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Healthcare Gamification Market By Game Type, By Application, By End User: Global Opportunity Analysis and Industry Forecast, 2021-2031

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    Report

  • 200 Pages
  • September 2022
  • Region: Global
  • Allied Market Research
  • ID: 5713126
The global healthcare gamification market is envisioned to garner $9,040.9 million by 2031, growing from $3,260.0 million in 2021 at a CAGR of 11.0% from 2022 to 2031.

Today we live with wide variety of electronic gadgets and devices such as smart phones, smart watches, highly equipped computational machines such as laptops, desktops, tablets. As a result, app developers have develop mobile apps, games and tools to monitor and track patient daily activities.

Video gaming is a multi-million dollar industry in the U.S. Although video games are associated with a negative effect on health. However, video games can be useful for therapeutic purposes. Digital consultants and medical practitioners use video games to distract patients from chronic and acute pain.

These games also aid in providing health education and knowledge of diabetes management. Apart from self-management of diabetes and asthma management, video games have the potential to increase self-esteem and support psychotherapeutic treatment. In addition, video games have been used to enhance the cognitive ability of medical practitioners, such as training medical practitioners on endoscopic skills.

According to healthcare providers, changing lifestyle is increasing the incidence of severe chronic diseases and mental disorders, even at a young age. As a result, as people become more conscious and put more effort into maintaining their health, they are increasingly using gamified solutions to monitor their health and overall vitality. The stigma associated with mental health is also dissolving, and people are becoming more aware of their own mental health. Such factors are driving the demand for healthcare gamification market during the forecast period.

People in rural and semi-urban areas are unaware of healthcare gamification apps and tools owing to the low penetration and lack of knowledge & education. Besides, some apps and tools do just not collect information about health and fitness, they also collect data about your location, browsing history, emails, location, and many more data, thereby hampering user privacy. Such factors are expected to hinder the growth of the global healthcare gamification market.

Games in healthcare applications are not merely for entertainment and patient motivation, they are also used for educating and channeling information about diseases between patients and medical practitioners. These games are developed using innovative computer technologies, which can educate patients about the side effect of medicines and diseases through simulation. Growing awareness and penetration of games in the healthcare sector will provide growth opportunities in the coming years.

The COVID-19 pandemic hampered the supply chain of many industrial sectors due to restrictions imposed by several countries to combat the spread of coronavirus. However, the demand for games in healthcare applications grew, as medical practitioners were using mobile apps, games, and other tools to treat patients. During the COVID-19 pandemic, some healthcare gamification companies aimed to evaluate serious games as an effective healthcare tool for teaching adults about COVID-19 prevention measures. Hundreds of apps have been developed in recent years that have used the most basic gamification strategies to encourage users to improve their health. For example, Clinicoin, a UK-based start-up, rewards patients with cryptocurrency when they follow recommended health steps such as regular check-ups and exercise. As a result, COVID-19 has had a positive effect on the healthcare gamification market.

The key players profiled in the Healthcare Gamification market report include Fitbit, Nike, Mango Health, Ayogo Health, Hubbub Health, Bunchball, Microsoft, EveryMove, Microsoft, Akili Interactive labs, and JawBone among others.

Key Benefits For Stakeholders

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the healthcare gamification market analysis from 2021 to 2031 to identify the prevailing healthcare gamification market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the healthcare gamification market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global healthcare gamification market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

  • By Game Type
  • Exercise Games
  • Serious Games
  • Casual Games
  • By Application
  • Education
  • Therapeutic
  • Prevention
  • Others
  • By End-Use
  • Consumer Based
  • Enterprise Based
  • By Region
  • North America
  • U.S.
  • Canada
  • Mexico
  • Europe
  • Germany
  • France
  • UK
  • Italy
  • Spain
  • Rest of Europe
  • Asia-Pacific
  • Japan
  • China
  • India
  • Australia
  • South Korea
  • Rest of Asia-Pacific
  • LAMEA
  • Brazil
  • Saudi Arabia
  • United Arab Emirates
  • South Africa
  • Rest of LAMEA.

