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Global Healthcare Gamification Market Report and Forecast 2023-2031

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    Report

  • 140 Pages
  • July 2023
  • Region: Global
  • Expert Market Research
  • ID: 5855106
The healthcare gamification market was valued at USD 9.1 billion in 2022, driven by the rising prevalence of chronic diseases across the globe. The market size is anticipated to grow at a CAGR of 13.13% during the forecast period of 2023-2031 to achieve a value of USD 27.6 billion by 2031.

Healthcare Gamification: Introduction

Healthcare gamification is the use of gaming elements, mechanics, and design techniques in healthcare settings to engage, motivate, and encourage positive behaviour change among patients, healthcare providers, and other stakeholders. By incorporating game-like elements into healthcare practices, gamification aims to make healthcare experiences more enjoyable, interactive, and rewarding while achieving specific health-related objectives.

A few key elements of healthcare gamification include:

  • Game Mechanics: Healthcare gamification employs various game mechanics, such as points, badges, levels, challenges, leaderboards, and rewards, to motivate individuals to participate and achieve specific health-related goals
  • Goal Setting: Gamification in healthcare often involves setting clear and attainable health goals for individuals. Participants receive rewards or recognition upon achieving these goals, fostering a sense of accomplishment and motivation to continue their healthcare journey

Key Trends in Healthcare Gamification Market

Here are some key trends in the healthcare gamification market:
  • Increased Adoption of Mobile Health (mHealth) and Wearable Devices: The rise of mobile health apps and wearable devices, such as fitness trackers and smartwatches, has been driving the gamification market in healthcare. These technologies enable seamless integration of gamified elements into users' daily routines, promoting healthier behaviors and lifestyle changes
  • Focus on Chronic Disease Management: Healthcare gamification has been increasingly utilized to address chronic disease management. Gamified platforms are being developed to assist patients in managing conditions such as diabetes, obesity, hypertension, and mental health disorders. The goal is to improve patient adherence to treatment plans and foster better disease self-management
  • Personalized and Targeted Gamification: To enhance effectiveness, healthcare gamification solutions are becoming more personalized and targeted. By tailoring gaming experiences to individual users' needs and preferences, engagement levels and health outcomes can be optimized
  • Integration of Virtual Reality (VR) and Augmented Reality (AR): The integration of virtual reality and augmented reality technologies is gaining traction in healthcare gamification. These immersive technologies offer unique opportunities for patient education, therapy, and rehabilitation programs
  • Gamification in Employee Wellness Programs: Healthcare organizations and employers are incorporating gamification into employee wellness initiatives. By encouraging employees to participate in gamified health challenges and competitions, organizations aim to improve employee well-being and reduce healthcare costs

Healthcare Gamification Market Segmentations

The market can be categorised into product, age group, application, end user and region.

Market Breakup by Type

  • Exercise Games
  • Serious Games
  • Casual Games

Market Breakup by Application

  • Education
  • Therapeutics
  • Prevention
  • Fitness
  • Others

Market Breakup by End User

  • Enterprise Based
  • Consumer Based

Market Breakup by Region

  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • Middle East and Africa

Healthcare Gamification Market Overview

The healthcare gamification market is driven by several key factors that are shaping the industry's growth and adoption. One of the primary drivers is the increasing use of mobile health (mHealth) apps and wearable devices, which have paved the way for seamless integration of gamified elements into users' daily routines. These technologies promote healthier behaviours and lifestyle changes, making healthcare gamification an attractive solution for patient engagement and behaviour modification. Additionally, the rising prevalence of chronic diseases has led to a greater focus on disease management, with healthcare providers and organizations turning to gamified platforms to improve patient adherence to treatment plans and enhance disease self-management. The trend towards personalized and targeted healthcare solutions has also impacted the gamification market, as developers strive to tailor gaming experiences to individual users' needs and preferences, maximizing engagement and health outcomes. Furthermore, the integration of virtual reality (VR) and augmented reality (AR) technologies is gaining traction, offering unique opportunities for patient education, therapy, and rehabilitation programs.

