+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)
New

Healthcare Gamification Global Market Report 2024

  • PDF Icon

    Report

  • 175 Pages
  • April 2024
  • The Business Research Company
  • ID: 5953329
The healthcare gamification market size has grown rapidly in recent years. It will grow from $4.02 billion in 2023 to $4.65 billion in 2024 at a compound annual growth rate (CAGR) of 15.4%. The growth observed during the historical period can be attributed to several factors, including an increased emphasis on preventive healthcare measures, a rising prevalence of chronic diseases, the widespread adoption of smartphones and wearable devices, the expansion of healthcare IT infrastructure, and an increasing focus on patient engagement initiatives.

The healthcare gamification market size is expected to see rapid growth in the next few years. It will grow to $8.22 billion in 2028 at a compound annual growth rate (CAGR) of 15.3%. The projected growth in the forecast period can be attributed to several factors, including the integration of artificial intelligence into gamified health solutions, a growing demand for remote patient monitoring, increased awareness and acceptance of gamification in healthcare, advancements in augmented reality for medical applications, and a heightened emphasis on personalized healthcare initiatives. Major trends anticipated in the forecast period include the use of gamification for mental health and stress management, the implementation of virtual reality-based healthcare gamification, the application of blockchain technology in healthcare gamification, the development of personalized gamified fitness plans, and the creation of gamified solutions for elderly healthcare.

The anticipated rise in the incidence rate of lifestyle-related and chronic diseases is poised to propel the growth of the healthcare gamification market in the foreseeable future. Lifestyle-related and chronic diseases are health conditions influenced or exacerbated by individual choices, habits, and long-term factors. Healthcare gamification proves to be an effective strategy in addressing these conditions by leveraging game mechanics and design elements to motivate individuals to adopt healthier behaviors and manage their health more effectively. For example, data from the Australian Bureau of Statistics, an Australia-based government agency, highlights a notable increase in the percentage of people with at least one chronic condition in Australia, rising from 46.6% (11.6 million) to 49.9% (12.6 million) between 2020-21 and 2021-22. Consequently, the escalating incidence rate of lifestyle-related and chronic diseases is serving as a key driver for the growth of the healthcare gamification market.

Leading companies operating in the healthcare gamification market are directing their efforts towards developing innovative products equipped with advanced technologies to bolster their market presence and profitability. One such technological advancement is AI health coaches with gamification, digital platforms that utilize artificial intelligence to deliver personalized health coaching and motivation, incorporating game-like elements to engage and encourage users in achieving their health and fitness objectives. For instance, T-Systems International GmbH, a prominent Germany-based IT company, introduced MagMoves in May 2023. MagMoves aims to revolutionize virtual care by seamlessly integrating gamified healthcare, customization, and personalization for proactive and preventative healthcare. This innovative app offers an engaging and enjoyable healthcare experience, utilizing artificial intelligence to deliver a gamified virtual health coach experience, thereby promoting a proactive approach to health management among users.

In January 2021, Google LLC, a prominent technology company based in the United States, finalized the acquisition of Fitbit Inc. for an undisclosed sum. This strategic move positions Google to enhance its product offerings by integrating cutting-edge wearables and wellness solutions. Fitbit Inc., headquartered in the US, specializes in consumer electronics and fitness products, leveraging gamification to promote health and wellness through its devices and applications.

Major companies operating in the healthcare gamification market report are Google LLC, Microsoft Corporation, Nike Inc., Medtronic PLC, Adidas AG, Cognizant, Aon plc, Spring Health Inc., Omada Health Inc., BioSerenity, Biofourmis, Rally Health, MPS Interactive Systems Limited, Axonify Inc., Happify Inc., WellDoc Inc., Akili Inc., Kaia Health, Mango Health, Pear Therapeutics, CogniFit Inc., Ayogo Health Inc., Freespira, Syandus Inc., Badgeville Inc.

North America was the largest region in the healthcare gamification market in 2023. Europe was the fastest-growing region in the forecast period. The regions covered in the healthcare gamification market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the healthcare gamification market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

Healthcare gamification involves integrating elements of gaming, such as competition and rewards, into healthcare activities and platforms to promote positive behavior change and wellness. It's employed to educate patients about medical conditions, treatment plans, and medication adherence.

The primary types of healthcare gamification include casual games, serious games, exercise games, brain training games, and others. Casual games are simple and accessible video games designed for a broad audience. They find application in health and wellness management, medical education, patient engagement, physical therapy, behavior change, and more. End-users include hospitals, clinics, pharmaceutical companies, medical schools, patients, and healthcare professionals.

