals to actively participate in monitoring their health metrics, which is propelling this market's expansion.

Restraint:

High cost

The overall costs of gamified healthcare applications are increased by the costs of user acquisition, marketing, and continuous maintenance. Healthcare providers face financial difficulties when introducing gamified solutions into their current healthcare infrastructures. Furthermore, a competitive job market and higher labor costs result from the need for qualified individuals with experience in both game design and healthcare gamification. Customization and interoperability with electronic health records (EHRs) also contribute to significant development expenses, which thereby hinder market growth.

Opportunity:

Improved patient compliance

Healthcare gamification by integrating game like features such as rewards, challenges, and progress tracking, gamified healthcare applications captivate and motivate patients to actively engage in their treatment plans. This enhanced engagement has profound effects on the health outcomes of patients' lifestyle modifications and prescribed health activities. Furthermore, as a result, individuals are more likely to take proactive measures in managing their health, leading to better treatment outcomes and, ultimately, improved overall well-being, which is boosting this market growth.

Threat:

Lack of standardization

The absence of universally accepted guidelines and standards for designing, implementing, and evaluating gamified healthcare solutions creates challenges in ensuring interoperability, data consistency, and quality across diverse applications. This can lead to fragmented development practices, making it difficult for healthcare providers and developers to establish a common framework for evaluating the effectiveness and safety of gamification interventions. Furthermore, the absence of standardization complicates the integration of gamified solutions into existing healthcare ecosystems, which is impeding this market size.

COVID-19 Impact

The COVID-19 pandemic has had a negative impact on the healthcare gamification market in several ways. Healthcare organizations prioritized urgent needs, leading to a slowdown in the development and adoption of gamified solutions. Financial constraints within healthcare systems, exacerbated by the costs associated with the pandemic response, limit investment in non-core healthcare technologies. Furthermore, the altered lifestyle and behavioral patterns diverted attention from non-essential technological innovations, which gradually hampered this market's expansion.

The exercise games segment is expected to be the largest during the forecast period

The exercise games segment is estimated to hold the largest share due to a burgeoning niche that combines entertainment and physical activity to promote health and wellness. This segment plays a pivotal role in preventive healthcare, tackling obesity, cardiovascular diseases, and other lifestyle-related ailments. These are commonly integrated into fitness apps, wearable devices, and gaming platforms and offer a gamified experience that encourages users to participate in physical activities.

The therapeutic segment is expected to have the highest CAGR during the forecast period

The therapeutic segment is anticipated to have highest CAGR during the forecast period due to its integration of gaming elements into healthcare practices to enhance patient engagement, education, and overall well-being. These innovative gaming designs motivate individuals to adopt healthier behaviors and manage chronic conditions more effectively. Furthermore, it addresses challenges like patient non-compliance, lack of motivation, and health education gaps and promotes positive health outcomes, which significantly boosts this segment's expansion.

Region with largest share:

Asia Pacific commanded the largest market share during the extrapolated period owing to a combination of technological advancements, increasing healthcare awareness, and a burgeoning digital-savvy population. This region is home to some of the major key players, such as Microsoft HealthVault, Hubbub Health, Ayogo Health Inc., and CogniFit, contributing to the rapid adoption of healthcare gamification strategies to address pressing public health issues, promote preventive care, and encourage active patient participation.

Region with highest CAGR:

Europe is expected to witness highest CAGR over the projection period, owing to the convergence of digital technologies and a growing emphasis on preventive healthcare. Countries including the UK, Germany, France, Spain, and Italy are leveraging gamification to address public health challenges, encourage healthier lifestyles, and manage chronic conditions. In addition, a collaborative ecosystem involving technology developers, healthcare institutions, and research organizations is boosting this region's expansion.

Key players in the market:

Some of the key players in the Healthcare Gamification Market include Ayogo Health, Nike, Brunchball, Fitbit, Microsoft , Akili Interactive Labs, Inc, CogniFit, Wellness Layers, Welltok and Kognito.

Key Developments:

In May 2023, Fujitsu Limited and Microsoft Corporation announced a five-year strategic partnership to significantly expand their existing collaboration. The two companies will enable more organizations to quickly respond to rapid changes in the environment, help transform how hospitals operate to enhance patient experiences.

In April 2023, Cognizant announced a new agreement to transform and support the technology operations of Nike, the world's leading designer, marketer, and distributor of authentic athletic footwear, apparel, equipment, and accessories.