List of Key Players Profiled in the Report
  • Nike
  • Ayogo Health
  • Fitbit
  • Bunchball
  • Microsoft
  • EveryMove
  • Hubbub Health
  • Akili Interactive labs
  • Mango Health
  • JawBone

Key Market Segments

By Game Type

  • Exercise Games
  • Serious Games
  • Casual Games

By Application

  • Education
  • Therapeutics
  • Prevention

By End User

  • Enterprise Based
  • Consumer Based

By Region

  • North America
  • U.S.
  • Canada
  • Mexico
  • Europe
  • Rest of Europe
  • Germany
  • UK
  • France
  • Spain
  • Italy
  • Asia-Pacific
  • China
  • Japan
  • India
  • South Korea
  • Australia
  • Rest Of Asia Pacific
  • LAMEA
  • Brazil
  • Saudi Arabia
  • UAE
  • South Africa
  • Rest of LAMEA

Key Market Players

  • Fitbit, Inc
  • Ayogo Health Inc
  • hubbub health, inc
  • Microsoft
  • Bunchball inc
  • EveryMove
  • Akili Interactive Labs, Inc
  • CogniFit
  • Mango Health
  • Nike, Inc.

Table of Contents

CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key market segments
1.3. Key benefits to the stakeholders
1.4. Research Methodology
1.4.1. Secondary research
1.4.2. Primary research
1.4.3. Analyst tools and models

CHAPTER 2: EXECUTIVE SUMMARY
2.1. Key findings of the study
2.2. CXO Perspective

CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.2.1. Top investment pockets
3.3. Porter’s five forces analysis
3.4. Top player positioning
3.5. Market dynamics
3.5.1. Drivers
3.5.2. Restraints
3.5.3. Opportunities
3.6. COVID-19 Impact Analysis on the market
3.7. Value Chain Analysis
3.8. Key Regulation Analysis
3.9. Patent Landscape
3.10. Regulatory Guidelines
3.11. Market Share Analysis

CHAPTER 4: HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE
4.1 Overview
4.1.1 Market size and forecast
4.2 Exercise Games
4.2.1 Key market trends, growth factors and opportunities
4.2.2 Market size and forecast, by region
4.2.3 Market analysis by country
4.3 Serious Games
4.3.1 Key market trends, growth factors and opportunities
4.3.2 Market size and forecast, by region
4.3.3 Market analysis by country
4.4 Casual Games
4.4.1 Key market trends, growth factors and opportunities
4.4.2 Market size and forecast, by region
4.4.3 Market analysis by country

CHAPTER 5: HEALTHCARE GAMIFICATION MARKET, BY APPLICATION
5.1 Overview
5.1.1 Market size and forecast
5.2 Education
5.2.1 Key market trends, growth factors and opportunities
5.2.2 Market size and forecast, by region
5.2.3 Market analysis by country
5.3 Therapeutics
5.3.1 Key market trends, growth factors and opportunities
5.3.2 Market size and forecast, by region
5.3.3 Market analysis by country
5.4 Prevention
5.4.1 Key market trends, growth factors and opportunities
5.4.2 Market size and forecast, by region
5.4.3 Market analysis by country

CHAPTER 6: HEALTHCARE GAMIFICATION MARKET, BY END USER
6.1 Overview
6.1.1 Market size and forecast
6.2 Enterprise Based
6.2.1 Key market trends, growth factors and opportunities
6.2.2 Market size and forecast, by region
6.2.3 Market analysis by country
6.3 Consumer Based
6.3.1 Key market trends, growth factors and opportunities
6.3.2 Market size and forecast, by region
6.3.3 Market analysis by country

