Global Healthcare Gamification Market

 

The Global Healthcare Gamification Market was valued at USD 3,085 million in 2020 and is expected to reach USD 36,854 million by 2030 at a CAGR 35.8% from 2020-2030.

 

Gamification is defined as the method of adding a game or game-type component to a task so that there can be a growth in participation in the event. Gamification is observed to be efficient as it taps the people’s natural behavior for competition & accomplishment. Also, gamification contributes an essential feature in designed websites & application which can drive people to meet personal challenges, which supports the user in tracking the progress of their task which is more extra fun and seems more like a game.

 

Market Drivers

 

The increase in penetration of smartphone is one of the major driving factors is expected to boost the global healthcare gamification market growth over the forecast period. For instance, as per the user surveys, it is poised that around 3.8 billion people use a smartphone in 2021, translating to over 48 percent of the global population. Ongoing technological advancements will positively influence the market growth throughout the forecast period. There has been a lot of technological development and the games are now not just for the purpose of entertainment but also for health development & tracking.

 

 

In the healthcare industry, gamification is one of the innovative techniques to motivate people to influence personal health behavior. Hospital gamification also helps to promote employee training & procedural learning. This makes healthcare more personalized and user-centric, providing motivation & creating an engaging experience.

 

Market Restraints

 

Intense competition has developed among the producers which has resulted in over saturation of unwanted apps which expected to hamper the innovation in the segment. Also, low motivation & research in actual game design hinder the productivity causing a downward target market growth.

 

Market Segmentation

 

The Global Healthcare Gamification Market is segmented into product type such as Enterprise-based solutions, and Consumer-based solutions, by application such as Fitness management, Medication Management, Medical Training, Physical Therapy, and Others. Further, market is segmented into end user such as Hospitals, Clinics, Individual use, and Research.

 

Regional Analysis

 

The Global Healthcare Gamification Market is segmented into five regions such as North America, Latin America, Europe, Asia Pacific, and Middle East & Africa. The North America region commanded the major share of the global healthcare gamification market and is anticipated to grow at a significant pace in the coming years. The APAC region also shows a substantial growth in the healthcare gamification market primarily due to the growing population, especially in India & China, the increase in adoption of smartphones, and the rise in gamification and creative innovation initiatives in the region.

 

Market Key Players

 

Various key players are listed in this report such as Fitbit Inc., Nike, Mango Health, JawBone, Hubbub Health, EveryMove, Akili Interactive Labs, Bunchball Inc, Microsoft, Ayogo Health Inc., etc.

 

Market Taxonomy

 

By Product Type

  • Enterprise-based solutions
  • Consumer-based solutions

 

By Application

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

 

By End User

  • Hospitals
  • Clinics
  • Individual use
  • Research

 

By Region

  • North America
  • Latin America
  • Europe
  • Asia Pacific
  • Middle East & Africa

 

Key Questions Addressed by the Report

  • What are the Key Opportunities in Global Healthcare Gamification Market?
  • What will be the growth rate from 2019 to 2030?
  • Which segment/region will have highest growth?
  • What are the factors that will impact/drive the Market?
  • What is the competitive Landscape in the Industry?
  • What is the role of key players in the value chain?

 

Global Healthcare Gamification Market TOC

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
4.3 Porters Five Force Model

4.4 Value Chain Analysis

 

5 Global Healthcare Gamification Market, By Product Type
5.1 Y-o-Y Growth Comparison, By Product Type

5.2 Global Healthcare Gamification Market Share Analysis, By Product Type

5.3 Global Healthcare Gamification Market Size and Forecast, By Product Type
5.3.1 Enterprise-based solutions

5.3.2. Consumer-based solutions

 

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 Fitness management

6.3.2 Medication Management

6.3.3. Medical Training

6.3.4. Physical Therapy

6.3.5. Others

 

7 Global Healthcare Gamification Market, By End User
7.1 Y-o-Y Growth Comparison, By End User

7.2 Global Healthcare Gamification Market Share Analysis, By End User

7.3 Global Healthcare Gamification Market Size and Forecast, By End User
7.3. 1 Hospitals

7.3.2. Clinics

7.3.3. Individual use

7.3.4. Research

 

8Global Healthcare Gamification Market, By Region
8.1 Global Healthcare Gamification Market Share Analysis, By Region

8.2 Global Healthcare Gamification Market Share Analysis, By Region

8.3 Global Healthcare Gamification Market Size and Forecast, By Region

 

9 North America Healthcare Gamification Market Analysis and Forecast (2020-2030)
9.1 Introduction

9.2 North America Healthcare Gamification Market Share Analysis, By Product 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 User

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

 

10Europe Healthcare Gamification Market Analysis and Forecast (2020-2030)
10.1 Introduction

10.2 Europe Healthcare Gamification Market Share Analysis, By Product Type

10.3 Europe Healthcare Gamification Market Size and Forecast, By Application

10.4 Europe Healthcare Gamification Market Size and Forecast, By End User

10.5 Europe Healthcare Gamification Market Size and Forecast, By Country

10.5.1 Germany
10.5.2 France
10.5.3 UK

10.54. Rest of Europe

 

11Asia Pacific Healthcare Gamification Market Analysis and Forecast (2020-2030)
11.1 Introduction

11.2 Asia Pacific Healthcare Gamification Market Share Analysis, By Product 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 User

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

 

12Latin America Healthcare Gamification Market Analysis and Forecast (2020-2030)
12.1 Introduction

12.2 Latin America Healthcare Gamification Market Share Analysis, By Product 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 User

12.5 Latin America Healthcare Gamification Market Size and Forecast, Country

 

13Middle East Healthcare Gamification Market Analysis and Forecast (2020-2030)
13.1 Introduction

 13.2 Middle East Healthcare Gamification Market Share Analysis, By Product 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 User

13.5 Middle East Healthcare Gamification Market Size and Forecast, By Country

 

14Competitive 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. Nike

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. Mango Health

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 JawBone

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 Hubbub Health

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

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 Bunchball Inc

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 Microsoft

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 Ayogo Health 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