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Healthcare Gamification Market - Global Forecast 2025-2032

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    Report

  • 183 Pages
  • October 2025
  • Region: Global
  • 360iResearch™
  • ID: 4857986
UP TO OFF until Jan 01st 2026
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The healthcare gamification market is rapidly evolving as providers and technology leaders seek innovative, digital strategies to boost patient engagement and deliver measurable outcomes. Solutions that integrate gaming elements into care pathways are shifting expectations for both patients and caregivers.

Market Snapshot: Healthcare Gamification Market Size and Growth

The Healthcare Gamification Market grew from USD 3.33 billion in 2024 to USD 4.16 billion in 2025. It is expected to continue growing at a CAGR of 24.48%, reaching USD 19.23 billion by 2032.

Scope & Segmentation

  • Delivery Platforms: Mobile devices—encompassing smartphones and tablets—dominate patient interactions. Wearable technologies, including fitness bands and smartwatches, are widely adopted for continuous monitoring. Web platforms support data visualization and administrative functions.
  • Application Types: Chronic disease management modules offer support for asthma, blood glucose, and blood pressure tracking with integrated reminders. Fitness and wellness platforms provide exercise tracking, lifestyle coaching, and nutrition monitoring. Mental health solutions use cognitive behavioral therapy and mood tracking, while physical therapy and rehabilitation leverage virtual exercise and progress tracking.
  • End Users: Clinics and hospitals incorporate gamified tools to improve care pathways and enable remote monitoring. Patients adopt these solutions to enhance self-management and engagement.
  • Regional Coverage: Americas (including North America, Latin America), Europe, Middle East & Africa, and Asia-Pacific. Subregions span the United States, Canada, Mexico, Brazil, Argentina, the United Kingdom, Germany, China, India, Australia, Japan, South Korea, and several others.
  • Leading Companies: Key innovators include Akili Interactive Labs, Microsoft Corporation, Philips, Oracle Corporation, Fitbit, Strava, Virgin Pulse, and Under Armour, among other prominent players detailed in the full report.

Key Takeaways for Decision-Makers

  • Executive leaders are integrating healthcare gamification to increase patient motivation, adherence, and satisfaction through personalized digital interventions.
  • AI and machine learning power adaptive challenges, enabling platforms to tailor experiences based on real-time performance and preferences.
  • Wearable device integration is enhancing the accuracy of health data collection, expanding the potential for remote care and real-world evidence generation.
  • Regulatory shifts are requiring developers to address new privacy standards, while stakeholder collaboration is driving ecosystem innovation.
  • Investment and collaboration between healthcare and technology firms accelerate the development of robust, clinically validated solutions.
  • Segmentation shows mobile and wearable-first strategies prevail, and the demand for personalized, data-driven feature sets continues to rise.

Tariff Impact: Supply Chain and Technology Costs

In 2025, new U.S. tariffs on key components such as sensors and display modules raised input costs for manufacturers. Strategies to manage these tariffs include diversifying sourcing, forming domestic partnerships, and negotiating volume-based procurement agreements. These developments influence technology cost structures while prompting greater focus on long-term value and supplier flexibility within healthcare gamification.

Methodology & Data Sources

This research utilizes extensive primary interviews with clinicians, technology executives, and patient advocacy groups, paired with surveys of end users. Secondary source reviews, including academic journals and regulatory guidance, inform the analysis. Data triangulation and peer-reviewed validation ensure the integrity and depth of market insights.

Why This Report Matters: Strategic Value for Healthcare and Digital Health Leaders

  • Enables informed investment and partnership decisions with segmentation insights and comprehensive regional analysis.
  • Delivers data-driven recommendations tailored to adoption strategy, technology integration, and regulatory compliance.
  • Supports strategic planning for executive management, R&D, and innovation teams focused on measurable patient outcomes.

Conclusion

Healthcare gamification is transforming patient engagement and care delivery models. Executives using this research can align strategies, enhance operational efficiency, and drive sustained innovation in digital health.

Market Segmentation & Coverage

  • Delivery Platform: Mobile Devices (Smartphones, Tablets), Wearable Devices (Fitness Bands, Smartwatches), Web Platforms
  • Application Type: Chronic Disease Management (Asthma, Blood Glucose, Blood Pressure), Fitness and Wellness (Exercise Tracking, Lifestyle Coaching, Nutrition Tracking), Mental Health (Cognitive Behavioral Therapy, Mood Tracking), Physical Therapy and Rehabilitation (Progress Tracking, Virtual Exercise)
  • End User: Healthcare Providers (Clinics, Hospitals), Patients
  • Geography: Americas (United States, Canada, Mexico, Brazil, Argentina, Chile, Colombia, Peru), Europe, Middle East & Africa (United Kingdom, Germany, France, Russia, Italy, Spain, Netherlands, Sweden, Poland, Switzerland, UAE, Saudi Arabia, Qatar, Turkey, Israel, South Africa, Nigeria, Egypt, Kenya), Asia-Pacific (China, India, Japan, Australia, South Korea, Indonesia, Thailand, Malaysia, Singapore, Taiwan)
  • Companies: Akili Interactive Labs, Ayogo Health, Cardinal Health, CogniFit, Experion Technologies, Fitbit, Folio3 Software, higi SH, Hurix Systems, Philips, Mambo Solutions, Microsoft, Omnicare, Oracle, Rally Health, Strava, SupperBetter, Under Armour, Virgin Pulse, WeFitter

 

Additional Product Information:

  • Purchase of this report includes 1 year online access with quarterly updates.
  • This report can be updated on request. Please contact our Customer Experience team using the Ask a Question widget on our website.