CHAPTER 7: HEALTHCARE GAMIFICATION MARKET, BY REGION
7.1 Overview
7.1.1 Market size and forecast
7.2 North America
7.2.1 Key trends and opportunities
7.2.2 North America Market size and forecast, by Game Type
7.2.3 North America Market size and forecast, by Application
7.2.4 North America Market size and forecast, by End User
7.2.5 North America Market size and forecast, by country
7.2.5.1 U.S.
7.2.5.1.1 Market size and forecast, by Game Type
7.2.5.1.2 Market size and forecast, by Application
7.2.5.1.3 Market size and forecast, by End User
7.2.5.2 Canada
7.2.5.2.1 Market size and forecast, by Game Type
7.2.5.2.2 Market size and forecast, by Application
7.2.5.2.3 Market size and forecast, by End User
7.2.5.3 Mexico
7.2.5.3.1 Market size and forecast, by Game Type
7.2.5.3.2 Market size and forecast, by Application
7.2.5.3.3 Market size and forecast, by End User
7.3 Europe
7.3.1 Key trends and opportunities
7.3.2 Europe Market size and forecast, by Game Type
7.3.3 Europe Market size and forecast, by Application
7.3.4 Europe Market size and forecast, by End User
7.3.5 Europe Market size and forecast, by country
7.3.5.1 Germany
7.3.5.1.1 Market size and forecast, by Game Type
7.3.5.1.2 Market size and forecast, by Application
7.3.5.1.3 Market size and forecast, by End User
7.3.5.2 UK
7.3.5.2.1 Market size and forecast, by Game Type
7.3.5.2.2 Market size and forecast, by Application
7.3.5.2.3 Market size and forecast, by End User
7.3.5.3 France
7.3.5.3.1 Market size and forecast, by Game Type
7.3.5.3.2 Market size and forecast, by Application
7.3.5.3.3 Market size and forecast, by End User
7.3.5.4 Spain
7.3.5.4.1 Market size and forecast, by Game Type
7.3.5.4.2 Market size and forecast, by Application
7.3.5.4.3 Market size and forecast, by End User
7.3.5.5 Italy
7.3.5.5.1 Market size and forecast, by Game Type
7.3.5.5.2 Market size and forecast, by Application
7.3.5.5.3 Market size and forecast, by End User
7.3.5.6 Rest of Europe
7.3.5.6.1 Market size and forecast, by Game Type
7.3.5.6.2 Market size and forecast, by Application
7.3.5.6.3 Market size and forecast, by End User
7.4 Asia-Pacific
7.4.1 Key trends and opportunities
7.4.2 Asia-Pacific Market size and forecast, by Game Type
7.4.3 Asia-Pacific Market size and forecast, by Application
7.4.4 Asia-Pacific Market size and forecast, by End User
7.4.5 Asia-Pacific Market size and forecast, by country
7.4.5.1 China
7.4.5.1.1 Market size and forecast, by Game Type
7.4.5.1.2 Market size and forecast, by Application
7.4.5.1.3 Market size and forecast, by End User
7.4.5.2 Japan
7.4.5.2.1 Market size and forecast, by Game Type
7.4.5.2.2 Market size and forecast, by Application
7.4.5.2.3 Market size and forecast, by End User
7.4.5.3 India
7.4.5.3.1 Market size and forecast, by Game Type
7.4.5.3.2 Market size and forecast, by Application
7.4.5.3.3 Market size and forecast, by End User
7.4.5.4 South Korea
7.4.5.4.1 Market size and forecast, by Game Type
7.4.5.4.2 Market size and forecast, by Application
7.4.5.4.3 Market size and forecast, by End User
7.4.5.5 Australia
7.4.5.5.1 Market size and forecast, by Game Type
7.4.5.5.2 Market size and forecast, by Application
7.4.5.5.3 Market size and forecast, by End User
7.4.5.6 Rest Of Asia Pacific
7.4.5.6.1 Market size and forecast, by Game Type
7.4.5.6.2 Market size and forecast, by Application
7.4.5.6.3 Market size and forecast, by End User
7.5 LAMEA
7.5.1 Key trends and opportunities
7.5.2 LAMEA Market size and forecast, by Game Type
7.5.3 LAMEA Market size and forecast, by Application
7.5.4 LAMEA Market size and forecast, by End User
7.5.5 LAMEA Market size and forecast, by country
7.5.5.1 Brazil
7.5.5.1.1 Market size and forecast, by Game Type
7.5.5.1.2 Market size and forecast, by Application
7.5.5.1.3 Market size and forecast, by End User
7.5.5.2 Saudi Arabia
7.5.5.2.1 Market size and forecast, by Game Type
7.5.5.2.2 Market size and forecast, by Application
7.5.5.2.3 Market size and forecast, by End User
7.5.5.3 UAE
7.5.5.3.1 Market size and forecast, by Game Type
7.5.5.3.2 Market size and forecast, by Application
7.5.5.3.3 Market size and forecast, by End User
7.5.5.4 South Africa
7.5.5.4.1 Market size and forecast, by Game Type
7.5.5.4.2 Market size and forecast, by Application
7.5.5.4.3 Market size and forecast, by End User
7.5.5.5 Rest of LAMEA
7.5.5.5.1 Market size and forecast, by Game Type
7.5.5.5.2 Market size and forecast, by Application
7.5.5.5.3 Market size and forecast, by End User

