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Healthcare Gamification Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, 2020-2030F

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    Report

  • 186 Pages
  • November 2025
  • Region: Global
  • TechSci Research
  • ID: 5977537
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Enterprise Based is the fastest growing segment, North America is the largest regional market

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The Global Healthcare Gamification Market, valued at USD 12.39 Billion in 2024, is projected to experience a CAGR of 14.38% to reach USD 27.74 Billion by 2030. Healthcare gamification involves integrating game design elements, mechanics, and principles into non-gaming health-related activities to enhance patient engagement, encourage positive health behaviors, and improve clinical outcomes. Key market drivers supporting this growth include the increasing prevalence of chronic diseases, the widespread adoption of smartphones and wearable devices, and the growing emphasis on patient engagement and adherence to treatment

Key Market Drivers

The widespread adoption of smartphones and wearable health devices fundamentally drives the global healthcare gamification market. These pervasive personal technologies serve as essential platforms for delivering gamified health interventions, making them readily accessible to a broad population. As individuals increasingly integrate these devices into their daily routines for communication, information access, and personal tracking, the incorporation of health-related games and challenges becomes a natural extension.

Key Market Challenges

The significant challenge impeding the growth of the Global Healthcare Gamification Market is the difficulty in sustaining long-term user engagement and demonstrating robust evidence for the sustained efficacy of gamified interventions over extended periods. While initial adoption may be promising, the sustained adherence and continued use of these solutions are critical for achieving meaningful and lasting health outcomes. Without consistent engagement, the potential benefits of behavior modification and improved clinical results diminish, limiting the overall impact and value proposition of healthcare gamification.

Key Market Trends

The integration of Artificial Intelligence for personalized health journeys marks a significant evolution in healthcare gamification, moving to highly tailored experiences. AI algorithms analyze individual patient data to customize gamified interventions, challenges, and feedback, enhancing relevance and effectiveness. According to a November 2024 survey by the American Medical Association, 66% of physicians reported utilizing AI in their practices during 2024, a substantial increase from 38% in 2023, underscoring growing trust in AI capabilities. This personalization enables gamified solutions to adapt dynamically to patient progress. For example, Simple Life, an AI health coaching app, revealed in October 2025 that its AI coach delivered 19 million coaching messages in January 2025 alone, supporting personalized, scalable weight loss plans. This advanced tailoring fosters sustained behavioral change more effectively than generic approaches.

Key Market Players Profiled:

  • Akili, Inc.
  • Evolv Rehabilitation Technologies S.L.
  • BrainLab AG
  • CogniFit Inc.
  • Fitbit International Limited
  • Google LLC
  • Ayogo Health Inc.
  • Microsoft Corporation

Report Scope:

In this report, the Global Healthcare Gamification Market has been segmented into the following categories:

By Game Type:

  • Casual Games
  • Serious Game
  • Exercise Games

By Application:

  • Prevention
  • Therapeutic
  • Education
  • Others

By End-User:

  • Enterprise based
  • Consumer based

By Region:

  • North America
  • Europe
  • Asia-Pacific
  • South America
  • Middle East & Africa

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Healthcare Gamification Market.

Available Customizations:

With the given market data, the publisher offers customizations according to a company's specific needs. The following customization options are available for the report.

