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Healthcare Gamification Market, By Game Type

RA00062

Healthcare Gamification Market, By Game Type (Exercise Games, Serious Games, Casual Games), By Application (Education, Therapeutic, Prevention, Others), By End-Use (Consumer Based, Enterprise Based) Regional Outlook (North America, Europe, Asia-Pacific, LAMEA), Global Opportunity Analysis and Industry Forecast, 2019–2026

RA00062

Pages: 120

Feb 2020

COVID-19

pandemic has shown to have an enormous impact on most
industries.

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Impact of covid-19 on Healthcare Gamification Market

Global Healthcare Gamification Market Overview 2026:

The healthcare gamification market forecast was $ 19,233.1 Million in 2018 and is predicted to generate of revenue of $ 47,281.5 Million by 2026, growing at a CAGR of 11.9% during forecast period. Asia pacific has the largest market share in the region with 32% across the globe. Asia-Pacific was $ 6,154.6 Million and is predicted to grow at a CAGR of 11.0% in the forecast period.

Gamification is the process of adding game or game type element to a task so that there can be rise in the participation in the event. Gamification is found to be effective because it taps the people natural behavior for the competition and achievement. Gamification also provides an essential feature in designed websites and apps which can motivate people to meet the personal challenges, which helps the user in tracking the progress of their task which is more fun and feels more like a game. After a detailed research the developers have implemented the use of gamification in healthcare sector. Growth in the adoption of wellness app and wearables with gaming features are the clear evidence that people are liking it.

Driving Forces in Healthcare Gamification Market:

Rising digitalization and technology adoption is expected to boost the market.

At present people are getting more health conscious because of the health affected by the modern lifestyle that is being adopted at a faster pace. People are accepting the digital means to keep a track on their health data, for instance with the help of the wearables they can keep a count of their pulse, footstep and many more. The people are opting large number of wellness apps which are available for free of cost, so that the users can directly get in touch with the physician or the concerned doctor and get update of the health on the fingertips. Additionally, increasing use of technology with the help of smartphones are considered to be the driving factors in gamification in healthcare market.

Market Restrains:

Improper use of these games and cost is the major threats for the growth of healthcare gamification market.

Lesser enthusiasm and the research in real game design on the behavioral result and the cost related with some of the games are very high which may result to the decline in the growth of the gamification market. As it has been noticed that gamification seems to work best in the short term goals but it gets difficult to achieve the long term goals which eventually leads to the downfall of the business.

Healthcare Gamification Market, By Game Type

Casual games will possess high investment opportunities in the coming future.

Healthcare Gamification Market, By Game Type


Source: Research Dive Analysis

Casual game holds the largest market share in this segment. Casual games accounted for $ 8,077.9 Million by 2018 and is predicted to grow at a CAGR of 10.2% in the forecast period. Causal games are the fun games which are used in the healthcare platform to treat the patients, it helps to monitor the user’s behavior. Casuals game are fun, simple and shorter in time. Most common casual games are puzzle games, arcade games and many other. Serious games states about the thoughtful process, which helps to meet all the qualitative requirement of the user while diagnosing. Serious game is predicted to grow at a CAGR of 12.9% in the forecast period which was valued at $ 4,231.3 Million in 2018.

Healthcare Gamification Market, By Applications 

Prevention is forecasted to be most profitable segment by 2026.

Healthcare Gamification Market, By Applications

Source: Research Dive Analysis

Preventions application is projected to have the highest growth rate in the application segment. Prevention applications held the largest market share of 22.0% in 2018. It is estimated to grow at a CAGR of 13.4% by generating a revenue of $ 11,584.0 Million by 2026. Due to the increase with the rise in the number of fitness loving people and with the increasing use of several apps which compares performance are expected to drive the prevention application. 

Healthcare Gamification Market, By End use 

Enterprise based is estimated have the highest growth rate.

