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Global Healthcare Gamification Market Size, Share, and Trends Analysis Report by Type (Exercise Game, Serious Game, and Casual Game), by Application (Education and Therapeutics), by End-Use (Enterprise-based and Consumer-based), and by Region—Size, Share, Outlook, and Opportunity Analysis, 2022–2027


Report ID : IR1001584 | Industries : Healthcare | Published On :June 2024 | Page Count : 253

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  • Global Healthcare Gamification Market Size, Share, and Trends Analysis Report by Type (Exercise Game, Serious Game, and Casual Game), by Application (Education and Therapeutics), by End-Use (Enterprise-based and Consumer-based), and by Region—Size, Share, Outlook, and Opportunity Analysis, 2022–2027
    Global Healthcare Gamification Market
    The global healthcare gamification market was valued at USD 3.3 billion in 2021 and is expected to reach USD 54.2 billion by 2027, at a CAGR of 13.40% from 2022 to 2027.
    Gamification is the process of using gaming components to energize and involve people in situations that are not gaming-related. Game mechanics and the architecture of the gaming experience are two of the many components of gamification. Gamification is becoming more popular in the healthcare sector. Different gaming concepts and techniques are used by digital practitioners or consultants to enhance patients clinical outcomes. Gamification is primarily applied to disease prevention, patient behavioural management, drug adherence, and telehealth in the wellness and healthcare sectors. By personalising their experiences, these patient-centered games aim to increase patient involvement. The sufferer takes part in video games and wins prizes. Some gamification apps let patients compete against one another, while others let them compete against other patients as they set tasks and goals for themselves.
    Market Drivers
    Increasing the use of technology via smartphones and apps is anticipated to fuel the growth of the healthcare gamification market in the coming years. Fitness and wellness apps, which are widely used today and are free to download, allow users to communicate directly with doctors, which is anticipated to drive the development of the healthcare gamification market over the course of the forecast period.
    Rising digitalization and increased use of gamification to raise HIV awareness, especially in developing economies, are projected to drive the healthcare gamification market's growth.
     Market Restraints
    The adoption of the software is likely to be hampered by an undesirable outcome resulting from poor design. It is essential to design for gamification in order to guarantee that the intended result is obtained. However, it has been noted that designers frequently struggle to produce innovative and cutting-edge designs that satisfy the requirements of every company. The market's adoption of remedies may be slowed down as a result. Even though a solution is designed for a specific organisation, it won't produce the desired outcome for other audiences, making the development process complicated. In order to accomplish the intended result, a carefully constructed design must be implemented properly; failing to do so will jeopardise the outcome and reduce the market share for healthcare gamification.
    Market Segmentation
    The global healthcare gamification market is segmented by type, such as exercise games, serious games, and casual games. Furthermore, the market is segmented by application, such as education and therapeutics. Moreover, the market is further segmented into end uses such as enterprise-based and consumer-based.
    Regional Analysis
    The global healthcare gamification market is segmented into five regions, such as North America, Latin America, Europe, Asia Pacific, and the Middle East and Africa.
    North America, among regions, is expected to exhibit the highest CAGR in the global healthcare gamification market due to increasing access to smartphones, the rise in internet penetration, and features of gamification applications such as notification about medication adherence, exercise modules, and telehealth appointments. Moreover, major market players are engaging in various strategic initiatives, such as new product launches and partnerships, further fueling the market's growth in this region.
    Key Developments
    In February 2021, in order to deliver telerehabilitation to hospitals in London and New York, Evolv partnered with Microsoft and ZOTAC. RehabKit can provide virtual therapy by connecting the programme to a TV.
    In August 2019, the pharmaceutical corporation Astellas worked with the Tokyo University of the Arts and Yokohama City University to create and launch cutting-edge gamified virtual healthcare solutions.
    Key Players
    Various key players are listed in the global healthcare gamification market, including Fitbit, Inc., Ayogo Health, Inc., Hubbub Health, Inc., Microsoft, Bunchball, Inc., EveryMove, Akili Interactive Labs, Inc., CogniFit, Mango Health, and Nike, Inc.