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

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Table of Contents

1. Product Overview
1.1. Market Definition
1.2. Scope of the Market
1.2.1. Markets Covered
1.2.2. Years Considered for Study
1.2.3. Key Market Segmentations
2. Research Methodology
2.1. Objective of the Study
2.2. Baseline Methodology
2.3. Key Industry Partners
2.4. Major Association and Secondary Sources
2.5. Forecasting Methodology
2.6. Data Triangulation & Validation
2.7. Assumptions and Limitations
3. Executive Summary
3.1. Overview of the Market
3.2. Overview of Key Market Segmentations
3.3. Overview of Key Market Players
3.4. Overview of Key Regions/Countries
3.5. Overview of Market Drivers, Challenges, Trends
4. Voice of Customer
5. Global Healthcare Gamification Market Outlook
5.1. Market Size & Forecast
5.1.1. By Value
5.2. Market Share & Forecast
5.2.1. By Game Type (Casual Games, Serious Game, Exercise Games)
5.2.2. By Application (Prevention, Therapeutic, Education, Others)
5.2.3. By End-User (Enterprise based, Consumer based)
5.2.4. By Region
5.2.5. By Company (2024)
5.3. Market Map
6. North America Healthcare Gamification Market Outlook
6.1. Market Size & Forecast
6.1.1. By Value
6.2. Market Share & Forecast
6.2.1. By Game Type
6.2.2. By Application
6.2.3. By End-User
6.2.4. By Country
6.3. North America: Country Analysis
6.3.1. United States Healthcare Gamification Market Outlook
6.3.1.1. Market Size & Forecast
6.3.1.1.1. By Value
6.3.1.2. Market Share & Forecast
6.3.1.2.1. By Game Type
6.3.1.2.2. By Application
6.3.1.2.3. By End-User
6.3.2. Canada Healthcare Gamification Market Outlook
6.3.2.1. Market Size & Forecast
6.3.2.1.1. By Value
6.3.2.2. Market Share & Forecast
6.3.2.2.1. By Game Type
6.3.2.2.2. By Application
6.3.2.2.3. By End-User
6.3.3. Mexico Healthcare Gamification Market Outlook
6.3.3.1. Market Size & Forecast
6.3.3.1.1. By Value
6.3.3.2. Market Share & Forecast
6.3.3.2.1. By Game Type
6.3.3.2.2. By Application
6.3.3.2.3. By End-User
7. Europe Healthcare Gamification Market Outlook
7.1. Market Size & Forecast
7.1.1. By Value
7.2. Market Share & Forecast
7.2.1. By Game Type
7.2.2. By Application
7.2.3. By End-User
7.2.4. By Country
7.3. Europe: Country Analysis
7.3.1. Germany Healthcare Gamification Market Outlook
7.3.1.1. Market Size & Forecast
7.3.1.1.1. By Value
7.3.1.2. Market Share & Forecast
7.3.1.2.1. By Game Type
7.3.1.2.2. By Application
7.3.1.2.3. By End-User
7.3.2. France Healthcare Gamification Market Outlook
7.3.2.1. Market Size & Forecast
7.3.2.1.1. By Value
7.3.2.2. Market Share & Forecast
7.3.2.2.1. By Game Type
7.3.2.2.2. By Application
7.3.2.2.3. By End-User
7.3.3. United Kingdom Healthcare Gamification Market Outlook
7.3.3.1. Market Size & Forecast
7.3.3.1.1. By Value
7.3.3.2. Market Share & Forecast
7.3.3.2.1. By Game Type
7.3.3.2.2. By Application
7.3.3.2.3. By End-User
7.3.4. Italy Healthcare Gamification Market Outlook
7.3.4.1. Market Size & Forecast
7.3.4.1.1. By Value
7.3.4.2. Market Share & Forecast
7.3.4.2.1. By Game Type
7.3.4.2.2. By Application
7.3.4.2.3. By End-User
7.3.5. Spain Healthcare Gamification Market Outlook
7.3.5.1. Market Size & Forecast
7.3.5.1.1. By Value
7.3.5.2. Market Share & Forecast
7.3.5.2.1. By Game Type
7.3.5.2.2. By Application
7.3.5.2.3. By End-User
8. Asia-Pacific Healthcare Gamification Market Outlook
8.1. Market Size & Forecast
8.1.1. By Value
8.2. Market Share & Forecast
8.2.1. By Game Type
8.2.2. By Application
8.2.3. By End-User
8.2.4. By Country
8.3. Asia-Pacific: Country Analysis
8.3.1. China Healthcare Gamification Market Outlook
8.3.1.1. Market Size & Forecast
8.3.1.1.1. By Value
8.3.1.2. Market Share & Forecast
8.3.1.2.1. By Game Type
8.3.1.2.2. By Application
8.3.1.2.3. By End-User
