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Europe Healthcare Gamification Market Forecast to 2027 - COVID-19 Impact and Regional Analysis By Game Type, Application and End User

  • ID: 5359929
  • Report
  • May 2021
  • Region: Europe
  • 106 pages
  • The Insight Partners
UP TO OFF
until Sep 30th 2021

FEATURED COMPANIES

  • Ayogo Health Inc.
  • BUNCHBALL
  • Fitbit, Inc
  • mySugr
  • Nike, Inc.
  • MORE
The casual games segment by game type is estimated to lead the market growth during the forecast period.



According to this study, the Europe healthcare gamification market is expected to reach US$ 9,762.10 million by 2027 from US$ 863.78 million in 2019; it is estimated to grow at a CAGR of 35.6% from 2020 to 2027. The report highlights trends prevailing in the Europe healthcare gamification market and the factors driving market along with those that act as hindrances.

The Europe healthcare gamification market according to game type, is segmented into, casual games, exercise games, and serious games. The casual games segment held the largest share of the market in 2019. However, the exercise games segment is anticipated to register the highest CAGR in the market during the forecast period.

Gamification is employed in health and wellness apps related to disease prevention, self-management, medical education-related simulations, medication adherence, and telehealth programs. In healthcare, it is primarily useful for behavioral changes, incentivizing people to increase their wellness by performing game-like tasks and receiving rewards. The games offer the patients an ability to express themselves-which is not otherwise the case in majority of patient cases-thereby helping professionals to design a better therapy, leading to effective treatment outcomes. Therefore, the rising prevalence of chronic diseases such as mental illness and musculoskeletal and orthopedic conditions, which are treatable to an extent with gaming technologies, is expected to escalate the demand for healthcare gamification. Owing to increasing rate of literacy and rising importance of health through various social media platforms, campaigns, initiatives, and advertisements, millennial and young population are aware of healthcare and health parameters. In addition, the increasing adoption of Internet and smartphones has made it easy for the healthcare information technology companies to reach consumers directly through online platforms. Direct-to-consumer advertising of healthcare games and technology platforms offers widened opportunities to companies for patient empowerment and participation. Training platforms and healthcare games help patients to gain knowledge and feel comfortable with the use of tech-based gadgets and software to keep a track of their health, thereby being a part of health consumerism. Thus, health consumerism is likely to be a driving factor of the industry and expected to offer various growth opportunities for the players involved in the healthcare gamification market.

In Europe, there is exponential growth of COVID-19 cases. Some research articles published aims at evaluating serious games as an effective educational tool to teach young adults about prevention measures that could mitigate the spread of COVID-19. Hundreds of apps have been developed in the past years in Europe that used the simplest of gamification strategies to motivate users to enhance their health. For instance, for check-ups, UK-based start-up Clinicoin rewards patients with crypto currency when they follow recommended health steps like regular check-ups and exercise. Hence, COVID-19 has a positive impact on Europe healthcare gamification market.

The growth of the market is attributed to factors such as growing acceptance of gamified models throughout the healthcare system, rising prevalence of chronic diseases, and emerging health consumerism. However, low motivation and research in actual game design on the behavioral result is likely to hamper the growth of the market.

BUNCHBALL, Ayogo Health Inc., Fitbit, Inc, Nike, Inc., Cohero Health, Inc., and mySugr are among the leading companies operating in the Europe healthcare gamification market.

The report segments in Europe Healthcare Gamification Market as follows:

By Game Type
  • Casual Games
  • Serious Games
  • Exercise Games
By Application
  • Fitness Management
  • Medical Training
  • Physical Therapy
  • Others
By End User
  • Enterprise-Based Users
  • Consumer-Based Users
By Country
  • UK
  • Germany
  • France
  • Italy
  • Spain
  • Rest of Europe
Note: Product cover images may vary from those shown