In April 2023, Microsoft Corp. and Epic announced they are expanding their long-standing strategic collaboration to develop and integrate generative AI into healthcare by combining the scale and power of Azure OpenAI Service1 with Epic's industry-leading electronic health record (EHR) software.

Types Covered:

  • Casual Games
  • Exercise Games
  • Serious Games

Applications Covered:

  • Therapeutic
  • Prevention
  • Education
  • Others Applications

End Users Covered:

  • Enterprise Based
  • Consumer Based
  • Other End Users

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2021, 2022, 2023, 2026, and 2030
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Application Analysis
  • 3.7 End Userr Analysis
  • 3.8 Emerging Markets
  • 3.9 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Healthcare Gamification Market, By Type

  • 5.1 Introduction
  • 5.2 Casual Games
  • 5.3 Exercise Games
  • 5.4 Serious Games

6 Global Healthcare Gamification Market, By Application

  • 6.1 Introduction
  • 6.2 Therapeutic
  • 6.3 Prevention
  • 6.4 Education
  • 6.5 Others Applications

7 Global Healthcare Gamification Market, By End User

  • 7.1 Introduction
  • 7.2 Enterprise Based
  • 7.3 Consumer Based
  • 7.4 Other End Users

8 Global Healthcare Gamification Market, By Geography

  • 8.1 Introduction
  • 8.2 North America
    • 8.2.1 US
    • 8.2.2 Canada
    • 8.2.3 Mexico
  • 8.3 Europe
    • 8.3.1 Germany
    • 8.3.2 UK
    • 8.3.3 Italy
    • 8.3.4 France
    • 8.3.5 Spain
    • 8.3.6 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 Japan
    • 8.4.2 China
    • 8.4.3 India
    • 8.4.4 Australia
    • 8.4.5 New Zealand
    • 8.4.6 South Korea
    • 8.4.7 Rest of Asia Pacific
  • 8.5 South America
    • 8.5.1 Argentina
    • 8.5.2 Brazil
    • 8.5.3 Chile
    • 8.5.4 Rest of South America
  • 8.6 Middle East & Africa
    • 8.6.1 Saudi Arabia
    • 8.6.2 UAE
    • 8.6.3 Qatar
    • 8.6.4 South Africa
    • 8.6.5 Rest of Middle East & Africa

9 Key Developments

  • 9.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 9.2 Acquisitions & Mergers
  • 9.3 New Product Launch
  • 9.4 Expansions
  • 9.5 Other Key Strategies

10 Company Profiling

  • 10.1 Ayogo Health
  • 10.2 Nike
  • 10.3 Brunchball
  • 10.4 Fitbit
  • 10.5 Microsoft
  • 10.6 Akili Interactive Labs, Inc
  • 10.7 CogniFit
  • 10.8 Wellness Layers
  • 10.9 Welltok
  • 10.10 Kognito

List of Tables

  • Table 1 Global Healthcare Gamification Market Outlook, By Region (2021-2030) ($MN)
  • Table 2 Global Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 3 Global Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 4 Global Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 5 Global Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 6 Global Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 7 Global Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 8 Global Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 9 Global Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 10 Global Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 11 Global Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 12 Global Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 13 Global Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 14 Global Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 15 North America Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 16 North America Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 17 North America Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 18 North America Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 19 North America Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 20 North America Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 21 North America Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 22 North America Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 23 North America Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 24 North America Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 25 North America Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 26 North America Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 27 North America Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 28 North America Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 29 Europe Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 30 Europe Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 31 Europe Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 32 Europe Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 33 Europe Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 34 Europe Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 35 Europe Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 36 Europe Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 37 Europe Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 38 Europe Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 39 Europe Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 40 Europe Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 41 Europe Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 42 Europe Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 43 Asia Pacific Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 44 Asia Pacific Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 45 Asia Pacific Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 46 Asia Pacific Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 47 Asia Pacific Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 48 Asia Pacific Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 49 Asia Pacific Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 50 Asia Pacific Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 51 Asia Pacific Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 52 Asia Pacific Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 53 Asia Pacific Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 54 Asia Pacific Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 55 Asia Pacific Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 56 Asia Pacific Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 57 South America Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 58 South America Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 59 South America Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 60 South America Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 61 South America Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 62 South America Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 63 South America Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 64 South America Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 65 South America Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 66 South America Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 67 South America Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 68 South America Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 69 South America Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 70 South America Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 71 Middle East & Africa Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 72 Middle East & Africa Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 73 Middle East & Africa Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 74 Middle East & Africa Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 75 Middle East & Africa Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 76 Middle East & Africa Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 77 Middle East & Africa Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 78 Middle East & Africa Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 79 Middle East & Africa Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 80 Middle East & Africa Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 81 Middle East & Africa Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 82 Middle East & Africa Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 83 Middle East & Africa Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 84 Middle East & Africa Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)