These innovative approaches are drawing interest from both healthcare providers and patients, further propelling the growth of the healthcare gamification market. As the market expands globally and regulatory compliance becomes a crucial consideration, strategic collaborations between gamification solution providers and pharmaceutical companies are also driving the industry's evolution. Overall, healthcare gamification's ability to empower patients, improve adherence, and achieve positive health outcomes is making it a compelling and influential force in the healthcare industry.

Key Players in the Healthcare Gamification Market

The key features of the market report include patent analysis, grants analysis, clinical trials analysis, funding and investment analysis, partnerships, and collaborations analysis by the leading key players. The major companies in Healthcare Gamification market are as follows:
  • Fitbit Inc
  • Microsoft
  • Akili Interactive Labs
  • Ayogo Health Inc
  • Bunchball Inc
  • Hubbub Health
  • EveryMove
  • Mango Health
  • Nike
  • CogniFit
*The publisher always strives to provide you with the latest information. The numbers in the article are only indicative and may be different from the actual report.

Table of Contents

1 Preface
1.1 Objectives of the Study
1.2 Key Assumptions
1.3 Report Coverage - Key Segmentation and Scope
1.4 Research Methodology
2 Executive Summary
3 Global Healthcare Gamification Market Overview
3.1 Global Healthcare Gamification Market Historical Value (2016-2022)
3.2 Global Healthcare Gamification Market Forecast Value (2023-2031)
4 Global Healthcare Gamification Market Dynamics
4.1 Market Drivers and Constraints
4.2 SWOT Analysis
4.3 Porter’s Five Forces Model
4.4 Key Demand Indicators
4.5 Key Price Indicators
4.6 Industry Events, Initiatives, and Trends
4.7 Value Chain Analysis
5 Global Healthcare Gamification Market Segmentation
5.1 Global Healthcare Gamification Market by Type
5.1.1 Market Overview
5.1.2 Exercise Games
5.1.3 Serious Games
5.1.4 Casual Games
5.2 Global Healthcare Gamification Market by Application
5.2.1 Market Overview
5.2.2 Education
5.2.3 Therapeutics
5.2.4 Prevention
5.2.5 Fitness
5.2.6 Others
5.3 Global Healthcare Gamification Market by End User
5.3.1 Market Overview
5.3.2 Enterprise Based
5.3.3 Consumer Based
5.4 Global Healthcare Gamification Market by Region
5.4.1 Market Overview
5.4.2 North America
5.4.3 Europe
5.4.4 Asia Pacific
5.4.5 Latin America
5.4.6 Middle East and Africa
6 North America Healthcare Gamification Market
6.1 Market Share by Country
6.2 United States of America
6.3 Canada
7 Europe Healthcare Gamification Market
7.1 Market Share by Country
7.2 United Kingdom
7.3 Germany
7.4 France
7.5 Italy
7.6 Others
8 Asia Pacific Healthcare Gamification Market
8.1 Market Share by Country
8.2 China
8.3 Japan
8.4 India
8.5 ASEAN
8.6 Australia
8.7 Others
9 Latin America Healthcare Gamification Market
9.1 Market Share by Country
9.2 Brazil
9.3 Argentina
9.4 Mexico
9.5 Others
10 Middle East and Africa Healthcare Gamification Market
10.1 Market Share by Country
10.2 Saudi Arabia
10.3 United Arab Emirates
10.4 Nigeria
10.5 South Africa
10.6 Others
11 Patent Analysis
11.1 Analysis by Type of Patent
11.2 Analysis by Publication year
11.3 Analysis by Issuing Authority
11.4 Analysis by Patent Age
11.5 Analysis by CPC Analysis
