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Healthcare Gamification Market Research Report - Segmentation By Type, Application, End-User, Geography - Size, Share, Trends, COVID-19 Impact and Growth Analysis - Industry Forecast (2022 to 2027)

Healthcare Gamification Market Size (2022-2027)

The global healthcare gamification market is expected to reach USD 25.3 billion in 2022 and is expected to grow with a CAGR of 14.0% during the forecast period 2022-2016.

 

In current days, digital age technology is being used over every business, and since the last two decades, the healthcare sector is making use of digital technologies perfectly. Gamification is a procedure used in health and wellness applications that relate disease prevention, self-management, telehealth programs, medication adherence, etc.

 

Gamification is measured as one of the unbelievable ways for patient self-care. Also, gamification provides massive opportunities for hospitals. Health gamification intimates including gaming thoughts, game plan procedures, and game elements into a non-game application to promote therapeutic results.

 

COVID-19 Impact on the Healthcare Gamification Market

The pandemic has created a significant impact on the healthcare gamification market. Several medical professionals are working hard to combat the Virus. Throughout the pandemic period, the AR supports both physical and mental health in contributing extended exercise, transient viscosity, virtual sociability, and mental design to isolate. The COVID-19 cases are propelling across the globe has grateful the authorities to impede the movement of people and goods across the regions. Since the beginning of the pandemic, the community centers, and other fitness institutions have remained shut across the globe.

 

MARKET DRIVERS

Factors driving the healthcare gamification market are mounting execution of gamification in the healthcare industry, increasing new technology launches.

 

Key players and their presence in the healthcare gamification market propel the market growth during the historical period. Growing smartphone usage and internet cheapness, and the need has observed an increase over the present years. Around 4.3 billion mobile users were registered including 2.5 billion smartphone users, in 2016.

 

MARKET RESTRAINS

Hurdles in long-term user engagement hinder the healthcare gamification market growth during the foreseen period.

 

HEALTHCARE GAMIFICATION MARKET REPORT COVERAGE

 

REPORT METRIC

DETAILS

Market Size Available

2022 – 2027

Base Year

2022

Forecast Period

2022 – 2027

Regions Covered

North America, Europe, APAC, Middle East & Africa (MEA), Latin America 

 

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Segmentation Analysis

The global healthcare gamification market has been segmented and sub-segmented based on the following categories:

 

Healthcare Gamification - By Game Type

  • Casual Games
  • Serious Games
  • Exercise Games

By game type, the casual games segment led the healthcare gamification market in 2022 owing to the advantages in developing psychological skills among children and adults above 50 years, which increases the growing demand, and the companies are launching a variety of fun casual games. Casual games are simple, short in time and sun, and helps in monitoring the user's behaviour.

 

The exercise games segment is said to have a quick growth pace over the foreseen period as it consists of fitness and interactive physical motion games. The healthcare providers and exercise apps have united to motivate the user's healthy habits. For example, healthcare giant United Healthcare combined with the makers of 'Dance, Dance Revolution' on a gym-class-friendly game to keep kids on their feet and off the couch.

 

Healthcare Gamification - By Application

  • Prevention
  • Therapeutic
  • Education
  • Others

By application, the prevention segment is holding the largest share in the healthcare gamification market during the timeline period. The number of fitness-lovers is profounding, and the booming use of several apps comparing performance are boosting the market growth across the mentioned period.

 

The education segment is anticipated to reach USD 6.5 billion by 2027. The demand has been witnessed for digital health apps intentional for educational purposes for creating knowledge and motivate the users about the advantages of a healthy lifestyle.

 

Healthcare Gamification - By End-User

  • Enterprise based
  • Consumer Based

The enterprise-based end-user dominated and carries the highest share in the healthcare gamification market in 2022 and grows with the highest CAGR pace during the foreseen period. Many of the employers across the globe are said to concentrate highly on overall employee health and wellbeing are noted to make notable efforts towards developing it

 

Regional Analysis

North America is dominating the healthcare gamification market and continues to retain its dominance throughout the foreseen period. Nemours Children's Hospital, Florida, has partnered with video game designers to determine gaming experiences in helping patients maintain their health. The hospital is also sponsoring an event named MeGa Health Jam to encourage app developers to come up with an idea.

 

Europe is however the second-largest growing region with a robust growth pace owing to booming with growing infrastructure development. UK, France, Germany are developing countries contribute majority of the share in the region.

 

However, Asia-Pacific is witnessed to have productive growth in the healthcare gamification market during the foreseen period. The region's growth owes to intensifying the use of games for developing healthy behaviours and supporting the care. The fitness requirement is increasing, the frequent occurrence of chronic diseases is mounting, and advanced treatment propels the healthcare gamification market in the region.

 

Latin America is the quickly growing market after Asia-Pacific and is likely to grow with the highest CAGR rate. The market growth in Latin America owes to upgrading healthcare infrastructure and the surging digital era across the healthcare industry. Brazil leads the healthcare gamification market throughout the region, and Mexico is the second country to have quick growth.