The healthcare gamification market research report is one of a series of new reports that provides healthcare gamification market statistics, including healthcare gamification industry global market size, regional shares, competitors with a healthcare gamification market share, detailed healthcare gamification market segments, market trends and opportunities, and any further data you may need to thrive in the healthcare gamification industry. This healthcare gamification market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The healthcare gamification market includes revenues earned by entities by providing services such as corporate wellness programs, stress management and community health initiatives. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.


This product will be delivered within 3-5 business days.

Table of Contents

1. Executive Summary2. Healthcare Gamification Market Characteristics3. Healthcare Gamification Market Trends And Strategies
4. Healthcare Gamification Market - Macro Economic Scenario
4.1. Impact Of High Inflation On The Market
4.2. Ukraine-Russia War Impact On The Market
4.3. COVID-19 Impact On The Market
5. Global Healthcare Gamification Market Size and Growth
5.1. Global Healthcare Gamification Market Drivers and Restraints
5.1.1. Drivers Of The Market
5.1.2. Restraints Of The Market
5.2. Global Healthcare Gamification Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
5.3. Global Healthcare Gamification Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)
6. Healthcare Gamification Market Segmentation
6.1. Global Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Casual Games
  • Serious Games
  • Exercise Games
  • Brain Training Games
  • Other Types
6.2. Global Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Health And Wellness Management
  • Medical Training And Education
  • Patient Engagement
  • Physical Therapy And Rehabilitation
  • Behavior Change And Lifestyle Improvement
  • Other Applications
6.3. Global Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Hospitals And Clinics
  • Pharmaceutical Companies
  • Medical Schools And Training Institutions
  • Patients
  • Healthcare Professionals
  • Other End Users
7. Healthcare Gamification Market Regional And Country Analysis
7.1. Global Healthcare Gamification Market, Split By Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
7.2. Global Healthcare Gamification Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
8. Asia-Pacific Healthcare Gamification Market
8.1. Asia-Pacific Healthcare Gamification Market Overview
(Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies)
8.2. Asia-Pacific Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
8.3. Asia-Pacific Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
8.4. Asia-Pacific Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
9. China Healthcare Gamification Market
9.1. China Healthcare Gamification Market Overview
9.2. China Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
9.3. China Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
9.4. China Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
10. India Healthcare Gamification Market
10.1. India Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
10.2. India Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
10.3. India Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
11. Japan Healthcare Gamification Market
11.1. Japan Healthcare Gamification Market Overview
11.2. Japan Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
11.3. Japan Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
11.4. Japan Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
12. Australia Healthcare Gamification Market
12.1. Australia Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
12.2. Australia Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
12.3. Australia Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
13. Indonesia Healthcare Gamification Market
13.1. Indonesia Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
13.2. Indonesia Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
13.3. Indonesia Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
14. South Korea Healthcare Gamification Market
14.1. South Korea Healthcare Gamification Market Overview
14.2. South Korea Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
14.3. South Korea Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
14.4. South Korea Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
15. Western Europe Healthcare Gamification Market
15.1. Western Europe Healthcare Gamification Market Overview
15.2. Western Europe Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
15.3. Western Europe Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
15.4. Western Europe Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
16. UK Healthcare Gamification Market
16.1. UK Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
16.2. UK Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
16.3. UK Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
17. Germany Healthcare Gamification Market
17.1. Germany Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
17.2. Germany Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
17.3. Germany Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
18. France Healthcare Gamification Market
18.1. France Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
18.2. France Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
18.3. France Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
19. Italy Healthcare Gamification Market
19.1. Italy Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
19.2. Italy Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
19.3. Italy Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
20. Spain Healthcare Gamification Market
20.1. Spain Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
20.2. Spain Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
20.3. Spain Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
21. Eastern Europe Healthcare Gamification Market
21.1. Eastern Europe Healthcare Gamification Market Overview
21.2. Eastern Europe Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
21.3. Eastern Europe Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
21.4. Eastern Europe Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
22. Russia Healthcare Gamification Market
22.1. Russia Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
22.2. Russia Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
22.3. Russia Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
23. North America Healthcare Gamification Market
23.1. North America Healthcare Gamification Market Overview
23.2. North America Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
23.3. North America Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
23.4. North America Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
24. USA Healthcare Gamification Market
24.1. USA Healthcare Gamification Market Overview
24.2. USA Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
24.3. USA Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
24.4. USA Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
25. Canada Healthcare Gamification Market
25.1. Canada Healthcare Gamification Market Overview
25.2. Canada Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
25.3. Canada Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
25.4. Canada Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
26. South America Healthcare Gamification Market
26.1. South America Healthcare Gamification Market Overview
26.2. South America Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
26.3. South America Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
26.4. South America Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
27. Brazil Healthcare Gamification Market
27.1. Brazil Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
27.2. Brazil Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
27.3. Brazil Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
28. Middle East Healthcare Gamification Market
28.1. Middle East Healthcare Gamification Market Overview
28.2. Middle East Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
28.3. Middle East Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
28.4. Middle East Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
29. Africa Healthcare Gamification Market
29.1. Africa Healthcare Gamification Market Overview
29.2. Africa Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
29.3. Africa Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
29.4. Africa Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
30. Healthcare Gamification Market Competitive Landscape And Company Profiles
30.1. Healthcare Gamification Market Competitive Landscape
30.2. Healthcare Gamification Market Company Profiles
30.2.1. Google LLC
30.2.1.1. Overview
30.2.1.2. Products and Services
30.2.1.3. Strategy
30.2.1.4. Financial Performance
30.2.2. Microsoft Corporation
30.2.2.1. Overview
30.2.2.2. Products and Services
30.2.2.3. Strategy
30.2.2.4. Financial Performance
30.2.3. Nike Inc.
30.2.3.1. Overview
30.2.3.2. Products and Services
30.2.3.3. Strategy
30.2.3.4. Financial Performance
30.2.4. Medtronic PLC
30.2.4.1. Overview
30.2.4.2. Products and Services
30.2.4.3. Strategy
30.2.4.4. Financial Performance
30.2.5. Adidas AG
30.2.5.1. Overview
30.2.5.2. Products and Services
30.2.5.3. Strategy
30.2.5.4. Financial Performance
31. Healthcare Gamification Market Other Major And Innovative Companies
31.1. Cognizant
31.2. Aon plc
31.3. Spring Health Inc.
31.4. Omada Health Inc.
31.5. BioSerenity
31.6. Biofourmis
31.7. Rally Health
31.8. MPS Interactive Systems Limited
31.9. Axonify Inc.
31.10. Happify Inc.
31.11. WellDoc Inc.
31.12. Akili Inc.
31.13. Kaia Health
31.14. Mango Health
31.15. Pear Therapeutics
32. Global Healthcare Gamification Market Competitive Benchmarking33. Global Healthcare Gamification Market Competitive Dashboard34. Key Mergers And Acquisitions In The Healthcare Gamification Market
35. Healthcare Gamification Market Future Outlook and Potential Analysis
35.1 Healthcare Gamification Market In 2028 - Countries Offering Most New Opportunities
35.2 Healthcare Gamification Market In 2028 - Segments Offering Most New Opportunities
35.3 Healthcare Gamification Market In 2028 - Growth Strategies
35.3.1 Market Trend Based Strategies
35.3.2 Competitor Strategies
36. Appendix
36.1. Abbreviations
36.2. Currencies
36.3. Historic And Forecast Inflation Rates
36.4. Research Inquiries
36.5. About the Analyst
36.6. Copyright And Disclaimer