8.3.2. India Healthcare Gamification Market Outlook
8.3.2.1. Market Size & Forecast
8.3.2.1.1. By Value
8.3.2.2. Market Share & Forecast
8.3.2.2.1. By Game Type
8.3.2.2.2. By Application
8.3.2.2.3. By End-User
8.3.3. Japan Healthcare Gamification Market Outlook
8.3.3.1. Market Size & Forecast
8.3.3.1.1. By Value
8.3.3.2. Market Share & Forecast
8.3.3.2.1. By Game Type
8.3.3.2.2. By Application
8.3.3.2.3. By End-User
8.3.4. South Korea Healthcare Gamification Market Outlook
8.3.4.1. Market Size & Forecast
8.3.4.1.1. By Value
8.3.4.2. Market Share & Forecast
8.3.4.2.1. By Game Type
8.3.4.2.2. By Application
8.3.4.2.3. By End-User
8.3.5. Australia Healthcare Gamification Market Outlook
8.3.5.1. Market Size & Forecast
8.3.5.1.1. By Value
8.3.5.2. Market Share & Forecast
8.3.5.2.1. By Game Type
8.3.5.2.2. By Application
8.3.5.2.3. By End-User
9. Middle East & Africa Healthcare Gamification Market Outlook
9.1. Market Size & Forecast
9.1.1. By Value
9.2. Market Share & Forecast
9.2.1. By Game Type
9.2.2. By Application
9.2.3. By End-User
9.2.4. By Country
9.3. Middle East & Africa: Country Analysis
9.3.1. Saudi Arabia Healthcare Gamification Market Outlook
9.3.1.1. Market Size & Forecast
9.3.1.1.1. By Value
9.3.1.2. Market Share & Forecast
9.3.1.2.1. By Game Type
9.3.1.2.2. By Application
9.3.1.2.3. By End-User
9.3.2. UAE Healthcare Gamification Market Outlook
9.3.2.1. Market Size & Forecast
9.3.2.1.1. By Value
9.3.2.2. Market Share & Forecast
9.3.2.2.1. By Game Type
9.3.2.2.2. By Application
9.3.2.2.3. By End-User
9.3.3. South Africa Healthcare Gamification Market Outlook
9.3.3.1. Market Size & Forecast
9.3.3.1.1. By Value
9.3.3.2. Market Share & Forecast
9.3.3.2.1. By Game Type
9.3.3.2.2. By Application
9.3.3.2.3. By End-User
10. South America Healthcare Gamification Market Outlook
10.1. Market Size & Forecast
10.1.1. By Value
10.2. Market Share & Forecast
10.2.1. By Game Type
10.2.2. By Application
10.2.3. By End-User
10.2.4. By Country
10.3. South America: Country Analysis
10.3.1. Brazil Healthcare Gamification Market Outlook
10.3.1.1. Market Size & Forecast
10.3.1.1.1. By Value
10.3.1.2. Market Share & Forecast
10.3.1.2.1. By Game Type
10.3.1.2.2. By Application
10.3.1.2.3. By End-User
10.3.2. Colombia Healthcare Gamification Market Outlook
10.3.2.1. Market Size & Forecast
10.3.2.1.1. By Value
10.3.2.2. Market Share & Forecast
10.3.2.2.1. By Game Type
10.3.2.2.2. By Application
10.3.2.2.3. By End-User
10.3.3. Argentina Healthcare Gamification Market Outlook
10.3.3.1. Market Size & Forecast
10.3.3.1.1. By Value
10.3.3.2. Market Share & Forecast
10.3.3.2.1. By Game Type
10.3.3.2.2. By Application
10.3.3.2.3. By End-User
11. Market Dynamics
11.1. Drivers
11.2. Challenges
12. Market Trends & Developments
12.1. Merger & Acquisition (If Any)
12.2. Product Launches (If Any)
12.3. Recent Developments
13. Global Healthcare Gamification Market: SWOT Analysis
14. Porter's Five Forces Analysis
14.1. Competition in the Industry
14.2. Potential of New Entrants
14.3. Power of Suppliers
14.4. Power of Customers
14.5. Threat of Substitute Products
15. Competitive Landscape
15.1. Akili, Inc.
15.1.1. Business Overview
15.1.2. Products & Services
15.1.3. Recent Developments
15.1.4. Key Personnel
15.1.5. SWOT Analysis
15.2. Evolv Rehabilitation Technologies S.L.
15.3. BrainLab AG
15.4. CogniFit Inc.
15.5. Fitbit International Limited
15.6. Google LLC
15.7. Ayogo Health Inc.
15.8. Microsoft Corporation
16. Strategic Recommendations17. About the Publisher & Disclaimer

Companies Mentioned

The companies profiled in this Healthcare Gamification market report include:
  • Akili, Inc.
  • Evolv Rehabilitation Technologies S.L.
  • BrainLab AG
  • CogniFit Inc.
  • Fitbit International Limited
  • Google LLC
  • Ayogo Health Inc.
  • Microsoft Corporation

Table Information