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Healthcare Gamification Market

Healthcare Gamification Market Size, Share & Trends Analysis Report

Healthcare Gamification Market Size, Share & Trends Analysis Report By Product Type (Enterprise-Based Solution, Consumer-Based Solution), By Application (Fitness Management, Medication Management, Medical Training, Physical Therapy, Others), By End-User (Clinics, Hospitals, Research, Individual Use) Based On Region, And Segment Forecasts, 2021 - 2027

Published
Report ID : BMRC 1667
Number of pages : 300
Published Date : Nov 2022
Category : Healthcare
Delivery Timeline : 48 hrs

Global Healthcare Gamification Market: Global Size, Trends, Competitive, Historical & Forecast Analysis, 2021-2027- Growing adoption of gamification in healthcare sectors, rising use of smart device & internet connection and increasing introduction of novel technologies are some of the major factors driving the growth of Global Healthcare Gamification Market.

Global Healthcare Gamification Market is valued at USD 5,254.8 Million in 2020 and expected to reach USD 47,114.6 Million by 2027 with a CAGR of 36.8% over the forecast period.

Scope of Global Healthcare Gamification Market Report

Gamification is the strategy for adding a game or game-type part to an assignment so that there can be a development in participation in the event. Health gamification implies incorporating gaming thoughts, game plan procedures, and game elements into non-game applications to upgrade therapeutic outcomes. By finishing game-like difficulties and encouraging individuals to develop their health, healthcare gamification produces conduct changes. At each level, gamification gives achievement awards, diamonds, tokens, or other virtual presents to give clients a feeling of achievement.

Gamification shows itself in three different ways all through most medical care and wellbeing related applications: advancement bars are utilized to follow progress. The next one is summoning, by summoning progress-related cognitive elements, they help the announced quality of the service. And, by imparting current advancement and performance to companions or other assistance clients is an extraordinary method to monitor their progress.

Healthcare gamification instills a winning attitude among clients, empowering them to utilize the service. Patients with portability limitations, the old, people experiencing back distress, and others can profit from these gamified exercises in considerably more complex clinical employments. Additionally, this gamification in healthcare is being utilized for different purposes, including wellbeing and fitness, medication and chronic illness management, physiotherapy, enrichment for children and recovery. Gamification in healthcare offers a great extent propelled applications for independent medicines, wellness and nutrition, physical therapy, and mental wellbeing.

The COVID-19 pandemic has also impacted the growth of the global healthcare gamification market. During the COVID-19 pandemic, AR games can support physical and mental health. These games can help mental and physical wellness by offering virtual sociability, transient consistency, prolonged exercise, and mental design to isolated or upset groups. Besides that, number of players and professionals are working together to battle COVID-19.

For instance, Ndemic Creations worked with contamination researchers from the World Health Organization (WHO), the Global Outbreak Alert and Response Network to make the game (GOARN), and the Coalition for Epidemic Preparedness Innovations (CEPI).

Global healthcare gamification market is segmented on the basis of product type, application, end-user and region & country level. Based upon product type, the global healthcare gamification market is classified into enterprise-based solution and consumer-based solution. Based upon application, the market is classified into fitness management, medication management, medical training, physical therapy and others. Based upon end-user, the global healthcare gamification market is classified into clinics, hospitals, research and individual use.

Global Healthcare Gamification Market Segmentation:

By Product Type:

  • Enterprise-Based Solution
  • Consumer-Based Solution

By Application:

  • Fitness Management
  • Medication Management
  • Medical Training
  • Physical Therapy
  • Others

By End-user:

  • Clinics
  • Hospitals
  • Research
  • Individual use

The regions covered in global healthcare gamification market report are North America, Europe, Asia-Pacific, Latin America and Rest of the World. On the basis of country level, the market of global healthcare gamification is sub divided into U.S., Mexico, Canada, U.K., France, Germany, Italy, China, India, Japan, South East Asia, Middle East Asia (Saudi Arabia, UAE, Egypt) GCC, Africa, etc.

Key Players for Global Healthcare Gamification Market Report:

Some major key players for global healthcare gamification market report cover prominent players like

  • Mango Health
  • Bunchball
  • Fitbit
  • JawBone
  • Hubbub Health
  • Akili Interactive labs
  • Nike
  • Microsoft
  • EveryMove
  • Ayogo Health and others.

Growing Adoption of Gamification in Healthcare Sectors, Rising Use of Smart Device & Internet Connection and Increasing Introduction of Novel Technologies are Some of the Major Factors Driving the drive the Market Growth

One of the major factors drive the growth of global healthcare gamification market is growing adoption of gamification and digitization in healthcare sectors. Games have developed into a fundamental source of entertainment for peoples of all ages. With the help of artificial intelligence and expanded reality, this game is currently being utilized for therapeutic purposes. These games help specialists in working on therapeutic strategy, bringing about more effective treatment results. Young patients familiar with associating with advancements consistently throughout their lives are rapidly adopting healthcare games.

Also, with the coming of augmented reality (AR) and virtual reality (VR), the utilization of gamification in healthcare has detonated, notably in the field of psychological well-being. While health care’s digital transformation was a top priority prior to Covid-19, the pandemic accelerated the adoption of digital health tools. For example; according to BDO’s 2021 Healthcare Digital Transformation Survey, 78% of health care organizations have incorporated cloud computing into their operations, and another 20% plan on investing in the cloud. And, according to the Deloitte 2020 Survey of U.S. Health Care Consumers, 42% of U.S. consumers cited that they used tools to measure health improvement goals and fitness in 2020.