    Market Taxonomy
    By Type
    •        Exercise Game
    •        Serious Game
    •        Casual Game
    By Application
    •        Education
    •        Therapeutics
    By End-use
    •        enterprise-based
    •        consumer-based
    By Region
    •        North America
    •        Latin America
    •        Europe
    •        Asia Pacific
    •        Middle East and Africa
     

    Global Healthcare Gamification Market
    1 Introduction 
    1.1 Objective of the Study
    1.2 Market definition
    1.3 Market Scope
    2 Research Methodology
    2.1 Data Mining
    2.2 Validation
    2.3 Primary Interviews
    2.4 List of Data Sources
    3 Executive Summary
    4 Global Healthcare Gamification Market Outlook
    4.1 Overview
    4.2 Market Dynamics
    4.2.1 Drivers
    4.2.2 Restraints
    4.2.3 Opportunities
    4.2.4 Cumulative Impact due to recent Energy Crisis
    4.2.5 Cumulative Impact due to nearing economic downturn 
    4.2.6 Post covid-19 world Supply & Demand conditions
    4.2.7 Cumulative Impact of Russia-Ukraine Conflict
    4.3 Porters Five Force Model
    4.4 Value Chain Analysis
    5 Global Healthcare Gamification Market, By Type
    5.1 Y-o-Y Growth Comparison, By Type
    5.2 Global Healthcare Gamification Market Share Analysis, By Type
    5.3 Global Healthcare Gamification Market Size and Forecast, By Type
    5.3.1. Exercise Game
    5.3.2. Serious Game
    5.3.3. Casual Game
    6 Global Healthcare Gamification Market, By Application
    6.1 Y-o-Y Growth Comparison, By Application
    6.2 Global Healthcare Gamification Market Share Analysis, By Application
    6.3 Global Healthcare Gamification Market Size and Forecast, By Application
    6.3.1 Education
    6.3.2. Therapeutics
    7 Global Healthcare Gamification Market, By End Use
    7.1 Y-o-Y Growth Comparison, By End Use
    7.2 Global Healthcare Gamification Market Share Analysis, By End Use
    7.3 Global Healthcare Gamification Market Size and Forecast, By End Use
    Enterprise-based
    Consumer-based
    8 Global Healthcare Gamification Market, By Region
    8.1 Global Healthcare Gamification Market Share Analysis, By Region
    8.2 Global Healthcare Gamification Market Size and Forecast, By Region
    9 North America Healthcare Gamification Market Analysis and Forecast (2022-2027)
    9.1 Introduction
    9.2 North America Healthcare Gamification Market Share Analysis, By Type
    9.3 North America Healthcare Gamification Market Size and Forecast, By Application
    9.4 North America Healthcare Gamification Market Size and Forecast, By End Use
    9.5 North America Healthcare Gamification Market Size and Forecast, By Country
    9.5.1 U.S.
    9.5.2 Canada
    9.5.3 Mexico
    10 Europe Healthcare Gamification Market Analysis and Forecast (2022-2027)
    10.1 Introduction
    10.2 Europe Healthcare Gamification Market Share Analysis, By Aircraft Type
    10.3 Europe Healthcare Gamification Market Size and Forecast, By Application
    10.4 Europe Healthcare Gamification Market Size and Forecast, By End Use
    10.5 Europe Healthcare Gamification Market Size and Forecast, By Country
    10.5.1 Germany
    10.5.2 France
    10.5.3 UK
    10.5.4. Rest of Europe
    11 Asia Pacific Healthcare Gamification Market Analysis and Forecast (2022-2027)
    11.1 Introduction
    11.2 Asia Pacific Healthcare Gamification Market Share Analysis, By Aircraft Type
    11.3 Asia Pacific Healthcare Gamification Market Size and Forecast, By Application
