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

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    Report

  • 106 Pages
  • May 2021
  • Region: North America
  • The Insight Partners
  • ID: 5359934
UP TO OFF until Jun 30th 2024
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
  • 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
1.1 Scope of the Study
1.2 The Publisher's Research Report Guidance
1.3 Market Segmentation
1.3.1 North America Healthcare Gamification Market - By Game Type
1.3.2 North America Healthcare Gamification Market - By Application
1.3.3 North America Healthcare Gamification Market - By End User
1.3.4 North America 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. North America Healthcare Gamification- Market Landscape
4.1 Overview
4.2 PEST Analysis
4.2.1 North America - PEST Analysis
4.3 Expert Opinions
5. North America 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 - North America Analysis
6.1 North America 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 - North America Analysis
10.1 North America: Healthcare Gamification Market
10.1.1 Overview
10.1.3 North America: Healthcare Gamification Market, by Country, 2019 & 2027 (%)
10.1.4 US: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.1.4.1 US: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.1.4.2 US: Healthcare Gamification Market, by Game Type, 2018-2027 (USD Million)
10.1.4.3 US: Healthcare Gamification Market, by Application, 2018-2027 (USD Million)
10.1.4.4 US: Medical Devices Market, by End User, 2018-2027 (USD Million)
10.1.5 Canada: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.1.5.1 Canada: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.1.5.2 Canada: Healthcare Gamification Market, by Game Type, 2018-2027 (USD Million)
10.1.5.3 Canada: Healthcare Gamification Market, by Application, 2018-2027 (USD Million)
10.1.5.4 Canada: Medical Devices Market, by End User, 2018-2027 (USD Million)
10.1.6 Mexico: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.1.6.1 Mexico: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.1.6.2 Mexico: Healthcare Gamification Market, by Game Type, 2018-2027 (USD Million)
10.1.6.3 Mexico: Healthcare Gamification Market, by Application, 2018-2027 (USD Million)
10.1.6.4 Mexico: Medical Devices Market, by End User, 2018-2027 (USD Million)
11. Impact of COVID-19 Pandemic on Global Healthcare Gamification Market
11.1 North America: 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 CogniFit
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 MANGO HEALTH
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 BUNCHBALL
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 Ayogo Health Inc.
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 Fitbit, 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
13.6 Akili Interactive Labs, Inc.
13.6.1 Key Facts
13.6.2 Business Description
13.6.3 Products and Services
13.6.4 Financial Overview
13.6.5 SWOT Analysis
13.6.6 Key Developments
13.7 Nike, Inc.
13.7.1 Key Facts
13.7.2 Business Description
13.7.3 Products and Services
13.7.4 Financial Overview
13.7.5 SWOT Analysis
13.7.6 Key Developments
13.8 Cohero Health, Inc.
13.8.1 Key Facts
13.8.2 Business Description
13.8.3 Products and Services
13.8.4 Financial Overview
13.8.5 SWOT Analysis
13.8.6 Key Developments
13.9 higi SH LLC
13.9.1 Key Facts
13.9.2 Business Description
13.9.3 Products and Services
13.9.4 Financial Overview
13.9.5 SWOT Analysis
13.9.6 Key Developments
13.10 mySugr
13.10.1 Key Facts
13.10.2 Business Description
13.10.3 Products and Services
13.10.4 Financial Overview
13.10.5 SWOT Analysis
13.10.6 Key Developments
14. Appendix
14.1 About the Publisher
14.2 Glossary of Terms
List of Tables
Table 1. US Healthcare Gamification Market, by Game Type- Revenue and Forecast to 2027 (USD Million)
Table 2. US Healthcare Gamification Market, by Application - Revenue and Forecast to 2027 (USD Million)
Table 3. US Medical Devices Market, by End User- Revenue and Forecast to 2027 (USD Million)
Table 4. Canada Healthcare Gamification Market, by Game Type - Revenue and Forecast to 2027 (USD Million)
Table 5. Canada Healthcare Gamification Market, by Application - Revenue and Forecast to 2027 (USD Million)
Table 6. Canada Medical Devices Market, by End User - Revenue and Forecast to 2027 (USD Million)
Table 7. Mexico Healthcare Gamification Market, by Game Type - Revenue and Forecast to 2027 (USD Million)
Table 8. Mexico Healthcare Gamification Market, by Application - Revenue and Forecast to 2027 (USD Million)
Table 9. MexicoMedical Devices Market, by End User - Revenue and Forecast to 2027 (USD Million)
Table 10. Organic Developments Done by Companies
Table 11. Inorganic Developments Done by Companies
Table 12. Glossary of Terms, Healthcare Gamification Market
List of Figures
Figure 1. Healthcare gamification Market Segmentation
Figure 2. Healthcare Gamification Market, By Country
Figure 3. North America Healthcare Gamification Market Overview
Figure 4. Casual Games Segment Held Largest Share of Game Type Segment in Healthcare Gamification Market
Figure 5. North America Healthcare Gamification Market- Leading Country Markets (USD Million)
Figure 6. North America - PEST Analysis
Figure 7. Healthcare Gamification Market Impact Analysis of Driver and Restraint
Figure 8. North America 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. North America: Healthcare Gamification Market, by Key Country - Revenue (2019) (USD Million)
Figure 22. North America: Healthcare Gamification Market, by Country, 2019 & 2027 (%)
Figure 23. US: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
Figure 24. Canada: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
Figure 25. Mexico: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
Figure 26. Impact of COVID-19 Pandemic in North American Country Markets

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