Healthcare Gamification Market, By End use


Source: Research Dive Analysis

Increase in the employer initiatives towards the health of the employee is expected to drive the enterprise based segment in the near future. The enterprises are engaging the employees with various online games, and personalized feedback to boost the individuals in order to remain active is anticipated to drive the market growth over the forecast period. Enterprises is expected to have a CAGR of 15.7% by generating a revenue of $ 17,967.00 Million by 2026.

Healthcare Gamification Market, by Region:

Asia Pacific Healthcare Gamification market is anticipated to have the larger market for the investors in the forecast period

Healthcare Gamification Market, by Region


Source: Research Dive Analysis

Asia pacific has the largest market share in the region with 32% across the globe. Asia-Pacific was $ 6,154.6 Million and is predicted to grow at a CAGR of 11.0% in the forecast period. Due to increase in the population and poor hospital accessibility is expected to drive the market for the Asia-Pacific region  

Key Participants in Healthcare Gamification Market:

Key participants in Healthcare Gamification Market

Source: Research Dive Analysis

The major competitors in the healthcare gamification market are Nike, Ayogo Health, Fitbit, Bunchball, Microsoft, EveryMove, Hubbub Health, Akili Interactive labs, Mango Health, and JawBone among others.

Aspect

Particulars

  Historical Market Estimations

  2018-2019

  Base Year for Market Estimation

  2018

  Forecast timeline for Market Projection

  2019-2026

  Geographical Scope

  North America, Europe, Asia-Pacific, LAMEA

  Segmentation by Type

  • Casual Games
  • Serious Games
  • Exercise Games

  Segmentation by Application

  • Prevention
  • Therapeutic
  • Education
  • Others

  Segmentation by End-use

  • Enterprise Based
  • Consumer Based

  Key Countries covered

U.S., Canada, Germany, France, UK, Italy, Japan, China, India, South Korea, Australia, Middle west, Africa

  Key Companies Profiled

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

Source: Research Dive Analysis


FREQUENTLY ASKED QUESTIONS?
 

A. The market size of healthcare gamification is $19,233.1 million.

A. Rising digitization and technology adoption in various applications are the major factors influencing the growth of healthcare gamification market.

A. The global healthcare gamification market is anticipated to reach $ 47,281.5 million in the next 5 years.

A. Growing use of gamification towards HIV awareness in developing countries offer lucrative opportunities to healthcare gamification market to grow in the upcoming years.

A. Asia- Pacific is expected to dominate the healthcare gamification market.

A. The major key players in the healthcare gamification market includes Nike, Ayogo Health, Fitbit, Bunchball, Microsoft, EveryMove, Hubbub Health, Akili Interactive labs, Mango Health, and JawBone among others.

1. Research Methodology

1.1. Desk Research
1.2. Real time insights and validation
1.3. Forecast model
1.4. Assumptions and forecast parameters

1.4.1. Assumptions
1.4.2. Forecast parameters

1.5. Data sources

1.5.1. Primary
1.5.2. Secondary

2. Executive Summary

2.1. 360° summary
2.2. Type trends
2.3. Application trends
2.4. End-use trends

3. Market Overview

3.1. Market segmentation & definitions
3.2. Key takeaways

3.2.1. Top investment pockets
3.2.2. Top winning strategies

3.3. Porter’s five forces analysis

3.3.1. Bargaining power of consumers
3.3.2. Bargaining power of suppliers
3.3.3. Threat of new entrants
3.3.4. Threat of substitutes
3.3.5. Competitive rivalry in the market