CHAPTER 8: COMPANY LANDSCAPE
8.1. Introduction
8.2. Top winning strategies
8.3. Product Mapping of Top 10 Player
8.4. Competitive Dashboard
8.5. Competitive Heatmap
8.6. Key developments

CHAPTER 9: COMPANY PROFILES
9.1 Fitbit, Inc
9.1.1 Company overview
9.1.2 Company snapshot
9.1.3 Operating business segments
9.1.4 Product portfolio
9.1.5 Business performance
9.1.6 Key strategic moves and developments
9.2 Ayogo Health Inc
9.2.1 Company overview
9.2.2 Company snapshot
9.2.3 Operating business segments
9.2.4 Product portfolio
9.2.5 Business performance
9.2.6 Key strategic moves and developments
9.3 hubbub health, inc
9.3.1 Company overview
9.3.2 Company snapshot
9.3.3 Operating business segments
9.3.4 Product portfolio
9.3.5 Business performance
9.3.6 Key strategic moves and developments
9.4 Microsoft
9.4.1 Company overview
9.4.2 Company snapshot
9.4.3 Operating business segments
9.4.4 Product portfolio
9.4.5 Business performance
9.4.6 Key strategic moves and developments
9.5 Bunchball inc
9.5.1 Company overview
9.5.2 Company snapshot
9.5.3 Operating business segments
9.5.4 Product portfolio
9.5.5 Business performance
9.5.6 Key strategic moves and developments
9.6 EveryMove
9.6.1 Company overview
9.6.2 Company snapshot
9.6.3 Operating business segments
9.6.4 Product portfolio
9.6.5 Business performance
9.6.6 Key strategic moves and developments
9.7 Akili Interactive Labs, Inc
9.7.1 Company overview
9.7.2 Company snapshot
9.7.3 Operating business segments
9.7.4 Product portfolio
9.7.5 Business performance
9.7.6 Key strategic moves and developments
9.8 CogniFit
9.8.1 Company overview
9.8.2 Company snapshot
9.8.3 Operating business segments
9.8.4 Product portfolio
9.8.5 Business performance
9.8.6 Key strategic moves and developments
9.9 Mango Health
9.9.1 Company overview
9.9.2 Company snapshot
9.9.3 Operating business segments
9.9.4 Product portfolio
9.9.5 Business performance
9.9.6 Key strategic moves and developments
9.10 Nike, Inc.
9.10.1 Company overview
9.10.2 Company snapshot
9.10.3 Operating business segments
9.10.4 Product portfolio
9.10.5 Business performance
9.10.6 Key strategic moves and developments

