+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)


Healthcare Gamification Market Research Report by Product, by Application - Global Forecast to 2025 - Cumulative Impact of COVID-19

  • ID: 4857986
  • Report
  • June 2020
  • Region: Global
  • 221 pages
  • 360iResearch™
until Dec 31st 2020
1 of 3

Enquire about COVID-19 updates for this product.

Enquire Now
The Global Healthcare Gamification Market to Grow USD 4,642.25 Million by 2025, at a CAGR of 33.47%


  • Ayogo Health, Inc.
  • Cohero Health
  • Fitbit, Inc.
  • JawBone
  • Microsoft Corporation
  • Rally Health, Inc.
  • MORE
The Global Healthcare Gamification Market is expected to grow from USD 821.05 Million in 2019 to USD 4,642.25 Million by the end of 2025 at a Compound Annual Growth Rate (CAGR) of 33.47%.

Market Segmentation & Coverage:

This research report categorizes the Healthcare Gamification to forecast the revenues and analyze the trends in each of the following sub-markets:

On the basis of Product, the Healthcare Gamification Market is examined across Consumer-based Solutions and Enterprise-based Solutions.

On the basis of Game Type, the Healthcare Gamification Market is examined across Casual games, Exercise games, and Serious games.

On the basis of Application, the Healthcare Gamification Market is examined across Fitness management, Medical Training & Education, Medication Management, and Physical Therapy.

On the basis of Geography, the Healthcare Gamification Market is examined across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas region is examined across Argentina, Brazil, Canada, Mexico, and United States. The Asia-Pacific region is examined across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, South Korea, and Thailand. The Europe, Middle East & Africa region is examined across France, Germany, Italy, Netherlands, Qatar, Russia, Saudi Arabia, South Africa, Spain, United Arab Emirates, and United Kingdom.

Company Usability Profiles:

The report deeply explores the recent significant developments by the leading vendors and innovation profiles in the Global Healthcare Gamification Market including Ayogo Health, Inc., Bunchball, Cohero Health, EveryMove, Inc., Fitbit, Inc., HubBub Health, JawBone, Mango Health, Microsoft Corporation, Nike, Inc., Rally Health, Inc., Reflexion Health, Inc., Respond Well, Strava, Inc., SupperBetter, LLC, Under Armour, Inc., and Welltok, Inc..

FPNV Positioning Matrix:

The FPNV Positioning Matrix evaluates and categorizes the vendors in the Healthcare Gamification Market on the basis of Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.

Competitive Strategic Window:

The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies. The Competitive Strategic Window helps the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. During a forecast period, it defines the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth.

Cumulative Impact of COVID-19:

COVID-19 is an incomparable global public health emergency that has affected almost every industry, so for and, the long-term effects projected to impact the industry growth during the forecast period. Our ongoing research amplifies our research framework to ensure the inclusion of underlaying COVID-19 issues and potential paths forward. The report is delivering insights on COVID-19 considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The updated study provides insights, analysis, estimations, and forecast, considering the COVID-19 impact on the market.

The report provides insights on the following pointers:

1. Market Penetration: Provides comprehensive information on sulfuric acid offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyzes the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and new product developments

The report answers questions such as:

1. What is the market size and forecast of the Global Healthcare Gamification Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the Global Healthcare Gamification Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Healthcare Gamification Market?
4. What is the competitive strategic window for opportunities in the Global Healthcare Gamification Market?
5. What are the technology trends and regulatory frameworks in the Global Healthcare Gamification Market?
6. What are the modes and strategic moves considered suitable for entering the Global Healthcare Gamification Market?
Note: Product cover images may vary from those shown
2 of 3


  • Ayogo Health, Inc.
  • Cohero Health
  • Fitbit, Inc.
  • JawBone
  • Microsoft Corporation
  • Rally Health, Inc.
  • MORE
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
2.1. Research Process
2.1.1. Define: Research Objective
2.1.2. Determine: Research Design
2.1.3. Prepare: Research Instrument
2.1.4. Collect: Data Source
2.1.5. Analyze: Data Interpretation
2.1.6. Formulate: Data Verification
2.1.7. Publish: Research Report
2.1.8. Repeat: Report Update
2.2. Research Execution
2.2.1. Initiation: Research Process
2.2.2. Planning: Develop Research Plan
2.2.3. Execution: Conduct Research
2.2.4. Verification: Finding & Analysis
2.2.5. Publication: Research Report
2.3. Research Outcome
2.3.1. Competitive Strategic Window