In addition, raising use of smart devices & internet connection is also fostering the market growth. Healthcare gamification is becoming more noticeable as the internet of things and smart devices like cell phones, PCs, and tablets become progressively broadly accessible. Patients might download the clinical reaction and get rewards by playing wellbeing games.

Moreover, as the quantity of brilliant gadget clients develop, medical services gamification applications are turning out to be more famous. The successful implementation of IoT application development solutions in remote monitoring and fitness and wellness devices has created a high demand for the IoT in healthcare. The medical care gamification is developing as more gadgets with games become available, helping clients with a range of medical services fun.

Furthermore, increasing introduction of novel technologies and rising number of offerings are also supplementing the growth of global healthcare gamification market. For example; PARK Healthcare launched Beacon Learning, a first-of-its-kind mobile app that uses evidence-based gamification technology to enable healthcare advertising agencies and pharmaceutical/medical device companies to educate hard-to-reach customers especially those in “no see” clinics. In the era of COVID-19, healthcare professionals have become increasingly difficult to reach via in-person sales calls and medical conferences, making this app a valuable tool for product awareness and adoption.

However, high cost and difficulties in long-term user engagement and lack of novelty in gamified features may hamper the global healthcare gamification market growth. In spite of that, continuous advancements in this field can provide various opportunities for the further growth of the global healthcare gamification market.

North America is Anticipated to Dominate the Global Healthcare Gamification Market

North America is expected to dominate the global healthcare gamification market within the forecast period due to the increasing awareness about health and fitness, growing technological advancement, highly developed healthcare infrastructure and presence of key players in this region.

Asia Pacific is anticipated to grow at a faster pace in the global healthcare gamification market due to the increasing incidences of chronic diseases, large patient pool, increasing number of internet users, improving healthcare infrastructure and rising awareness regarding these technologies in this region. For example; on July 14th, 2021; Taiwan-based organizations First Financial Holding Co. and TPI software has collaborated to dispatch another new mobile health and wellness application that highlights gamified work out. The Qwalker application rewards clients with redeemable points for completed every day task. The Qwalker application tracks a client's the entire day steps, walking miles, and consumed calories. It gamifies a stage tracker and empowers clients to procure reward points per finished every day job which can be recovered for gifts and limits. The mobile application associates and matches up with Google Fit or Apple Health, giving clients with access and experiences into their health and prosperity. Furthermore, it includes the Australian quokka as a mascot ""to convey happiness."".

North America

  • U.S.
  • Canada

Europe

  • U.K.
  • France
  • Germany
  • Italy

Asia Pacific

  • China
  • Japan
  • India
  • Southeast Asia

Latin America

  • Brazil
  • Mexico

Middle East and Africa

Report Analysis Details
Historical data 2015 - 2020
Forecast Period 2021 - 2027
Market Size in 2020: USD 5,254.8 Million
Base year considered 2020
Forecast Period CAGR %:

36.8%

Market Size Expected in 2027: USD 47,114.6 Million
Tables, Charts & Figures: 175
Pages 197
Key Players/Companies

Mango Health, Bunchball, Fitbit, JawBone, Hubbub Health, Akili Interactive labs, Nike, Microsoft, EveryMove, Ayogo Health and others.

Segments Covered By End-user, By Product Type, By Application
Regional Analysis North America, U.S., Mexico, Canada, Europe, UK, France, Germany, Italy, Asia Pacific, China, Japan, India, Southeast Asia, South America, Brazil, Argentina, Columbia, The Middle East and Africa, GCC, Africa, Rest of the Middle East and Africa

Key Benefits of Global Healthcare Gamification Market Report:

  • Global Healthcare Gamification Market report covers in-depth historical and forecast analysis.
  • Global Healthcare Gamification Market research report provides detail information about Market Introduction, Market Summary, Global market Revenue (Revenue USD), Market Drivers, Market Restraints, Market Opportunities, Competitive Analysis, Regional and Country Level.
  • Global Healthcare Gamification Market report helps to identify opportunities in marketplace.
  • Global Healthcare Gamification Market report covers extensive analysis of emerging trends and competitive landscape.
 
SUMMARY
VishalSawant
Vishal Sawant
Business Development
vishal@brandessenceresearch.com
+91 8830 254 358
Segmentation
Segments

By Product Type:

  • Enterprise-Based Solution
  • Consumer-Based Solution

By Application:

  • Fitness Management
  • Medication Management
  • Medical Training
  • Physical Therapy
  • Others

By End-user:

  • Clinics
  • Hospitals
  • Research
  • Individual use
Country
Regions and Country

North America

  • U.S.
  • Canada

Europe

  • Germany
  • France
  • U.K.
  • Italy
  • Spain
  • Sweden
  • Netherlands
  • Turkey
  • Switzerland
  • Belgium
  • Rest of Europe

Asia-Pacific

  • South Korea
  • Japan
  • China
  • India
  • Australia
  • Philippines
  • Singapore
  • Malaysia
  • Thailand
  • Indonesia
  • Rest of APAC

Latin America

  • Mexico
  • Colombia
  • Brazil
  • Argentina
  • Peru
  • Rest of South America

Middle East and Africa

  • Saudi Arabia
  • UAE
  • Egypt
  • South Africa
  • Rest of MEA
Company
Key Players
  • Mango Health
  • Bunchball
  • Fitbit
  • JawBone
  • Hubbub Health
  • Akili Interactive labs
  • Nike
  • Microsoft
  • EveryMove
  • Ayogo Health and others.

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