The healthcare gamification market size has grown rapidly in recent years. It will grow from $4.02 billion in 2023 to $4.65 billion in 2024 at a compound annual growth rate (CAGR) of 15.4%. The growth observed during the historical period can be attributed to several factors, including an increased emphasis on preventive healthcare measures, a rising prevalence of chronic diseases, the widespread adoption of smartphones and wearable devices, the expansion of healthcare IT infrastructure, and an increasing focus on patient engagement initiatives.
The healthcare gamification market size is expected to see rapid growth in the next few years. It will grow to $8.22 billion in 2028 at a compound annual growth rate (CAGR) of 15.3%. The projected growth in the forecast period can be attributed to several factors, including the integration of artificial intelligence into gamified health solutions, a growing demand for remote patient monitoring, increased awareness and acceptance of gamification in healthcare, advancements in augmented reality for medical applications, and a heightened emphasis on personalized healthcare initiatives. Major trends anticipated in the forecast period include the use of gamification for mental health and stress management, the implementation of virtual reality-based healthcare gamification, the application of blockchain technology in healthcare gamification, the development of personalized gamified fitness plans, and the creation of gamified solutions for elderly healthcare.
The anticipated rise in the incidence rate of lifestyle-related and chronic diseases is poised to propel the growth of the healthcare gamification market in the foreseeable future. Lifestyle-related and chronic diseases are health conditions influenced or exacerbated by individual choices, habits, and long-term factors. Healthcare gamification proves to be an effective strategy in addressing these conditions by leveraging game mechanics and design elements to motivate individuals to adopt healthier behaviors and manage their health more effectively. For example, data from the Australian Bureau of Statistics, an Australia-based government agency, highlights a notable increase in the percentage of people with at least one chronic condition in Australia, rising from 46.6% (11.6 million) to 49.9% (12.6 million) between 2020-21 and 2021-22. Consequently, the escalating incidence rate of lifestyle-related and chronic diseases is serving as a key driver for the growth of the healthcare gamification market.
Leading companies operating in the healthcare gamification market are directing their efforts towards developing innovative products equipped with advanced technologies to bolster their market presence and profitability. One such technological advancement is AI health coaches with gamification, digital platforms that utilize artificial intelligence to deliver personalized health coaching and motivation, incorporating game-like elements to engage and encourage users in achieving their health and fitness objectives. For instance, T-Systems International GmbH, a prominent Germany-based IT company, introduced MagMoves in May 2023. MagMoves aims to revolutionize virtual care by seamlessly integrating gamified healthcare, customization, and personalization for proactive and preventative healthcare. This innovative app offers an engaging and enjoyable healthcare experience, utilizing artificial intelligence to deliver a gamified virtual health coach experience, thereby promoting a proactive approach to health management among users.
In January 2021, Google LLC, a prominent technology company based in the United States, finalized the acquisition of Fitbit Inc. for an undisclosed sum. This strategic move positions Google to enhance its product offerings by integrating cutting-edge wearables and wellness solutions. Fitbit Inc., headquartered in the US, specializes in consumer electronics and fitness products, leveraging gamification to promote health and wellness through its devices and applications.
Major companies operating in the healthcare gamification market report are Google LLC, Microsoft Corporation, Nike Inc., Medtronic PLC, Adidas AG, Cognizant, Aon plc, Spring Health Inc., Omada Health Inc., BioSerenity, Biofourmis, Rally Health, MPS Interactive Systems Limited, Axonify Inc., Happify Inc., WellDoc Inc., Akili Inc., Kaia Health, Mango Health, Pear Therapeutics, CogniFit Inc., Ayogo Health Inc., Freespira, Syandus Inc., Badgeville Inc.
North America was the largest region in the healthcare gamification market in 2023. Europe was the fastest-growing region in the forecast period. The regions covered in the healthcare gamification market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the healthcare gamification market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Healthcare gamification involves integrating elements of gaming, such as competition and rewards, into healthcare activities and platforms to promote positive behavior change and wellness. It's employed to educate patients about medical conditions, treatment plans, and medication adherence.
The primary types of healthcare gamification include casual games, serious games, exercise games, brain training games, and others. Casual games are simple and accessible video games designed for a broad audience. They find application in health and wellness management, medical education, patient engagement, physical therapy, behavior change, and more. End-users include hospitals, clinics, pharmaceutical companies, medical schools, patients, and healthcare professionals.