FEATURED COMPANIES

  • Ayogo Health Inc.
  • BUNCHBALL
  • Fitbit, Inc
  • mySugr
  • Nike, Inc.
  • MORE
1. Introduction
1.1 Scope of the Study
1.2 The Publisher's Research Report Guidance
1.3 Market Segmentation
1.3.1 Europe Healthcare Gamification Market - By Game Type
1.3.2 Europe Healthcare Gamification Market - By Application
1.3.3 Europe Healthcare Gamification Market - By End User
1.3.4 Europe Healthcare Gamification Market - By Country

2. Healthcare Gamification Market - Key Takeaways

3. Research Methodology
3.1 Coverage
3.2 Secondary Research
3.3 Primary Research

4. Europe Healthcare Gamification- Market Landscape
4.1 Overview
4.2 PEST Analysis
4.2.1 Europe - PEST Analysis
4.3 Expert Opinions

5. Europe Healthcare Gamification Market - Key Industry Dynamics
5.1 Market Drivers
5.1.1 Increasing Adoption of Gamification in Healthcare
5.1.2 Rise in Number of Technology Launches
5.2 Market Restraints
5.2.1 Difficulties in Long-Term User Engagement
5.3 Market Opportunities
5.3.1 Emergence of Health Consumerism
5.4 Future Trends
5.4.1 Rising Market Consolidation
5.5 Impact Analysis of Drivers and Restraints

6. Healthcare Gamification Market - Regional Analysis
6.1 Europe Healthcare Gamification Market Revenue Forecast and Analysis

7. Healthcare Gamification Market Analysis - Game Type
7.1 Overview
7.2 Healthcare Gamification Market Revenue Share, Game Type (2019 and 2027)
7.3 Casual Games
7.3.1 Overview
7.3.2 Casual Games: Healthcare Gamification Market - Revenue and Forecast to 2027 (US$ Million)
7.4 Exercise Games
7.4.1 Overview
7.4.2 Exercise Games: Healthcare Gamification Market - Revenue and Forecast to 2027 (US$ Million)
7.5 Serious Games
7.5.1 Overview
7.5.2 Serious Games: Healthcare Gamification Market - Revenue and Forecast to 2027 (US$ Million)

8. Healthcare Gamification Market Analysis - By Application
8.1 Overview
8.2 Healthcare Gamification Market Revenue Share, by Application (2019 and 2027)
8.3 Fitness Management
8.3.1 Overview
8.3.2 Fitness Management: Healthcare Gamification Market - Revenue and Forecast to 2027 (US$ Million)
8.4 Medical Training
8.4.1 Overview
8.4.2 Medical Training: Healthcare Gamification Market - Revenue and Forecast to 2027 (US$ Million)
8.5 Physical Therapy
8.5.1 Overview
8.5.2 Physical Therapy: Healthcare Gamification Market - Revenue and Forecast to 2027 (US$ Million)
8.6 Others
8.6.1 Overview
8.6.2 Others: Healthcare Gamification Market - Revenue and Forecast to 2027 (US$ Million)

9. Healthcare Gamification Market Analysis - By End User
9.1 Overview
9.2 Healthcare Gamification Market Share, by End User, 2019 and 2027, (%)
9.3 Enterprise-Based Users
9.3.1 Overview
9.3.2 Enterprise-Based Users: Healthcare Gamification Market - Revenue and Forecast to 2027 (US$ Million)
9.4 Consumer-Based Users
9.4.1 Overview
9.4.2 Consumer-Based Users: Healthcare Gamification Market - Revenue and Forecast to 2027 (US$ Million)

