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Global Healthcare Gamification Market, By Application; By Game Type; By Product Type; By Region; Trend Analysis, Competitive Market Share & Forecast, 2018-2027

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    Report

  • 180 Pages
  • April 2021
  • Region: Global
  • Blueweave Consulting & Research Pvt Ltd
  • ID: 5321736

Global Healthcare Gamification Market to Gain Substantial Traction through 2027: Estimated to Grow at a CAGR of36.1% in the Forecast Period




A recent study conducted recently revealed that the global healthcare gamification market was worth USD 3,948.5 Million in the year 2020. The market is estimated to grow at a CAGR of 36.1%, earning revenue of around USD 32,542.4 Million by the end of 2027. Gamification has been prevalent in several industries like education, banking, e-commerce, etc. But it has recently garnered attention in the healthcare industry because of the various benefits it offers. Healthcare professionals are constantly using smartphones and other technologies to monitor the wellbeing of their patients and solve their fitness-related issues. Furthermore, clinicians are increasingly using gamification solutions such as monitoring devices and apps to collect patient vitals, increase interaction, and improve overall patient outcomes. These factors are driving the global healthcare gamification market, which is expected to expand significantly over the forecast period.

Changing Lifestyle and Health Awareness is the Key Driving Factor for Global Healthcare Gamification Market Growth


Changing lifestyle, which according to healthcare providers, is extremely unhealthy, is increasing the incidence of severe chronic diseases and mental disorders, even at a young age. Therefore, people nowadays are increasingly using gamified solutions to monitor their health and overall vitality as they become more conscious and put more effort into preserving their health.The stigma around mental health is also breaking down, and people are becoming more aware of their mental health.This is boosting the healthcare gamification market, as it provides several options for improving and tracking mental fitness.

Growing Technological Dependence Favoring the Healthcare Gamification Market


Technology has seeped into our daily life without our noticing, and healthcare is no exception. People nowadays are dependent on fitness trackers, smartwatches, and other gadgets available on the market to track and maintain their health and fitness. Gamification solutions are capable of recording every move or action of the users, enabling them to remain up to date on their health status. Healthcare practitioners are also implementing gamification tools to better manage their patients and increase their involvement.

Enterprise-Based Solutions Propelling the Market Forward


Enterprise-based solutions cover the largest share in the healthcare gamification market. Companies or organizations that monitor the wellbeing of their employees are the end-users of this segment. Growing awareness surrounding employees’ overall health which directly influences their productivity and efficiency are the driving factors for this segment’s growth. The key market players are targeting this demand and launching products solely dedicated to tracking employee’s health. In 2016, Fitbit, Inc. joined hands with several employers and companies, launching a ‘corporate fitness tracker’ to track their employee’s health habits.

Global Healthcare Gamification Market: Regional Insight


Geographically, the global education gamification market is segmented into North America, Europe, the Asia-Pacific, Latin America, and the Middle East and Africa. North America is the leading market in healthcare gamification, followed by Europe. However, Asia-Pacificis also growing as a potential market in global healthcare gamification. This growth is the result of increasing population and technological advancements and adaptability. Countries belonging to the Asia-Pacific region like China, India, South Korea, etc., are coming up as a potential market for healthcare gamification as people in these regions are getting more aware regarding their health.

Impact of Covid-19 on Global Healthcare Gamification Market


The COVID-19 outbreak has created new opportunities for the global healthcare gamification industry.When the pandemic was declared and nationwide lockdowns were imposed, people were compelled to work from home, which had taken a toll on their physical and mental health. They soon recognized the unhealthy pattern and tried to break it. In this process, the healthcare gamification solutions like smartwatches, wellness apps, fitness tracking devices witnessed a boost, thus, propelling the overall gamification market forward. Physicians and clinicians also started embracing gamified solutions to monitor their patients' vitals in order to maximize interaction, track their wellbeing, and ultimately boost the overall outcome, all while adhering to social-distancing norms. Healthcare facilities, such as hospitals and medical schools, are also adopting a range of gamification technologies, such as AR/VR or mixed reality, to provide medical instruction and ensure patient safety.