The healthcare gamification market research report is one of a series of new reports that provides healthcare gamification market statistics, including healthcare gamification industry global market size, regional shares, competitors with a healthcare gamification market share, detailed healthcare gamification market segments, market trends and opportunities, and any further data you may need to thrive in the healthcare gamification industry. This healthcare gamification market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The healthcare gamification market includes revenues earned by entities by providing services such as corporate wellness programs, stress management and community health initiatives. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
The healthcare gamification market size is expected to see rapid growth in the next few years. It will grow to $8.22 billion in 2028 at a compound annual growth rate (CAGR) of 15.3%. The projected growth in the forecast period can be attributed to several factors, including the integration of artificial intelligence into gamified health solutions, a growing demand for remote patient monitoring, increased awareness and acceptance of gamification in healthcare, advancements in augmented reality for medical applications, and a heightened emphasis on personalized healthcare initiatives. Major trends anticipated in the forecast period include the use of gamification for mental health and stress management, the implementation of virtual reality-based healthcare gamification, the application of blockchain technology in healthcare gamification, the development of personalized gamified fitness plans, and the creation of gamified solutions for elderly healthcare.
The anticipated rise in the incidence rate of lifestyle-related and chronic diseases is poised to propel the growth of the healthcare gamification market in the foreseeable future. Lifestyle-related and chronic diseases are health conditions influenced or exacerbated by individual choices, habits, and long-term factors. Healthcare gamification proves to be an effective strategy in addressing these conditions by leveraging game mechanics and design elements to motivate individuals to adopt healthier behaviors and manage their health more effectively. For example, data from the Australian Bureau of Statistics, an Australia-based government agency, highlights a notable increase in the percentage of people with at least one chronic condition in Australia, rising from 46.6% (11.6 million) to 49.9% (12.6 million) between 2020-21 and 2021-22. Consequently, the escalating incidence rate of lifestyle-related and chronic diseases is serving as a key driver for the growth of the healthcare gamification market.
Leading companies operating in the healthcare gamification market are directing their efforts towards developing innovative products equipped with advanced technologies to bolster their market presence and profitability. One such technological advancement is AI health coaches with gamification, digital platforms that utilize artificial intelligence to deliver personalized health coaching and motivation, incorporating game-like elements to engage and encourage users in achieving their health and fitness objectives. For instance, T-Systems International GmbH, a prominent Germany-based IT company, introduced MagMoves in May 2023. MagMoves aims to revolutionize virtual care by seamlessly integrating gamified healthcare, customization, and personalization for proactive and preventative healthcare. This innovative app offers an engaging and enjoyable healthcare experience, utilizing artificial intelligence to deliver a gamified virtual health coach experience, thereby promoting a proactive approach to health management among users.
In January 2021, Google LLC, a prominent technology company based in the United States, finalized the acquisition of Fitbit Inc. for an undisclosed sum. This strategic move positions Google to enhance its product offerings by integrating cutting-edge wearables and wellness solutions. Fitbit Inc., headquartered in the US, specializes in consumer electronics and fitness products, leveraging gamification to promote health and wellness through its devices and applications.
Major companies operating in the healthcare gamification market report are Google LLC, Microsoft Corporation, Nike Inc., Medtronic PLC, Adidas AG, Cognizant, Aon plc, Spring Health Inc., Omada Health Inc., BioSerenity, Biofourmis, Rally Health, MPS Interactive Systems Limited, Axonify Inc., Happify Inc., WellDoc Inc., Akili Inc., Kaia Health, Mango Health, Pear Therapeutics, CogniFit Inc., Ayogo Health Inc., Freespira, Syandus Inc., Badgeville Inc.
North America was the largest region in the healthcare gamification market in 2023. Europe was the fastest-growing region in the forecast period. The regions covered in the healthcare gamification market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the healthcare gamification market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Healthcare gamification involves integrating elements of gaming, such as competition and rewards, into healthcare activities and platforms to promote positive behavior change and wellness. It's employed to educate patients about medical conditions, treatment plans, and medication adherence.