List of Tables
Table 1. Global Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 2. Healthcare Gamification Market Size, for Exercise Games, by Region, 2021-2031 ($Million)
Table 3. Healthcare Gamification Market for Exercise Games, by Country, 2021-2031 ($Million)
Table 4. Healthcare Gamification Market Size, for Serious Games, by Region, 2021-2031 ($Million)
Table 5. Healthcare Gamification Market for Serious Games, by Country, 2021-2031 ($Million)
Table 6. Healthcare Gamification Market Size, for Casual Games, by Region, 2021-2031 ($Million)
Table 7. Healthcare Gamification Market for Casual Games, by Country, 2021-2031 ($Million)
Table 8. Global Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 9. Healthcare Gamification Market Size, for Education, by Region, 2021-2031 ($Million)
Table 10. Healthcare Gamification Market for Education, by Country, 2021-2031 ($Million)
Table 11. Healthcare Gamification Market Size, for Therapeutics, by Region, 2021-2031 ($Million)
Table 12. Healthcare Gamification Market for Therapeutics, by Country, 2021-2031 ($Million)
Table 13. Healthcare Gamification Market Size, for Prevention, by Region, 2021-2031 ($Million)
Table 14. Healthcare Gamification Market for Prevention, by Country, 2021-2031 ($Million)
Table 15. Global Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 16. Healthcare Gamification Market Size, for Enterprise Based, by Region, 2021-2031 ($Million)
Table 17. Healthcare Gamification Market for Enterprise Based, by Country, 2021-2031 ($Million)
Table 18. Healthcare Gamification Market Size, for Consumer Based, by Region, 2021-2031 ($Million)
Table 19. Healthcare Gamification Market for Consumer Based, by Country, 2021-2031 ($Million)
Table 20. Healthcare Gamification Market, by Region, 2021-2031 ($Million)
Table 21. North America Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 22. North America Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 23. North America Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 24. North America Healthcare Gamification Market, by Country, 2021-2031 ($Million)
Table 25. U.S. Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 26. U.S. Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 27. U.S. Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 28. Canada Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 29. Canada Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 30. Canada Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 31. Mexico Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 32. Mexico Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 33. Mexico Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 34. Europe Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 35. Europe Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 36. Europe Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 37. Europe Healthcare Gamification Market, by Country, 2021-2031 ($Million)
Table 38. Germany Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 39. Germany Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 40. Germany Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 41. UK Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 42. UK Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 43. UK Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 44. France Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 45. France Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 46. France Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 47. Spain Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 48. Spain Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 49. Spain Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 50. Italy Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 51. Italy Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 52. Italy Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 53. Rest of Europe Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 54. Rest of Europe Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 55. Rest of Europe Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 56. Asia-Pacific Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 57. Asia-Pacific Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 58. Asia-Pacific Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 59. Asia-Pacific Healthcare Gamification Market, by Country, 2021-2031 ($Million)