3. Executive Summary
3.1. Market Outlook
3.2. Product Outlook
3.3. Game Type Outlook
3.4. Application Outlook
3.5. Geography Outlook
3.6. Competitor Outlook

4. Market Overview
4.1. Introduction
4.2. Healthcare Gamification Market, By Geography

5. Market Dynamics
5.1. Introduction
5.1.1. Drivers Escalating prevalence of chronic diseases coupled with increasing boom amongst millennial generation Emergence of health consumerism Upsurge of social media and smartphone usage Growing acceptance of gamified models throughout the healthcare
5.1.2. Restraints Difficulty in long term user engagement
5.1.3. Opportunities Rising shift to business-to-consumer model and outcomes-based medicine Growing use of gamification towards HIV awareness in South Africa
5.1.4. Challenges

6. Market Insights
6.1. Porters Five Forces Analysis
6.1.1. Threat of New Entrants
6.1.2. Threat of Substitutes
6.1.3. Bargaining Power of Customers
6.1.4. Bargaining Power of Suppliers
6.1.5. Industry Rivalry
6.2. Cumulative Impact of COVID-19
6.3. Client Customizations
6.3.1. Regulatory Framework

7. Global Healthcare Gamification Market, By Product
7.1. Introduction
7.2. Consumer-based Solutions
7.3. Enterprise-based Solutions

8. Global Healthcare Gamification Market, By Game Type
8.1. Introduction
8.2. Casual games
8.3. Exercise games
8.4. Serious games

9. Global Healthcare Gamification Market, By Application
9.1. Introduction
9.2. Fitness management
9.3. Medical Training & Education
9.4. Medication Management
9.5. Physical Therapy

10. Americas Healthcare Gamification Market
10.1. Introduction
10.2. Argentina
10.3. Brazil
10.4. Canada
10.5. Mexico
10.6. United States

11. Asia-Pacific Healthcare Gamification Market
11.1. Introduction
11.2. Australia
11.3. China
11.4. India
11.5. Indonesia
11.6. Japan
11.7. Malaysia
11.8. Philippines
11.9. South Korea
11.10. Thailand

12. Europe, Middle East & Africa Healthcare Gamification Market
12.1. Introduction
12.2. France
12.3. Germany
12.4. Italy
12.5. Netherlands
12.6. Qatar
12.7. Russia
12.8. Saudi Arabia
12.9. South Africa
12.10. Spain
12.11. United Arab Emirates
12.12. United Kingdom

13. Competitive Landscape
13.1. FPNV Positioning Matrix
13.1.1. Quadrants
13.1.2. Business Strategy
13.1.3. Product Satisfaction
13.2. Market Ranking Analysis
13.3. Market Share Analysis
13.4. Competitive Scenario
13.4.1. Merger & Acquisition
13.4.2. Agreement, Collaboration & Partnership
13.4.3. New Product Launch & Enhancement
13.4.4. Investment & Funding

14. Company Usability Profiles
14.1. Ayogo Health, Inc.
14.2. Bunchball
14.3. Cohero Health
14.4. EveryMove, Inc.
14.5. Fitbit, Inc.
14.6. HubBub Health
14.7. JawBone
14.8. Mango Health
14.9. Microsoft Corporation
14.10. Nike, Inc.
14.11. Rally Health, Inc.
14.12. Reflexion Health, Inc.
14.13. Respond Well
14.14. Strava, Inc.
14.15. SupperBetter, LLC
14.16. Under Armour, Inc.
14.17. Welltok, Inc.

15. Appendix
15.1. Discussion Guide
15.2. Edition Details
15.3. License Details
15.4. Pricing Details
Note: Product cover images may vary from those shown
3 of 3
  • Ayogo Health, Inc.
  • Bunchball
  • Cohero Health
  • EveryMove, Inc.
  • Fitbit, Inc.
  • HubBub Health
  • JawBone
  • Mango Health
  • Microsoft Corporation
  • Nike, Inc.
  • Rally Health, Inc.
  • Reflexion Health, Inc.
  • Respond Well
  • Strava, Inc.
  • SupperBetter, LLC
  • Under Armour, Inc.
  • Welltok, Inc.
Note: Product cover images may vary from those shown