11.6 Analysis by Patent Valuation
11.7 Analysis by Key Players
12 Grants Analysis
12.1 Analysis by year
12.2 Analysis by Amount Awarded
12.3 Analysis by Issuing Authority
12.4 Analysis by Grant Application
12.5 Analysis by Funding Institute
12.6 Analysis by NIH Departments
12.7 Analysis by Recipient Organization
13 Funding Analysis
13.1 Analysis by Funding Instances
13.2 Analysis by Type of Funding
13.3 Analysis by Funding Amount
13.4 Analysis by Leading Players
13.5 Analysis by Leading Investors
13.6 Analysis by Geography
14 Partnership and Collaborations Analysis
14.1 Analysis by Partnership Instances
14.2 Analysis by Type of Partnership
14.3 Analysis by Leading Players
14.4 Analysis by Geography
15 Regulatory Framework
15.1 Regulatory Overview
15.1.1 US FDA
15.1.2 EU EMA
15.1.3 INDIA CDSCO
15.1.4 JAPAN PMDA
15.1.5 Others
16 Supplier Landscape
16.1 Fitbit Inc.
16.1.1 Financial Analysis
16.1.2 Product Portfolio
16.1.3 Demographic Reach and Achievements
16.1.4 Mergers and Acquisitions
16.1.5 Certifications
16.2 Microsoft
16.2.1 Financial Analysis
16.2.2 Product Portfolio
16.2.3 Demographic Reach and Achievements
16.2.4 Mergers and Acquisitions
16.2.5 Certifications
16.3 Akili Interactive Labs
16.3.1 Financial Analysis
16.3.2 Product Portfolio
16.3.3 Demographic Reach and Achievements
16.3.4 Mergers and Acquisitions
16.3.5 Certifications
16.4 Ayogo Health Inc.
16.4.1 Financial Analysis
16.4.2 Financial Portfolio
16.4.3 Demographic Reach and Achievements
16.4.4 Mergers and Acquisitions
16.4.5 Certifications
16.5 Bunchball Inc
16.5.1 Financial Analysis
16.5.2 Product Portfolio
16.5.3 Demographic Reach and Achievements
16.5.4 Mergers and Acquisitions
16.5.5 Certifications
16.6 Hubbub Health
16.6.1 Financial Analysis
16.6.2 Product Portfolio
16.6.3 Demographic Reach and Achievements
16.6.4 Mergers and Acquisitions
16.6.5 Certifications
16.7 EveryMove
16.7.1 Financial Analysis
16.7.2 Product Portfolio
16.7.3 Demographic Reach and Achievements
16.7.4 Mergers and Acquisitions
16.7.5 Certifications
16.8 Mango Health
16.8.1 Financial Analysis
16.8.2 Product Portfolio
16.8.3 Demographic Reach and Achievements
16.8.4 Mergers and Acquisitions
16.8.5 Certifications
16.9 Nike
16.9.1 Financial Analysis
16.9.2 Product Portfolio
16.9.3 Demographic Reach and Achievements
16.9.4 Mergers and Acquisitions
16.9.5 Certifications
16.10 CogniFit
16.10.1 Financial Analysis
16.10.2 Product Portfolio
16.10.3 Demographic Reach and Achievements
16.10.4 Mergers and Acquisitions
16.10.5 Certifications
17 Global Healthcare Gamification Market - Distribution Model (Additional Insight)
17.1 Overview
17.2 Potential Distributors
17.3 Key Parameters for Distribution Partner Assessment
18 Key Opinion Leaders (KOL) Insights (Additional Insight)
19 Company Competitiveness Analysis (Additional Insight)
19.1 Very Small Companies
19.2 Small Companies
19.3 Mid-Sized Companies
19.4 Large Companies
19.5 Very Large Companies
20 Payment Methods (Additional Insight)
20.1 Government Funded
20.2 Private Insurance
20.3 Out-of-Pocket
  • *Additional insights provided are customisable as per client requirements.

Companies Mentioned

  • Fitbit Inc.
  • Microsoft
  • Akili Interactive Labs
  • Ayogo Health Inc.
  • Bunchball Inc
  • Hubbub Health
  • EveryMove
  • Mango Health
  • Nike
  • CogniFit

Methodology

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Table Information