3.4. Market dynamics

3.4.1. Drivers
3.4.2. Restraints
3.4.3. Opportunities

3.5. Technology landscape
3.6. Regulatory landscape
3.7. Patent landscape
3.8. Strategic overview

4. Healthcare Gamification Market, by Type

4.1. Casual games

4.1.1. Market size and forecast, by region, 2017-2028
4.1.2. Comparative market share analysis, 2018 & 2028

4.2. Serious games

4.2.1. Market size and forecast, by region, 2017-2028
4.2.2. Comparative market share analysis, 2018 & 2028

4.3. Exercise games

4.3.1. Market size and forecast, by region, 2017-2028
4.3.2. Comparative market share analysis, 2018 & 2028

5. Healthcare Gamification Market, by Application

5.1. Prevention

5.1.1. Market size and forecast, by region, 2017-2028
5.1.2. Comparative market share analysis, 2018 & 2028

5.2. Therapeutics

5.2.1. Market size and forecast, by region, 2017-2028
5.2.2. Comparative market share analysis, 2018 & 2028

5.3. Education

5.3.1. Market size and forecast, by region, 2017-2028
5.3.2. Comparative market share analysis, 2018 & 2028

5.4. Others

5.4.1. Market size and forecast, by region, 2017-2028
5.4.2. Comparative market share analysis, 2018 & 2028

6. Healthcare Gamification Market, by Application

6.1. Enterprises based

6.1.1. Market size and forecast, by region, 2017-2028
6.1.2. Comparative market share analysis, 2018 & 2028

6.2. Consumer based

6.2.1. Market size and forecast, by region, 2017-2028
6.2.2. Comparative market share analysis, 2018 & 2028

7. Healthcare Gamification Market, by Region

7.1. North Region

7.1.1. Market size and forecast, by type, 2017-2028
7.1.2. Market size and forecast, by application, 2017-2028
7.1.3. Market size and forecast, by end-use, 2017-2028
7.1.4. Market size and forecast, by country, 2017-2028
7.1.5. Comparative market share analysis, 2018 & 2028
7.1.6. U.S

7.1.6.1. Market size and forecast, by type, 2017-2028
7.1.6.2. Market size and forecast, by application, 2017-2028
7.1.6.3. Market size and forecast, by end-use, 2017-2028
7.1.6.4. Comparative market share analysis, 2018 & 2028

7.1.7. Canada

7.1.7.1. Market size and forecast, by type, 2017-2028
7.1.7.2. Market size and forecast, by application, 2017-2028
7.1.7.3. Market size and forecast, by end-use, 2017-2028
7.1.7.4. Comparative market share analysis, 2018 & 2028

7.2. Europe

7.2.1. Market size and forecast, by type, 2017-2028
7.2.2. Market size and forecast, by application, 2017-2028
7.2.3. Market size and forecast, by end-use, 2017-2028
7.2.4. Market size and forecast, by country, 2017-2028
7.2.5. Comparative market share analysis, 2018 & 2028
7.2.6. UK

7.2.6.1. Market size and forecast, by type, 2017-2028
7.2.6.2. Market size and forecast, by application, 2017-2028
7.2.6.3. Market size and forecast, by end-use, 2017-2028
7.2.6.4. Comparative market share analysis, 2018 & 2028

7.2.7. Germany

7.2.7.1. Market size and forecast, by type, 2017-2028
7.2.7.2. Market size and forecast, by application, 2017-2028
7.2.7.3. Market size and forecast, by end-use, 2017-2028
7.2.7.4. Comparative market share analysis, 2018 & 2028

7.2.8. France

7.2.8.1. Market size and forecast, by type, 2017-2028
7.2.8.2. Market size and forecast, by application, 2017-2028
7.2.8.3. Market size and forecast, by end-use, 2017-2028
7.2.8.4. Comparative market share analysis, 2018 & 2028

7.2.9. Italy

7.2.9.1. Market size and forecast, by type, 2017-2028
7.2.9.2. Market size and forecast, by application, 2017-2028
7.2.9.3. Market size and forecast, by end-use, 2017-2028
7.2.9.4. Comparative market share analysis, 2018 & 2028

7.2.10. Rest of Europe

7.2.10.1. Market size and forecast, by type, 2017-2028
7.2.10.2. Market size and forecast, by application, 2017-2028
7.2.10.3. Market size and forecast, by end-use, 2017-2028
7.2.10.4. Comparative market share analysis, 2018 & 2028

