Global Healthcare Gamification Market Size By Product Type (Consumer-based Solutions, Enterprise-based Solutions), By Game Type (Casual Games, Serious Games, Exercise Games), By Application (Fitness management, Medical Training, Medication Management, Physical Therapy), By Geographic Scope And Forecast
Published on: 2024-08-07 | No of Pages : 320 | Industry : latest updates trending Report
Publisher : MIR | Format : PDF&Excel
Global Healthcare Gamification Market Size By Product Type (Consumer-based Solutions, Enterprise-based Solutions), By Game Type (Casual Games, Serious Games, Exercise Games), By Application (Fitness management, Medical Training, Medication Management, Physical Therapy), By Geographic Scope And Forecast
Healthcare Gamification Market Size And Forecast
Healthcare Gamification Market size was valued at USD 20,810.8 Million in 2022 and is projected to reach USD 50,006.6 Million by 2030, growing at a CAGR of 11.6% from 2023 to 2030.
A key role in game therapy has been performed by the adoption of games in medical treatments. With the incorporation of AI and AR into the healthcare industry, the games have also recently attracted interest for their therapeutic properties. The patient’s ability to express themselves through the games helps specialists design more effective therapies that result in positive treatment outcomes. This will encourage market expansion. The market is comprehensively evaluated in the study on the global Healthcare Gamification industry.
Global Healthcare Gamification Market Definition
Gamification is the process of incorporating a game or game-like element into a work in order to increase participation in the event. Gamification is said to be effective because it appeals to people’s innate desire for achievement and competitiveness. Gamification is a significant component of websites and applications that are aimed to inspire users to take on personal challenges and to track the progress of tasks that are more enjoyable and resemble games. The usage of gamification in the healthcare industry has been identified by the developers following an extensive investigation.
The expansion of health apps and wearables with gaming capabilities is clear evidence that consumers like them. Healthcare Gamification encompasses games including casual games, serious games, and workout games, and has a wide range of applications in physical therapy, medical teaching, medication administration, and fitness management.
What's inside a
industry report?
Our reports include actionable data and forward-looking analysis that help you craft pitches, create business plans, build presentations and write proposals.
Global Healthcare Gamification Market Overview
Some of the key drivers propelling the growth of the worldwide Healthcare Gamification Market include the digitization of the healthcare industry, an increase in health awareness, and patient preference for digital technologies. Due to the health consequences of the contemporary lifestyle that is being promoted at a faster rate, people are becoming more health concerned nowadays. People are using digital tools to capture their health data, such as wearables that allow them to track their pulse, footstep, and other vital signs.
Additionally, the industry has grown as a result of the rising frequency of chronic illnesses and an increase in the number of doctors and patients using mobile cell phones. Additionally, user-friendly features, growing adoption of gamified models within the healthcare industry, and the advancement of strategies like employee health and its overall performance under the guidance of targeted and value-added interventions have all been positively anticipated in propelling the growth of the global Healthcare Gamification Market.
The total market growth drivers will be constrained by a number of reserves and limits. The elements including Cost and improper utilization of these games are the main factors preventing market expansion. Poor motivation, insufficient research into the behavioral effects of actual games, and the high costs associated with particular games are significant barriers to the overall expansion of the worldwide Healthcare Gamification market. However, the ongoing technological advancements and unrealized potential in emerging markets present attractive growth prospects.
Global Healthcare Gamification MarketSegmentation Analysis
The Global Healthcare Gamification Market is Segmented into Product Type, Game Type, Application, And Geography.
Healthcare Gamification Market, By Product Type
- Consumer-based Solutions
- Enterprise-based Solutions
Based on Product Type, the market is bifurcated into Consumer-based Solutions, Enterprise-based Solutions. Enterprise-based Healthcare Gamification solutions are cutting-edge strategies that make use of game mechanics and design principles to promote patient engagement, boost healthcare organization behavior change, and improve healthcare outcomes.
The numerous stakeholders that these solutions generally address include patients, healthcare professionals, and employees. By offering incentives, prizes, and challenges, gamification can encourage patients to actively participate in their own health and well-being. It helps patients to follow their treatment programs, adopt healthy habits, and effectively manage chronic diseases.
