The casual games segment by game type is estimated to lead the market growth during the forecast period.
According to this study, the North America healthcare gamification market is expected to reach US$ 14,986.79 million by 2027 from US$ 1,260.40 million in 2019; it is estimated to grow with a CAGR of 36.4% from 2020 to 2027. The report highlights trends prevailing in the North America healthcare gamification market and the factors driving market along with those that act as hindrances.
The North America 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.
In healthcare, gamification 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 patients-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. In addition, the introduction of novel technologies such as augmented reality (AR) and virtual reality (VR) in healthcare sector is helping the professionals to treat mental illness of patients and assisting in counseling sessions. Various companies are entering the healthcare space by introducing novel games to bring about a remarkable change in patient-physician relationship. For instance, in January 2020, Onyx Health introduced a new digital offering that helps to bridge the digital skill gaps in the pharmaceutical and healthcare sectors. Therefore, such consistent launch of new products by market players is expected to accelerate the growth of the healthcare gamification market during the forecast period.
North America has experienced a rising number of cases of COVID-19 since its outbreak. To prevent such increasing number, Escape COVID-19 - a serious game, was created with the help of the SERES framework in order to promote safe infection prevention and control (IPC) guidelines practices among healthcare workers and other hospital employees during the COVID-19 pandemic. This serious game is free of charge for research and educational purposes. IPC guidelines help HCWs and other hospital employees to avoid infecting their colleagues, patients, friends, and relatives. Furthermore, along with the above-mentioned preventative measures, companies are launching a new app to educate and tackle the COVID-19 pandemic. Hence, this has led to a positive impact on North America healthcare gamification market.
CogniFit, MANGO HEALTH, BUNCHBALL, Ayogo Health Inc., Fitbit, Inc, Akili Interactive Labs, Inc., Nike, Inc., Cohero Health, Inc., higi SH LLC and mySugr are among the leading companies operating in the North America healthcare gamification market.
The report segments in North America Healthcare Gamification Market as follows:
By Game Type
By Application
By End User
By Country
According to this study, the North America healthcare gamification market is expected to reach US$ 14,986.79 million by 2027 from US$ 1,260.40 million in 2019; it is estimated to grow with a CAGR of 36.4% from 2020 to 2027. The report highlights trends prevailing in the North America healthcare gamification market and the factors driving market along with those that act as hindrances.
The North America 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.
In healthcare, gamification 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 patients-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. In addition, the introduction of novel technologies such as augmented reality (AR) and virtual reality (VR) in healthcare sector is helping the professionals to treat mental illness of patients and assisting in counseling sessions. Various companies are entering the healthcare space by introducing novel games to bring about a remarkable change in patient-physician relationship. For instance, in January 2020, Onyx Health introduced a new digital offering that helps to bridge the digital skill gaps in the pharmaceutical and healthcare sectors. Therefore, such consistent launch of new products by market players is expected to accelerate the growth of the healthcare gamification market during the forecast period.
North America has experienced a rising number of cases of COVID-19 since its outbreak. To prevent such increasing number, Escape COVID-19 - a serious game, was created with the help of the SERES framework in order to promote safe infection prevention and control (IPC) guidelines practices among healthcare workers and other hospital employees during the COVID-19 pandemic. This serious game is free of charge for research and educational purposes. IPC guidelines help HCWs and other hospital employees to avoid infecting their colleagues, patients, friends, and relatives. Furthermore, along with the above-mentioned preventative measures, companies are launching a new app to educate and tackle the COVID-19 pandemic. Hence, this has led to a positive impact on North America healthcare gamification market.
CogniFit, MANGO HEALTH, BUNCHBALL, Ayogo Health Inc., Fitbit, Inc, Akili Interactive Labs, Inc., Nike, Inc., Cohero Health, Inc., higi SH LLC and mySugr are among the leading companies operating in the North America healthcare gamification market.
The report segments in North America 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
- US
- Canada
- Mexico
Table of Contents
1. Introduction
3. Research Methodology
4. North America Healthcare Gamification- Market Landscape
5. North America Healthcare Gamification Market - Key Industry Dynamics
6. Healthcare Gamification Market - North America Analysis
7. Healthcare Gamification Market Analysis - Game Type
8. Healthcare Gamification Market Analysis - By Application
9. Healthcare Gamification Market Analysis - By End User
10. Healthcare Gamification Market - North America Analysis
11. Impact of COVID-19 Pandemic on Global Healthcare Gamification Market
12. Industry Landscape
13. Company Profile
14. Appendix
List of Tables
List of Figures
Companies Mentioned (Partial List)
A selection of companies mentioned in this report includes, but is not limited to:
- CogniFit
- MANGO HEALTH
- BUNCHBALL
- Ayogo Health Inc.
- Fitbit, Inc
- Akili Interactive Labs, Inc.
- Nike, Inc.
- Cohero Health, Inc.
- higi SH LLC
- mySugr
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 106 |
Published | May 2021 |
Forecast Period | 2019 - 2027 |
Estimated Market Value ( USD | $ 1260.4 Million |
Forecasted Market Value ( USD | $ 14986.79 Million |
Compound Annual Growth Rate | 36.3% |
Regions Covered | North America |