Executive Summary

Healthcare Gamification Global Market Report 2024 provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on healthcare gamification market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase:

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the COVID-19 and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war’s impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Description

Where is the largest and fastest growing market for healthcare gamification ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The healthcare gamification market global report answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:
  • The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.
  • The impact of higher inflation in many countries and the resulting spike in interest rates.
  • The continued but declining impact of COVID-19 on supply chains and consumption patterns.
  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

Markets Covered:

1) By Type: Casual Games; Serious Games; Exercise Games; Brain Training Games; Other Types
2) By Application: Health And Wellness Management; Medical Training And Education; Patient Engagement; Physical Therapy And Rehabilitation; Behavior Change And Lifestyle Improvement; Other Applications.
3) By End User: Hospitals And Clinics; Pharmaceutical Companies; Medical Schools And Training Institutions; Patients; Healthcare Professionals; Other End Users.

Key Companies Mentioned: Google LLC; Microsoft Corporation; Nike Inc.; Medtronic PLC; Adidas AG

Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain

Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa

Time Series: Five years historic and ten years forecast.

Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.

Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.

Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.

Delivery Format: PDF, Word and Excel Data Dashboard.

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • Google LLC
  • Microsoft Corporation
  • Nike Inc.
  • Medtronic PLC
  • Adidas AG
  • Cognizant
  • Aon plc
  • Spring Health Inc.
  • Omada Health Inc.
  • BioSerenity
  • Biofourmis
  • Rally Health
  • MPS Interactive Systems Limited
  • Axonify Inc.
  • Happify Inc.
  • WellDoc Inc.
  • Akili Inc.
  • Kaia Health
  • Mango Health
  • Pear Therapeutics
  • CogniFit Inc.
  • Ayogo Health Inc.
  • Freespira
  • Syandus Inc.
  • Badgeville Inc.

Methodology

Loading
LOADING...

Table Information