Global Healthcare Gamification Market Size, Trends & Growth Opportunity, By Product Type (Enterprise-based solutions, and Consumer-based solutions), By Application (Fitness management, Medication Management, Medical Training, Physical Therapy, and Others), By End User, By Region and Forecast till 2027.
The Global Healthcare Gamification Market was valued at USD 3,085 million in 2020 and is expected to reach USD 36,854 million by 2027 at a CAGR of 35.8% from 2020-2027.
Gamification is defined as the method of adding a game or game-type component to a task so that there can be a growth in participation in the event. Gamification is observed to be efficient as it taps the people’s natural behavior for competition & accomplishment. Also, gamification contributes an essential feature in designed websites & application which can drive people to meet personal challenges, which supports the user in tracking the progress of their task which is more extra fun and seems more like a game.
The increase in penetration of smartphone is one of the major driving factors is expected to boost the global healthcare gamification market growth over the forecast period. For instance, as per the user surveys, it is poised that around 3.8 billion people use a smartphone in 2021, translating to over 48 percent of the global population. Ongoing technological advancements will positively influence the market growth throughout the forecast period. There has been a lot of technological development and the games are now not just for the purpose of entertainment but also for health development & tracking.
In the healthcare industry, gamification is one of the innovative techniques to motivate people to influence personal health behavior. Hospital gamification also helps to promote employee training & procedural learning. This makes healthcare more personalized and user-centric, providing motivation & creating an engaging experience.
Intense competition has developed among the producers which has resulted in over saturation of unwanted apps which expected to hamper the innovation in the segment. Also, low motivation & research in actual game design hinder the productivity causing a downward target market growth.
The Global Healthcare Gamification Market is segmented into product type such as Enterprise-based solutions, and Consumer-based solutions, by application such as Fitness management, Medication Management, Medical Training, Physical Therapy, and Others. Further, market is segmented into end user such as Hospitals, Clinics, Individual use, and Research.
The Global Healthcare Gamification Market is segmented into five regions such as North America, Latin America, Europe, Asia Pacific, and Middle East & Africa. The North America region commanded the major share of the global healthcare gamification market and is anticipated to grow at a significant pace in the coming years. The APAC region also shows a substantial growth in the healthcare gamification market primarily due to the growing population, especially in India & China, the increase in adoption of smartphones, and the rise in gamification and creative innovation initiatives in the region.
Various key players are listed in this report such as Fitbit Inc., Nike, Mango Health, JawBone, Hubbub Health, EveryMove, Akili Interactive Labs, Bunchball Inc, Microsoft, Ayogo Health Inc., etc.
Global Healthcare Gamification Market
The Global Healthcare Gamification Market was valued at USD 3,085 million in 2020 and is expected to reach USD 36,854 million by 2027 at a CAGR of 35.8% from 2020-2027.
Gamification is defined as the method of adding a game or game-type component to a task so that there can be a growth in participation in the event. Gamification is observed to be efficient as it taps the people’s natural behavior for competition & accomplishment. Also, gamification contributes an essential feature in designed websites & application which can drive people to meet personal challenges, which supports the user in tracking the progress of their task which is more extra fun and seems more like a game.
Market Drivers
The increase in penetration of smartphone is one of the major driving factors is expected to boost the global healthcare gamification market growth over the forecast period. For instance, as per the user surveys, it is poised that around 3.8 billion people use a smartphone in 2021, translating to over 48 percent of the global population. Ongoing technological advancements will positively influence the market growth throughout the forecast period. There has been a lot of technological development and the games are now not just for the purpose of entertainment but also for health development & tracking.
In the healthcare industry, gamification is one of the innovative techniques to motivate people to influence personal health behavior. Hospital gamification also helps to promote employee training & procedural learning. This makes healthcare more personalized and user-centric, providing motivation & creating an engaging experience.
Market Restraints
Intense competition has developed among the producers which has resulted in over saturation of unwanted apps which expected to hamper the innovation in the segment. Also, low motivation & research in actual game design hinder the productivity causing a downward target market growth.
Market Segmentation
The Global Healthcare Gamification Market is segmented into product type such as Enterprise-based solutions, and Consumer-based solutions, by application such as Fitness management, Medication Management, Medical Training, Physical Therapy, and Others. Further, market is segmented into end user such as Hospitals, Clinics, Individual use, and Research.
Regional Analysis
The Global Healthcare Gamification Market is segmented into five regions such as North America, Latin America, Europe, Asia Pacific, and Middle East & Africa. The North America region commanded the major share of the global healthcare gamification market and is anticipated to grow at a significant pace in the coming years. The APAC region also shows a substantial growth in the healthcare gamification market primarily due to the growing population, especially in India & China, the increase in adoption of smartphones, and the rise in gamification and creative innovation initiatives in the region.
Market Key Players
Various key players are listed in this report such as Fitbit Inc., Nike, Mango Health, JawBone, Hubbub Health, EveryMove, Akili Interactive Labs, Bunchball Inc, Microsoft, Ayogo Health Inc., etc.
Market Taxonomy
By Product Type
- Enterprise-based solutions
- Consumer-based solutions
By Application
- Fitness management
- Medication Management
- Medical Training
- Physical Therapy
- Others
By End User
- Hospitals
- Clinics
- Individual use
- Research
By Region
- North America
- Latin America
- Europe
- Asia Pacific
- Middle East & Africa
Key Questions Addressed by the Report
- What are the Key Opportunities in Global Healthcare Gamification Market?
- What will be the growth rate from 2019 to 2027?
- Which segment/region will have highest growth?
- What are the factors that will impact/drive the Market?
- What is the competitive Landscape in the Industry?
- What is the role of key players in the value chain?
Table of Contents
1 Introduction
2 Research Methodology
4 Global Healthcare Gamification Market Outlook
5 Global Healthcare Gamification Market, By Product Type
6 Global Healthcare Gamification Market, By Application
7 Global Healthcare Gamification Market, By End User
8 Global Healthcare Gamification Market, By Region
9 North America Healthcare Gamification Market Analysis and Forecast (2020-2027)
10 Europe Healthcare Gamification Market Analysis and Forecast (2020-2027)
11 Asia Pacific Healthcare Gamification Market Analysis and Forecast (2020-2027)
12 Latin America Healthcare Gamification Market Analysis and Forecast (2020-2027)
13 Middle East Healthcare Gamification Market Analysis and Forecast (2020-2027)
14 Competitive Analysis
15 Company Profiles
Companies Mentioned
- Fitbit Inc.
- Nike
- Mango Health
- JawBone
- Hubbub Health
- EveryMove
- Akili Interactive Labs
- Bunchball Inc
- Microsoft
- Ayogo Health Inc.