Table 60. China Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 61. China Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 62. China Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 63. Japan Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 64. Japan Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 65. Japan Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 66. India Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 67. India Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 68. India Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 69. South Korea Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 70. South Korea Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 71. South Korea Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 72. Australia Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 73. Australia Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 74. Australia Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 75. Rest of Asia-Pacific Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 76. Rest of Asia-Pacific Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 77. Rest of Asia-Pacific Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 78. LAMEA Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 79. LAMEA Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 80. LAMEA Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 81. LAMEA Healthcare Gamification Market, by Country, 2021-2031 ($Million)
Table 82. Brazil Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 83. Brazil Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 84. Brazil Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 85. Saudi Arabia Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 86. Saudi Arabia Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 87. Saudi Arabia Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 88. UAE Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 89. UAE Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 90. UAE Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 91. South Africa Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 92. South Africa Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 93. South Africa Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 94. Rest of LAMEA Healthcare Gamification Market, by Game Type, 2021-2031 ($Million)
Table 95. Rest of LAMEA Healthcare Gamification Market, by Application, 2021-2031 ($Million)
Table 96. Rest of LAMEA Healthcare Gamification Market, by End-user, 2021-2031 ($Million)
Table 97. Fitbit, Inc.: Company Snapshot
Table 98. Fitbit, Inc.: Operating Segments
Table 99. Fitbit, Inc.: Product Portfolio
Table 100. Fitbit, Inc.: Net Sales
Table 101. Fitbit, Inc.: Key Strategies
Table 102. Ayogo Health Inc.: Company Snapshot
Table 103. Ayogo Health Inc.: Operating Segments
Table 104. Ayogo Health Inc.: Product Portfolio
Table 105. Ayogo Health Inc.: Net Sales
Table 106. Ayogo Health Inc.: Key Strategies
Table 107. Hubbub Health, Inc.: Company Snapshot
Table 108. Hubbub Health, Inc.: Operating Segments
Table 109. Hubbub Health, Inc.: Product Portfolio
Table 110. Hubbub Health, Inc.: Net Sales
Table 111. Hubbub Health, Inc.: Key Strategies
Table 112. Microsoft: Company Snapshot
Table 113. Microsoft: Operating Segments
Table 114. Microsoft: Product Portfolio
Table 115. Microsoft: Net Sales
Table 116. Microsoft: Key Strategies
Table 117. Bunchball Inc.: Company Snapshot
Table 118. Bunchball Inc.: Operating Segments
Table 119. Bunchball Inc.: Product Portfolio
Table 120. Bunchball Inc.: Net Sales
Table 121. Bunchball Inc.: Key Strategies
Table 122. Everymove: Company Snapshot
Table 123. Everymove: Operating Segments
Table 124. Everymove: Product Portfolio
Table 125. Everymove: Net Sales
Table 126. Everymove: Key Strategies
Table 127. Akili Interactive Labs, Inc.: Company Snapshot
Table 128. Akili Interactive Labs, Inc.: Operating Segments
Table 129. Akili Interactive Labs, Inc.: Product Portfolio
Table 130. Akili Interactive Labs, Inc.: Net Sales
Table 131. Akili Interactive Labs, Inc.: Key Strategies
Table 132. Cognifit: Company Snapshot
Table 133. Cognifit: Operating Segments
Table 134. Cognifit: Product Portfolio
Table 135. Cognifit: Net Sales
Table 136. Cognifit: Key Strategies
Table 137. Mango Health: Company Snapshot
Table 138. Mango Health: Operating Segments
Table 139. Mango Health: Product Portfolio
Table 140. Mango Health: Net Sales
Table 141. Mango Health: Key Strategies
Table 142. Nike, Inc.: Company Snapshot
Table 143. Nike, Inc.: Operating Segments
Table 144. Nike, Inc.: Product Portfolio
Table 145. Nike, Inc.: Net Sales
Table 146. Nike, Inc.: Key Strategies