Healthcare Gamification Market, By Game Type
- Casual Games
- Serious Games
- Exercise Games
Based on Game Type, the market is bifurcated into Casual Games, Serious Games, and Exercise Games. During the anticipated time, the Casual game sector will have the biggest market share. Casual games are entertaining games that are utilized in healthcare platforms to treat patients and track user behavior. Casual games are enjoyable, easy to play, and time-efficient.
Healthcare Gamification Market, By Application
- Fitness management
- Medical Training
- Medication Management
- Physical Therapy
- Other
Based on Application, the market is bifurcated into Fitness management, Medical Training, Medication Management, Physical Therapy, Other Applications. During the anticipated period, the Prevention applications category will have the greatest market share. The reasons that might be linked to the rise in the population of fitness enthusiasts and the expanding use of many applications that compare performance are driving demand for this market segment.
Healthcare Gamification Market, By Geography
- North America
- Europe
- Asia Pacific
- Rest of the world
Based on Geography, The Global Healthcare Gamification Market is segmented into North America, Europe, Asia Pacific, and the Rest of the World based on geography. The majority of the market is in Asia-Pacific. The market in the APAC area will grow as a result of the region’s rising population, difficult hospital accessibility, robust governmental initiatives, and continuing projects.
Key Players
The “Global Healthcare Gamification Market” study report will provide valuable insight with an emphasis on the global market including some of the major players such as Fitbit, Ayogo Health, Microsoft, Bunchball, Akili Interactive labs, EveryMove, Hubbub Health, JawBone, Mango Health, and Nike.
Our market analysis also entails a section solely dedicated to such major players wherein our analysts provide insight into the financial statements of all the major players, along with product benchmarking and SWOT analysis. The competitive landscape section also includes key development strategies, market share, and market ranking analysis of the above-mentioned players globally.
Key Developments3
- In February 2021, To deliver telerehabilitation to hospitals in London and New York, Evolv collaborated with Microsoft and ZOTAC.
Ace Matrix Analysis
The Ace Matrix provided in the report would help to understand how the major key players involved in this industry are performing as we provide a ranking for these companies based on various factors such as service features & innovations, scalability, innovation of services, industry coverage, industry reach, and growth roadmap. Based on these factors, we rank the companies into four categories as Active, Cutting Edge, Emerging, and Innovators.
Market Attractiveness
The image of market attractiveness provided would further help to get information about the region that is majorly leading in the Global Healthcare Gamification Market. We cover the major impacting factors driving the industry growth in the given region.
Porter’s Five Forces
The image provided would further help to get information about Porter’s five forces framework providing a blueprint for understanding the behavior of competitors and a player’s strategic positioning in the respective industry. Porter’s five forces model can be used to assess the competitive landscape in the Global Healthcare Gamification Market, gauge the attractiveness of a certain sector, and assess investment possibilities.
Report Scope
REPORT ATTRIBUTES | DETAILS |
---|---|
STUDY PERIOD | 2019-2030 |
BASE YEAR | 2022 |
FORECAST PERIOD | 2023-2030 |
HISTORICAL PERIOD | 2019-2021 |
UNIT | Value (USD Million) |
KEY COMPANIES PROFILED | Fitbit, Inc., Ayogo Health, Inc., Evolv Rehabilitation Technology S.L., BI Worldwide (Bunchball, Inc.), Akili Interactive Labs, Inc., Cognifit, Inc., Mango Health, and Nike, Inc. |
SEGMENTS COVERED | By Product Type, By Game Type, By Application And By Geography |
CUSTOMIZATION SCOPE | Free report customization (equivalent up to 4 analyst’s working days) with purchase. Addition or alteration to country, regional & segment scope |
Top Trending Reports
Research Methodology of Market Research
To know more about the Research Methodology and other aspects of the research study, kindly get in touch with our .
Reasons to Purchase this Report
• Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors• Provision of market value (USD Billion) data for each segment and sub-segment• Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market• Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region• Competitive landscape which incorporates the market ranking of the major players, along with new service/product laun