Competitive Landscape


The key players of global healthcare gamification market are Fitbit Inc., Ayogo Health Inc., Microsoft, Akili Interactive Labs, Hubbub Health, JawBone, Mango Health, Nike, Bunchball, EveryMove Inc., Cognifit, Cohero Health, Inc., Higi SH, LLC, MySugr, Rally Health, Inc., SuperBetter, LLC, Welltok, Inc., Reflexion Health, Inc., Syandus, and other prominent players.

With constant and extensive innovation through big capital investments and partnerships with research firms, big companies are leading the market and have a bigger revenue share. This makes the healthcare gamification market dense for new entrants. But as private investments in gamification startups are picking momentum, the overall healthcare gamification market is estimated to gain substantial traction.

The in-depth analysis of the report provides information about growth potential, upcoming trends, and statistics of the global healthcare gamification market. It also highlights the factors driving forecasts of total market size. The report promises to provide recent technology trends of the global healthcare gamification market and industry insights to help decision-makers make sound strategic decisions. Furthermore, the report also analyses the growth drivers, challenges, and competitive dynamics of the market.


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Frequently Asked Questions about the Global Healthcare Gamification Market

What is the estimated value of the Global Healthcare Gamification Market?

The Global Healthcare Gamification Market was estimated to be valued at $3948.5 Million in 2020.

What is the growth rate of the Global Healthcare Gamification Market?

The growth rate of the Global Healthcare Gamification Market is 36.1%, with an estimated value of $32542.4 Million by 2027.

What is the forecasted size of the Global Healthcare Gamification Market?

The Global Healthcare Gamification Market is estimated to be worth $32542.4 Million by 2027.

Who are the key companies in the Global Healthcare Gamification Market?

Key companies in the Global Healthcare Gamification Market include Fitbit Inc., Ayogo Health Inc., Microsoft, Akili Interactive Labs, Hubbub Health, JawBone, Mango Health, Nike, Brunchball and EveryMove Inc..