List of Figures
Figure 1. Healthcare Gamification Market Segmentation
Figure 2. Healthcare Gamification Market, 2021-2031
Figure 3. Healthcare Gamification Market, 2021-2031
Figure 4. Top Investment Pockets, by Region
Figure 5. Porter Five-1
Figure 6. Porter Five-2
Figure 7. Porter Five-3
Figure 8. Porter Five-4
Figure 9. Porter Five-5
Figure 10. Top Player Positioning
Figure 11. Healthcare Gamification Mark.:Drivers, Restraints and Opportunities
Figure 12. Value Chain Analysis
Figure 13. Key Regulation Analysis
Figure 14. Patent Analysis by Company
Figure 15. Patent Analysis by Country
Figure 16. Regulatory Guidelines
Figure 17. Market Share Analysis
Figure 18. Healthcare Gamification Market, By Game Type, 2021(%)
Figure 19. Comparative Share Analysis of Exercise Games Healthcare Gamification Market, 2021-2031(%)
Figure 20. Comparative Share Analysis of Serious Games Healthcare Gamification Market, 2021-2031(%)
Figure 21. Comparative Share Analysis of Casual Games Healthcare Gamification Market, 2021-2031(%)
Figure 22. Healthcare Gamification Market, By Application, 2021(%)
Figure 23. Comparative Share Analysis of Education Healthcare Gamification Market, 2021-2031(%)
Figure 24. Comparative Share Analysis of Therapeutics Healthcare Gamification Market, 2021-2031(%)
Figure 25. Comparative Share Analysis of Prevention Healthcare Gamification Market, 2021-2031(%)
Figure 26. Healthcare Gamification Market, By End-user, 2021(%)
Figure 27. Comparative Share Analysis of Enterprise Based Healthcare Gamification Market, 2021-2031(%)
Figure 28. Comparative Share Analysis of Consumer Based Healthcare Gamification Market, 2021-2031(%)
Figure 29. Healthcare Gamification Market by Region, 2021
Figure 30. U.S. Healthcare Gamification Market, 2021-2031($Million)
Figure 31. Canada Healthcare Gamification Market, 2021-2031($Million)
Figure 32. Mexico Healthcare Gamification Market, 2021-2031($Million)
Figure 33. Germany Healthcare Gamification Market, 2021-2031($Million)
Figure 34. Uk Healthcare Gamification Market, 2021-2031($Million)
Figure 35. France Healthcare Gamification Market, 2021-2031($Million)
Figure 36. Spain Healthcare Gamification Market, 2021-2031($Million)
Figure 37. Italy Healthcare Gamification Market, 2021-2031($Million)
Figure 38. Rest of Europe Healthcare Gamification Market, 2021-2031($Million)
Figure 39. China Healthcare Gamification Market, 2021-2031($Million)
Figure 40. Japan Healthcare Gamification Market, 2021-2031($Million)
Figure 41. India Healthcare Gamification Market, 2021-2031($Million)
Figure 42. South Korea Healthcare Gamification Market, 2021-2031($Million)
Figure 43. Australia Healthcare Gamification Market, 2021-2031($Million)
Figure 44. Rest of Asia-Pacific Healthcare Gamification Market, 2021-2031($Million)
Figure 45. Brazil Healthcare Gamification Market, 2021-2031($Million)
Figure 46. Saudi Arabia Healthcare Gamification Market, 2021-2031($Million)
Figure 47. Uae Healthcare Gamification Market, 2021-2031($Million)
Figure 48. South Africa Healthcare Gamification Market, 2021-2031($Million)
Figure 49. Rest of LAMEA Healthcare Gamification Market, 2021-2031($Million)
Figure 50. Top Winning Strategies, by Year
Figure 51. Top Winning Strategies, by Development
Figure 52. Top Winning Strategies, by Company
Figure 53. Product Mapping of Top 10 Players
Figure 54. Competitive Dashboard
Figure 55. Competitive Heatmap of Top 10 Key Players
Figure 56. Fitbit, In.: Net Sales, ($Million)
Figure 57. Ayogo Health In.: Net Sales, ($Million)
Figure 58. Hubbub Health, In.: Net Sales, ($Million)
Figure 59. Microsof.: Net Sales, ($Million)
Figure 60. Bunchball In.: Net Sales, ($Million)
Figure 61. Everymov.: Net Sales, ($Million)
Figure 62. Akili Interactive Labs, In.: Net Sales, ($Million)
Figure 63. Cognifi.: Net Sales, ($Million)
Figure 64. Mango Healt.: Net Sales, ($Million)
Figure 65. Nike, Inc.: Net Sales, ($Million)