10. Healthcare Gamification Market - Europe Analysis
10.1 Europe: Healthcare Gamification Market
10.1.1 Overview
10.1.2 Europe: Healthcare Gamification Market, by Country, 2019 & 2027 (%)
10.1.3 Germany: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.1.3.1 Germany: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.1.3.2 Germany: Healthcare Gamification Market, by Game Type, 2018-2027 (USD Million)
10.1.3.3 Germany: Healthcare Gamification Market, by Application, 2018-2027 (USD Million)
10.1.3.4 Germany: Healthcare Gamification Market, by End User, 2018-2027 (USD Million)
10.1.4 UK: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.1.4.1 UK: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.1.4.2 UK: Healthcare Gamification Market, by Game Type, 2018-2027 (USD Million)
10.1.4.3 UK: Healthcare Gamification Market, by Application, 2018-2027 (USD Million)
10.1.4.4 UK: Medical Devices Market, by End User, 2018-2027 (USD Million)
10.1.5 France: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.1.5.1 France: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.1.5.2 France: Healthcare Gamification Market, by Game Type, 2018-2027 (USD Million)
10.1.5.3 France: Healthcare Gamification Market, by Application, 2018-2027 (USD Million)
10.1.5.4 France: Medical Devices Market, by End User, 2018-2027 (USD Million)
10.1.6 Spain: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.1.6.1 Spain: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.1.6.2 Spain: Healthcare Gamification Market, by Game Type, 2018-2027 (USD Million)
10.1.6.3 Spain: Healthcare Gamification Market, by Application, 2018-2027 (USD Million)
10.1.6.4 Spain: Medical Devices Market, by End User, 2018-2027 (USD Million)
10.1.7 Italy: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.1.7.1 Italy: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.1.7.2 Italy: Healthcare Gamification Market, by Game Type, 2018-2027 (USD Million)
10.1.7.3 Italy: Healthcare Gamification Market, by Application, 2018-2027 (USD Million)
10.1.7.4 Italy: Healthcare Gamification Market, by End User, 2018-2027 (USD Million)
10.1.8 Rest of Europe: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.1.8.1 Rest of Europe: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.1.8.2 Rest of Europe: Healthcare Gamification Market, by Game Type, 2018-2027 (USD Million)
10.1.8.3 Rest of Europe: Healthcare Gamification Market, by Application, 2018-2027 (USD Million)
10.1.8.4 Rest of Europe: Medical Devices Market, by End User, 2018-2027 (USD Million)

11. Impact of COVID-19 Pandemic on Europe Healthcare Gamification Market
11.1 Europe (EU): Impact Assessment of COVID-19 Pandemic

12. Industry Landscape
12.1 Overview
12.2 Organic Developments
12.2.1 Overview
12.3 Inorganic Developments
12.3.1 Overview

13. Company Profile
13.1 BUNCHBALL
13.1.1 Key Facts
13.1.2 Business Description
13.1.3 Products and Services
13.1.4 Financial Overview
13.1.5 SWOT Analysis
13.1.6 Key Developments
13.2 Fitbit, Inc
13.2.1 Key Facts
13.2.2 Business Description
13.2.3 Products and Services
13.2.4 Financial Overview
13.2.5 SWOT Analysis
13.2.6 Key Developments
13.3 Nike, Inc.
13.3.1 Key Facts
13.3.2 Business Description
13.3.3 Products and Services
13.3.4 Financial Overview
13.3.5 SWOT Analysis
13.3.6 Key Developments
13.4 mySugr
13.4.1 Key Facts
13.4.2 Business Description
13.4.3 Products and Services
13.4.4 Financial Overview
13.4.5 SWOT Analysis
13.4.6 Key Developments
13.5 Ayogo Health Inc.
13.5.1 Key Facts
13.5.2 Business Description
13.5.3 Products and Services
13.5.4 Financial Overview
13.5.5 SWOT Analysis
13.5.6 Key Developments