Table of Contents

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Integration of wearable biosensors into gamified chronic disease management platforms
5.2. Implementation of blockchain technology to secure patient engagement data in gamified apps
5.3. Use of artificial intelligence to personalize gamification paths in digital health interventions
5.4. Growing collaboration between pharmaceutical companies and game developers for patient adherence programs
5.5. Integration of social loyalty rewards in mobile health gamification to increase user retention
5.6. Shift towards virtual reality-based mental health therapies with interactive gamified environments
5.7. Expansion of gamified telehealth platforms with remote monitoring and competitive community features
6. Cumulative Impact of United States Tariffs 2025
7. Cumulative Impact of Artificial Intelligence 2025
8. Healthcare Gamification Market, by Delivery Platform
8.1. Mobile Devices
8.1.1. Smartphones
8.1.2. Tablets
8.2. Wearable Devices
8.2.1. Fitness Bands
8.2.2. Smartwatches
8.3. Web Platforms
9. Healthcare Gamification Market, by Application Type
9.1. Chronic Disease Management
9.1.1. Asthma Management
9.1.2. Blood Glucose Monitoring
9.1.3. Blood Pressure Monitoring
9.2. Fitness And Wellness
9.2.1. Exercise Tracking
9.2.2. Lifestyle Coaching
9.2.3. Nutrition Tracking
9.3. Mental Health
9.3.1. Cognitive Behavioral Therapy
9.3.2. Mood Tracking
9.4. Physical Therapy And Rehabilitation
9.4.1. Progress Tracking
9.4.2. Virtual Exercise
10. Healthcare Gamification Market, by End User
10.1. Healthcare Providers
10.1.1. Clinics
10.1.2. Hospitals
10.2. Patients
11. Healthcare Gamification Market, by Region
11.1. Americas
11.1.1. North America
11.1.2. Latin America
11.2. Europe, Middle East & Africa
11.2.1. Europe
11.2.2. Middle East
11.2.3. Africa
11.3. Asia-Pacific
12. Healthcare Gamification Market, by Group
12.1. ASEAN
12.2. GCC
12.3. European Union
12.4. BRICS
12.5. G7
12.6. NATO
13. Healthcare Gamification Market, by Country
13.1. United States
13.2. Canada
13.3. Mexico
13.4. Brazil
13.5. United Kingdom
13.6. Germany
13.7. France
13.8. Russia
13.9. Italy
13.10. Spain
13.11. China
13.12. India
13.13. Japan
13.14. Australia
13.15. South Korea
14. Competitive Landscape
14.1. Market Share Analysis, 2024
14.2. FPNV Positioning Matrix, 2024
14.3. Competitive Analysis
14.3.1. Akili Interactive Labs, Inc.
14.3.2. Ayogo Health, Inc.
14.3.3. Cardinal Health, Inc.
14.3.4. CogniFit Inc.
14.3.5. Experion Technologies.
14.3.6. Fitbit, Inc.
14.3.7. Folio3 Software Inc.
14.3.8. higi SH LLC
14.3.9. Hurix Systems Pvt. Ltd.
14.3.10. Koninklijke Philips N.V
14.3.11. Mambo Solutions Ltd.
14.3.12. Microsoft Corporation
14.3.13. Omnicare
14.3.14. Oracle Corporation
14.3.15. Rally Health, Inc.
14.3.16. Strava, Inc.
14.3.17. SupperBetter, LLC
14.3.18. Under Armour, Inc.
14.3.19. Virgin Pulse
14.3.20. WeFitter
List of Tables
List of Figures

Samples

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Companies Mentioned

The key companies profiled in this Healthcare Gamification market report include:
  • Akili Interactive Labs, Inc.
  • Ayogo Health, Inc.
  • Cardinal Health, Inc.
  • CogniFit Inc.
  • Experion Technologies.
  • Fitbit, Inc.
  • Folio3 Software Inc.
  • higi SH LLC
  • Hurix Systems Pvt. Ltd.
  • Koninklijke Philips N.V
  • Mambo Solutions Ltd.
  • Microsoft Corporation
  • Omnicare
  • Oracle Corporation
  • Rally Health, Inc.
  • Strava, Inc.
  • SupperBetter, LLC
  • Under Armour, Inc.
  • Virgin Pulse
  • WeFitter

Table Information