Executive Summary

According to the report, “Healthcare Gamification Market," the healthcare gamification market was valued at $3.3 billion in 2021, and is estimated to reach $9 billion by 2031, growing at a CAGR of 11% from 2022 to 2031.

Gamification is the technique of incorporating game features into non-gaming environments in order to engage and encourage individuals. It is mostly employed in defense, healthcare, and academics. Gamification is a key determinant for behavioral improvement, medication adherence, and patient engagement, according to a number of healthcare experts. The use of gamification, technological innovation in the computer age, is helping people solve fitness and health-related problems. The global adoption of gamification in the healthcare sector is growing as a result of technological advancement, lifestyle modifications, mobile use, and increased use of digitalization for health tracking.

One of the key factors likely to fuel the worldwide healthcare gamification market growth over the forecast period is the rise in smartphone usage. Throughout the projection period, ongoing technological improvements will have a beneficial impact on market growth. Technology has advanced significantly, and games are now used to track and develop people's health as well as for amusement. Gamification is one of the cutting-edge strategies used in the healthcare sector to impact individual behavior and clinical outcomes. Gamification in healthcare facilities supports procedural learning and employee training. This improves healthcare by making it more individualized and user-centric, motivating patients and producing an enjoyable experience.

The producers have become increasingly competitive, which has led to an overabundance of undesired apps, which is predicted to stifle innovation in the market. Low motivation and research into the real game design also limit productivity, which has a negative impact on target market growth.

The demand for games in the healthcare sector is steadily increasing due to their several benefits. Gamification in the healthcare industry is often used for patient education, engagement, entertainment, and channeling information between patients, digital consultants, and caretakers. Increasing internet penetration and adoption of the smartphone is the main factor driving the global healthcare gamification market during the forecast period. Besides, mobile healthcare apps and tools developers are incorporating prescription and medication tracking functions into digital healthcare monitoring apps and tools. Such an initiative will propel the demand for the healthcare gamification market in the upcoming years.

The global Healthcare Gamification market share is segmented based on game type, application, end-use and region. By game type, it is classified into Exercise Games, Serious Games, and Casual Games. By application, it is classified into Education, Therapeutic, Prevention, and Others. By end-use, it is classified into Consumer Based and Enterprise Based. By region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The key players profiled in the Healthcare Gamification industry report include Nike, Ayogo Health, Fitbit, Bunchball, Microsoft, EveryMove, Hubbub Health, Akili Interactive labs, Mango Health, and JawBone, among others.

The report offers a comprehensive analysis of the global Healthcare Gamification market trends by thoroughly studying different aspects of the market including major segments, market statistics, market dynamics, regional market outlook, investment opportunities, and top players working towards the growth of the market. The report also sheds light on the present scenario and upcoming trends & developments that are contributing to the growth of the market. Moreover, restraints and challenges that hold power to obstruct the market growth are also profiled in the report along with Porter’s five forces analysis of the market to elucidate factors such as competitive landscape, bargaining power of buyers and suppliers, threats of new players, and the emergence of substitutes in the market.

Key Findings of the Study

  • Based on game type, the casual game sub-segment emerged as a dominating in 2021 and the serious game sub-segment is anticipated to be the fastest growing sub-segment during the forecast period.
  • Based on application, the preventions application sub-segment is anticipated to be dominating in the market and the therapeutic application sub-segment is predicted to show the fastest growth in the upcoming years.
  • Based on end-use, the consumer-based sub-segment is expected to be the fastest growing in the market and the enterprise-based sub-segment is anticipated to have dominating share in 2021.
  • Based on region, the Asia-Pacific market had the highest market share in 2021 and Europe is anticipated to be the fastest growing region during the forecast period.

Impact of Covid-19 on the Global Healthcare Gamification Market

COVID-19 has impacted the growth of several industrial sectors. However, the global healthcare gamification market showed positive growth during the COVID-19 pandemic.

The authorities have had to impose restrictions on the movement of people and products due to the rising number of COVID-19 cases globally. Furthermore, the community centers and other exercise facilities have stayed closed in many countries since the pandemic's start.

Due to the restricted movement of people and limited access to healthcare facilities and consultants, people turn towards digital healthcare monitoring apps and tools to track prescriptions, medication adherence, and therapies.

Additionally, because there are fewer opportunities for in-person doctor consultations, some developers are known to incorporate medical prescription monitoring systems in the telehealth apps based on healthcare gamification concepts.

Companies Mentioned

  • Fitbit, Inc
  • Ayogo Health Inc
  • hubbub health, inc
  • Microsoft
  • Bunchball inc
  • EveryMove
  • Akili Interactive Labs, Inc
  • CogniFit
  • Mango Health
  • Nike, Inc.

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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