14. Appendix
14.1 About the Publisher
14.2 Glossary of Terms

List of Tables
Table 1. Germany Healthcare Gamification Market, by Game Type - Revenue and Forecast to 2027 (USD Million)
Table 2. Germany Healthcare Gamification Market, by Application - Revenue and Forecast to 2027 (USD Million)
Table 3. Germany Healthcare Gamification Market, by End User - Revenue and Forecast to 2027 (USD Million)
Table 4. UK Healthcare Gamification Market, by Game Type - Revenue and Forecast to 2027 (USD Million)
Table 5. UK Healthcare Gamification Market, by Application - Revenue and Forecast to 2027 (USD Million)
Table 6. UK Medical Devices Market, by End User - Revenue and Forecast to 2027 (USD Million)
Table 7. France Healthcare Gamification Market, by Game Type - Revenue and Forecast to 2027 (USD Million)
Table 8. France Healthcare Gamification Market, by Application - Revenue and Forecast to 2027 (USD Million)
Table 9. France Medical Devices Market, by End User - Revenue and Forecast to 2027 (USD Million)
Table 10. Spain Healthcare Gamification Market, by Game Type - Revenue and Forecast to 2027 (USD Million)
Table 11. Spain Healthcare Gamification Market, by Application - Revenue and Forecast to 2027 (USD Million)
Table 12. Spain Medical Devices Market, by End User - Revenue and Forecast to 2027 (USD Million)
Table 13. Italy Healthcare Gamification Market, by Game Type - Revenue and Forecast to 2027 (USD Million)
Table 14. Italy Healthcare Gamification Market, by Application - Revenue and Forecast to 2027 (USD Million)
Table 15. Italy Healthcare Gamification Market, by End User - Revenue and Forecast to 2027 (USD Million)
Table 16. Rest of Europe Healthcare Gamification Market, by Game Type - Revenue and Forecast to 2027 (USD Million)
Table 17. Rest of Europe Healthcare Gamification Market, by Application - Revenue and Forecast to 2027 (USD Million)
Table 18. Rest of Europe Medical Devices Market, by End User - Revenue and Forecast to 2027 (USD Million)
Table 19. Organic Developments Done by Companies
Table 20. Inorganic Developments Done by Companies
Table 21. Glossary of Terms, Healthcare Gamification Market

List of Figures
Figure 1. Healthcare gamification Market Segmentation
Figure 2. Healthcare Gamification Market, By Country
Figure 3. Europe Healthcare Gamification Market Overview
Figure 4. Casual Games Segment Held Largest Share of Game Type Segment in Healthcare Gamification Market
Figure 5. Europe Healthcare Gamification Market- Leading Country Markets (USD Million)
Figure 6. Europe - PEST Analysis
Figure 7. Healthcare Gamification Market Impact Analysis of Driver and Restraint
Figure 8. Europe Healthcare Gamification Market - Revenue Forecast and Analysis - 2019- 2027
Figure 9. Healthcare Gamification Market Revenue Share, Game Type (2019 and 2027)
Figure 10. Casual Games: Healthcare Gamification Market - Revenue and Forecast to 2027 (US$ Million)
Figure 11. Exercise Games: Healthcare Gamification Market - Revenue and Forecast to 2027 (US$ Million)
Figure 12. Serious Games: Healthcare Gamification Market - Revenue and Forecast to 2027 (US$ Million)
Figure 13. Healthcare Gamification Market Revenue Share, by Application (2019 and 2027)
Figure 14. Fitness Management: Healthcare Gamification Market - Revenue and Forecast to 2027 (US$ Million)
Figure 15. Medical Training: Healthcare Gamification Market - Revenue and Forecast to 2027 (US$ Million)
Figure 16. Physical Therapy: Healthcare Gamification Market - Revenue and Forecast to 2027 (US$ Million)
Figure 17. Others: Healthcare Gamification Market - Revenue and Forecast to 2027 (US$ Million)
Figure 18. Healthcare Gamification Market Share, by End User, 2019 and 2027 (%)
Figure 19. Enterprise-Based Users: Healthcare Gamification Market - Revenue and Forecast to 2027 (US$ Million)
Figure 20. Consumer-Based Users: Healthcare Gamification Market - Revenue and Forecast to 2027 (US$ Million)
Figure 21. Europe: Healthcare Gamification Market, by Key Country - Revenue (2019) (USD Million)
Figure 22. Europe: Healthcare Gamification Market, by Country, 2019 & 2027 (%)
Figure 23. Germany: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
Figure 24. UK: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
Figure 25. France: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
Figure 26. Spain: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
Figure 27. Italy: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
Figure 28. Rest of Europe: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
Figure 29. Impact of COVID-19 Pandemic in Europe Country Markets
Note: Product cover images may vary from those shown
  • BUNCHBALL
  • Ayogo Health Inc.
  • Fitbit, Inc
  • Nike, Inc.
  • mySugr
Note: Product cover images may vary from those shown
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