Table of Contents

1. Research Framework
1.1. Research Objective
1.2. Product Overview
1.3. Market Segmentation
2. Research Methodology
2.1. Qualitative Research
2.1.1. Primary and Secondary Sources
2.2. Quantitative Research
2.2.1. Primary and Secondary Sources
2.3. Breakdown of Primary Research Respondents
2.3.1. Secondary Research
2.3.2. Primary Research
2.4. Breakdown of Primary Research Respondents, By Industry Participants
2.5. Key Questionnaire asked during Primary Interviews
2.6. Key Primary Responses
2.7. Market Size Estimation
2.8. Assumption for the Study
2.9. Market Breakdown & Data Triangulation
3. Executive Summary
4. Global Healthcare Gamification Market - Industry Insights
4.1. DROC Analysis
4.1.1. Growth Drivers
4.1.2. Restraints
4.1.3. Opportunity
4.1.4. Challenges
4.2. Recent Developments / Technical Landscape
4.3. Regulatory Framework (depends from case to case)
4.4. Porter’s Five Forces Analysis
4.5. Value Chain Analysis
4.6. Strategic Outlook
5. Global Healthcare Gamification Market Overview
5.1. Market Estimates & Forecast by Value, 2017-2027
5.1.1. By Value (USD Million)
5.2. Market Share & Forecast
5.2.1. By Application
5.2.1.1. Medical Management
5.2.1.2. Medical Training
5.2.1.3. Fitness Management
5.2.1.4. Physical Therapy
5.2.1.5. Others
5.2.2. By Game-Type
5.2.2.1. Casual Games
5.2.2.2. Serious Games
5.2.2.3. Exercise Games
5.2.3. By Product Type
5.2.3.1. Enterprise-Based Solutions
5.2.3.2. Consumer-Based Solutions
5.2.4. By Region
5.2.4.1. North America
5.2.4.2. Europe
5.2.4.3. Asia-Pacific (APAC)
5.2.4.4. Latin America (LATAM)
5.2.4.5. Middle-East & Africa (MEA)
6. North America Healthcare Gamification Market Overview
6.1. Market Size and Forecast
6.1.1. By Value (USD Million), 2017-2027
6.2. Market Share and Forecast
6.2.1. By Application
6.2.2. By Game-type
6.2.3. By Product-Type
6.2.4. By Country
6.2.4.1. U.S.
6.2.4.2. Canada
7. Europe Healthcare Gamification Market Overview
7.1. Market Size and Forecast
7.1.1. By Value (USD Million), 2017-2027
7.2. Market Share and Forecast
7.2.1. By Type
7.2.2. By Application
7.2.3. By End Use
7.2.4. By Country
7.2.4.1. Germany
7.2.4.2. U.K.
7.2.4.3. France
7.2.4.4. Italy
7.2.4.5. Spain
7.2.4.6. Russia
7.2.4.7. Netherlands
7.2.4.8. Rest of Europe
8. APAC Healthcare Gamification Market Overview
8.1. Market Size and Forecast
8.1.1. By Value (USD Million), 2017-2027
8.2. Market Share and Forecast
8.2.1. By Type
8.2.2. By Application
8.2.3. By End Use
8.2.4. By Country
8.2.4.1. China
8.2.4.2. India
8.2.4.3. Japan
8.2.4.4. South Korea
8.2.4.5. Rest of APAC
9. LATAM Healthcare Gamification Market Overview
9.1. Market Size and Forecast
9.1.1. By Value (USD Million), 2017-2027
9.2. Market Share and Forecast
9.2.1. By Type
9.2.2. By Application
9.2.3. By End Use
9.2.4. By Country
9.2.4.1. Mexico
9.2.4.2. Brazil
9.2.4.3. Rest of LATAM
10. MEA Healthcare Gamification Market Overview
10.1. Market Size and Forecast
10.1.1. By Value (USD Million), 2017-2027
10.2. Market Share and Forecast
10.2.1. By Type
10.2.2. By Application
10.2.3. By End Use
10.2.4. By Country
10.2.4.1. Saudi Arabia
10.2.4.2. UAE
10.2.4.3. South Africa
10.2.4.4. Rest of Europe
11. Competitive Landscape
11.1.1. List of Key Producers and Their Offerings
11.1.2. Market Share / Ranking Analysis (2020)
11.1.3. Competitive Benchmarking, By Operating Parameters
12. COVID-19 Impact
12.1. Future Impact
12.2. Key Developments during COVID-19
12.3. Impact on Market
12.3.1. Different Scenario
12.3.2. Impact on Companies
12.4. Regional Impact
13. Key Strategic Recommendations
14. Company Profiles (Company Overview, Financial Matrix, Key Product landscape, Key Personnel, Key Competitors, Contact Address, and Strategic Outlook) *
14.1. Fitbit Inc.
14.2. Ayogo Health Inc.
14.3. Microsoft
14.4. Akili Interactive Labs
14.5. Hubbub Health
14.6. JawBone
14.7. Mango Health
14.8. Nike
14.9. Brunchball
14.10. EveryMove Inc.
14.11. Cognifit
14.12. Cohero Health, Inc.
14.13. Higi SH, LLC
14.14. MySugr
14.15. Rally Health, Inc.
14.16. SuperBetter, LLC
14.17. Welltok, Inc.
14.18. Reflexion Health, Inc.
14.19. Syandus
14.20. Other prominent players

Companies Mentioned

A selection of companies mentioned in this report includes:

  • Fitbit Inc.
  • Ayogo Health Inc.
  • Microsoft
  • Akili Interactive Labs
  • Hubbub Health
  • JawBone
  • Mango Health
  • Nike
  • Brunchball
  • EveryMove Inc.
  • Cognifit
  • Cohero Health Inc.
  • Higi SH LLC
  • MySugr
  • Rally Health Inc.
  • SuperBetter LLC
  • Welltok Inc.
  • Reflexion Health Inc.
  • Syandus

Methodology

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