The primary types of healthcare gamification include casual games, serious games, exercise games, brain training games, and others. Casual games are simple and accessible video games designed for a broad audience. They find application in health and wellness management, medical education, patient engagement, physical therapy, behavior change, and more. End-users include hospitals, clinics, pharmaceutical companies, medical schools, patients, and healthcare professionals.
The healthcare gamification market research report is one of a series of new reports that provides healthcare gamification market statistics, including healthcare gamification industry global market size, regional shares, competitors with a healthcare gamification market share, detailed healthcare gamification market segments, market trends and opportunities, and any further data you may need to thrive in the healthcare gamification industry. This healthcare gamification market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The healthcare gamification market includes revenues earned by entities by providing services such as corporate wellness programs, stress management and community health initiatives. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Healthcare Gamification Market Characteristics3. Healthcare Gamification Market Trends And Strategies32. Global Healthcare Gamification Market Competitive Benchmarking33. Global Healthcare Gamification Market Competitive Dashboard34. Key Mergers And Acquisitions In The Healthcare Gamification Market
4. Healthcare Gamification Market - Macro Economic Scenario
5. Global Healthcare Gamification Market Size and Growth
6. Healthcare Gamification Market Segmentation
7. Healthcare Gamification Market Regional And Country Analysis
8. Asia-Pacific Healthcare Gamification Market
9. China Healthcare Gamification Market
10. India Healthcare Gamification Market
11. Japan Healthcare Gamification Market
12. Australia Healthcare Gamification Market
13. Indonesia Healthcare Gamification Market
14. South Korea Healthcare Gamification Market
15. Western Europe Healthcare Gamification Market
16. UK Healthcare Gamification Market
17. Germany Healthcare Gamification Market
18. France Healthcare Gamification Market
19. Italy Healthcare Gamification Market
20. Spain Healthcare Gamification Market
21. Eastern Europe Healthcare Gamification Market
22. Russia Healthcare Gamification Market
23. North America Healthcare Gamification Market
24. USA Healthcare Gamification Market
25. Canada Healthcare Gamification Market
26. South America Healthcare Gamification Market
27. Brazil Healthcare Gamification Market
28. Middle East Healthcare Gamification Market
29. Africa Healthcare Gamification Market
30. Healthcare Gamification Market Competitive Landscape And Company Profiles
31. Healthcare Gamification Market Other Major And Innovative Companies
35. Healthcare Gamification Market Future Outlook and Potential Analysis
36. Appendix
Executive Summary
Healthcare Gamification Global Market Report 2024 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on healthcare gamification market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for healthcare gamification ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The healthcare gamification market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include:
- The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.
- The impact of higher inflation in many countries and the resulting spike in interest rates.
- The continued but declining impact of COVID-19 on supply chains and consumption patterns.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) By Type: Casual Games; Serious Games; Exercise Games; Brain Training Games; Other Types2) By Application: Health And Wellness Management; Medical Training And Education; Patient Engagement; Physical Therapy And Rehabilitation; Behavior Change And Lifestyle Improvement; Other Applications.
3) By End User: Hospitals And Clinics; Pharmaceutical Companies; Medical Schools And Training Institutions; Patients; Healthcare Professionals; Other End Users.
Key Companies Mentioned: Google LLC; Microsoft Corporation; Nike Inc.; Medtronic PLC; Adidas AG
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
- Google LLC
- Microsoft Corporation
- Nike Inc.
- Medtronic PLC
- Adidas AG
- Cognizant
- Aon plc
- Spring Health Inc.
- Omada Health Inc.
- BioSerenity
- Biofourmis
- Rally Health
- MPS Interactive Systems Limited
- Axonify Inc.
- Happify Inc.
- WellDoc Inc.
- Akili Inc.
- Kaia Health
- Mango Health
- Pear Therapeutics
- CogniFit Inc.
- Ayogo Health Inc.
- Freespira
- Syandus Inc.
- Badgeville Inc.
Methodology
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Table Information
Report Attribute | Details |
---|---|
No. of Pages | 175 |
Published | April 2024 |
Forecast Period | 2024 - 2028 |
Estimated Market Value ( USD | $ 4.65 Billion |
Forecasted Market Value ( USD | $ 8.22 Billion |
Compound Annual Growth Rate | 15.3% |
Regions Covered | Global |
No. of Companies Mentioned | 25 |