 

The Middle East & African region is having a constant and steady growth during the period. UAE, Africa, KSA, GCC, and the rest of the MEA contribute a major share to the healthcare gamification market.

 

In South Africa, healthcare gamification is being used widely in spreading awareness related to HIV and Ebola. Moreover, advancements in technology and market players are launching new products that are expected to create gainful opportunities in the healthcare gamification market over the forthcoming years.

 

Key Market Players

Here are some of the leading companies involved in the healthcare gamification market like Microsoft Corporation, Akili Interactive Labs, Inc., Under Armour Inc., Adidas AG, Apple Inc., SuperBetter, LLC, FitBit Inc., Jawbone, Nike Inc., Google Inc., Ayogo Health Inc., Rally Health, Inc., Badgeville, Inc., Hubbub Health Inc., Welltok, Inc., Bunchball, Fitocracy, EveryMove Inc., Strava Inc., Syandus Inc., Mango Health, Medisafe Inc., Reflexion Health Inc., and Respond well (a part of Zimmer Biomet), among others.

 

In July 2022, BrainLab purchased Level Ex. The acquisition aimed at using Level Ex's portfolio to complement Brainlab's offering while also enhancing its user base.

 

In January 2022, Google LLC completed its proposal in obtaining Fitbit, Inc. with a deal of USD 2.1 billion. The company combines the technological and hardware associated professionally with Google's AI and related software to gain an advantage in the fitness wearables and gamification industry.

 

Notable Happenings in the global Healthcare Gamification Market

  • On September 16, 2022, TrialCard acquired mango Health in linking patients with medications and services. The acquisition enables patients to track their medication and adherence. Patients can also earn points over proper health habits and can be redeemed.

Healthcare Gamification Market – Forecast (2021-2026)

Chapter 1. Healthcare Gamification Market – Scope & Methodology

1.1. Market Segmentation

1.2. Assumptions

1.3. Research Methodology

1.4. Primary Sources

1.5. Secondary Sources

Chapter 2. Healthcare Gamification Market - Executive Summary

2.1. Market Size & Forecast – (2021 – 2026) ($M/$B)

2.2. Key Trends & Insights

2.3. COVID-19 Impact Analysis

       2.3.1. Impact during 2021 – 2026

       2.3.2. Impact on Supply – Demand

       2.3.3. Impact on Production Cost

       2.3.4. Impact on Supply Chain

Chapter 3. Healthcare Gamification Market – Competition Scenario

3.1. Market Share Analysis

3.2. Product Benchmarking

3.3. Competitive Strategy & Development Scenario

3.4. Competitive Pricing Analysis

3.5. Supplier – Distributor Analysis

Chapter 4. Healthcare Gamification Market Entry Scenario

4.1. Case Studies – Start-up/Thriving Companies

4.2. Regulatory Scenario - By Region

4.3. Customer Analysis

4.4. Porters Five Force Model

       4.4.1. Bargaining Power of Suppliers

       4.4.2. Bargaining Powers of Customers

       4.4.3. Threat of New Entrants

       4.4.4. Rivalry among Existing Players

       4.4.5. Threat of Substitutes

Chapter 5. Healthcare Gamification Market Landscape

5.1. Value Chain Analysis – Key Stakeholders Impact Analysis

5.2. Market Drivers

5.3. Market Restraints/Challenges

5.4. Market Opportunities

Chapter 6. Healthcare Gamification Market, By Game Type

6.1. Casual Games

6.2. Serious Games

6.3. Exercise Games

Chapter 7. Healthcare Gamification Market, By Application

7.1. Prevention

7.2. Therapeutic

7.3. Education

7.4. Others

Chapter 8. Healthcare Gamification Market, By End-User

8.1. Enterprise Based

8.2. Consumer Based

Chapter 9. Healthcare Gamification Market, By Geography - Market Size, Forecast, Trends & Insights

9.1. North America

       9.1.1. U.S.A

       9.1.2. Canada

       9.1.3. Mexico

9.2. Europe

       9.2.1. Italy

       9.2.2. Spain

       9.2.3. Russia

       9.2.4. Germany

       9.2.5. UK

       9.2.6. France

       9.2.7. Rest of Europe

9.3. Asia Pacific

       9.3.1. Japan

       9.3.2. South Korea

       9.3.3. China

       9.3.4. India

       9.3.5. Australia & New Zealand

       9.3.6. Rest of Asia-Pacific

9.4. Rest of the World

       9.4.1. South America

       9.4.2. Middle East

       9.4.3. Africa

Chapter 10. Healthcare Gamification Market - Company Profiles – (Overview, Product Portfolio, Financials, Developments)

10.1. Company 1

10.2. Company 2

10.3. Company 3

10.4. Company 4

10.5. Company 5

10.6. Company 6

10.7. Company 7

10.8. Company 8

10.9. Company 9

10.10. Company 10

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