    11.4 Asia Pacific Healthcare Gamification Market Size and Forecast, By End Use
    11.5 Asia Pacific Healthcare Gamification Market Size and Forecast, By Country
    11.5.1 China 
    11.5.2 Japan
    11.5.3 India
    11.5.4. Rest of Asia Pacific
    12 Latin America Healthcare Gamification Market Analysis and Forecast (2022-2027)
    12.1 Introduction
    12.2 Latin America Healthcare Gamification Market Share Analysis, By Aircraft Type
    12.3 Latin America Healthcare Gamification Market Size and Forecast, By Application
    12.4 Latin America Healthcare Gamification Market Size and Forecast, By End Use
    12.5 Latin America Healthcare Gamification Market Size and Forecast, Country
    12.5.1. Brazil
    12.5.2. Rest of Latin America
    13 Middle East Healthcare Gamification Market Analysis and Forecast (2022-2027)
    13.1 Introduction
    13.2 Middle East Healthcare Gamification Market Share Analysis, By Aircraft Type
    13.3 Middle East Healthcare Gamification Market Size and Forecast, By Application
    13.4 Middle East Healthcare Gamification Market Size and Forecast, By End Use
    13.5 Middle East Healthcare Gamification Market Size and Forecast, By Country
    13.6.1. Saudi Arabia
    13.5.2. UAE
    13.5.3. Egypt
    13.5.4. Kuwait
    13.5.5. South Africa
    14 Competitive Analysis
    14.1 Competition Dashboard
    14.2 Market share Analysis of Top Vendors
    14.3 Key Development Strategies
    15Company Profiles
    15.1 Fitbit, Inc.
    15.1.1 Overview
    15.1.2 Offerings
    15.1.3 Key Financials
    15.1.4 Business Segment & Geographic Overview
    15.1.5 Key Market Developments
    15.1.6 Key Strategies
    15.2. Ayogo Health Inc.
    15.2.1 Overview
    15.2.2 Offerings
    15.2.3 Key Financials
    15.2.4 Business Segment & Geographic Overview
    15.2.5 Key Market Developments
    15.2.6 Key Strategies
    15.3. hubbub health, inc
    15.3.1 Overview
    15.3.2 Offerings
    15.3.3 Key Financials
    15.3.4 Business Segment & Geographic Overview
    15.3.5 Key Market Developments
    15.3.6 Key Strategies
    15.4 Microsoft
    15.4.1 Overview
    15.4.2 Offerings
    15.4.3 Key Financials
    15.4.4 Business Segment & Geographic Overview
    15.4.5 Key Market Developments
    15.4.6 Key Strategies
    15.5 Bunchball inc
    15.5.1 Overview
    15.5.2 Offerings
    15.5.3 Key Financials
    15.5.4 Business Segment & Geographic Overview
    15.5.5 Key Market Developments
    15.5.6 Key Strategies
    15.6 EveryMove
    15.6.1 Overview
    15.6.2 Offerings
    15.6.3 Key Financials
    15.6.4 Business Segment & Geographic Overview
    15.6.5 Key Market Developments
    15.6.6 Key Strategies
    15.7 Akili Interactive Labs, Inc
    15.7.1 Overview
    15.7.2 Offerings
    15.7.3 Key Financials
    15.7.4 Business Segment & Geographic Overview
    15.7.5 Key Market Developments
    15.7.6 Key Strategies
    15.8 CogniFit
    15.8.1 Overview
    15.8.2 Offerings
    15.8.3 Key Financials
    15.8.4 Business Segment & Geographic Overview
    15.8.5 Key Market Developments
    15.8.6 Key Strategies
    15.9 Mango Health
    15.9.1 Overview
    15.9.2 Offerings
    15.9.3 Key Financials
    15.9.4 Business Segment & Geographic Overview
    15.9.5 Key Market Developments
    15.9.6 Key Strategies
    15.10 Nike, Inc.
    15.10.1 Overview
    15.10.2 Offerings
    15.10.3 Key Financials
    15.10.4 Business Segment & Geographic Overview
    15.10.5 Key Market Developments
    15.10.6 Key Strategies