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
By Application
By End User
By Region
Key Questions Addressed by the Report
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