7.3. Asia-Pacific

7.3.1. Market size and forecast, by type, 2017-2028
7.3.2. Market size and forecast, by application, 2017-2028
7.3.3. Market size and forecast, by end-use, 2017-2028
7.3.4. Market size and forecast, by country, 2017-2028
7.3.5. Comparative market share analysis, 2018 & 2028
7.3.6. China

7.3.6.1. Market size and forecast, by type, 2017-2028
7.3.6.2. Market size and forecast, by application, 2017-2028
7.3.6.3. Market size and forecast, by end-use, 2017-2028
7.3.6.4. Comparative market share analysis, 2018 & 2028

7.3.7. India

7.3.7.1. Market size and forecast, by type, 2017-2028
7.3.7.2. Market size and forecast, by application, 2017-2028
7.3.7.3. Market size and forecast, by end-use, 2017-2028
7.3.7.4. Comparative market share analysis, 2018 & 2028

7.3.8. Japan

7.3.8.1. Market size and forecast, by type, 2017-2028
7.3.8.2. Market size and forecast, by application, 2017-2028
7.3.8.3. Market size and forecast, by end-use, 2017-2028
7.3.8.4. Comparative market share analysis, 2018 & 2028

7.3.9. South Korea

7.3.9.1. Market size and forecast, by type, 2017-2028
7.3.9.2. Market size and forecast, by application, 2017-2028
7.3.9.3. Market size and forecast, by end-use, 2017-2028
7.3.9.4. Comparative market share analysis, 2018 & 2028

7.3.10. Australia

7.3.10.1. Market size and forecast, by type, 2017-2028
7.3.10.2. Market size and forecast, by application, 2017-2028
7.3.10.3. Market size and forecast, by end-use, 2017-2028
7.3.10.4. Comparative market share analysis, 2018 & 2028

7.3.11. Rest of Asia Pacific

7.3.11.1. Market size and forecast, by type, 2017-2028
7.3.11.2. Market size and forecast, by application, 2017-2028
7.3.11.3. Market size and forecast, by end-use, 2017-2028
7.3.11.4. Comparative market share analysis, 2018 & 2028

7.4. LAMEA

7.4.1. Market size and forecast, by type, 2017-2028
7.4.2. Market size and forecast, by application, 2017-2028
7.4.3. Market size and forecast, by end-use, 2017-2028
7.4.4. Market size and forecast, by country, 2017-2028
7.4.5. Comparative market share analysis, 2018 & 2028
7.4.6. Middle East

7.4.6.1. Market size and forecast, by type, 2017-2028
7.4.6.2. Market size and forecast, by application, 2017-2028
7.4.6.3. Market size and forecast, by end-use, 2017-2028
7.4.6.4. Comparative market share analysis, 2018 & 2028

7.4.7. Africa

7.4.7.1. Market size and forecast, by type, 2017-2028
7.4.7.2. Market size and forecast, by application, 2017-2028
7.4.7.3. Market size and forecast, by end-use, 2017-2028
7.4.7.4. Comparative market share analysis, 2018 & 2028

8. Company Profiles

8.1. Nike

8.1.1. Business overview
8.1.2. Financial performance
8.1.3. Product portfolio
8.1.4. Recent strategic moves & developments
8.1.5. SWOT analysis

8.2. Ayogo health

8.2.1. Business overview
8.2.2. Financial performance
8.2.3. Product portfolio
8.2.4. Recent strategic moves & developments
8.2.5. SWOT analysis

8.3. Fitbit

8.3.1. Business overview
8.3.2. Financial performance
8.3.3. Product portfolio
8.3.4. Recent strategic moves & developments
8.3.5. SWOT analysis

8.4. Bunchball

8.4.1. Business overview
8.4.2. Financial performance
8.4.3. Product portfolio
8.4.4. Recent strategic moves & developments
8.4.5. SWOT analysis

8.5. Microsoft

8.5.1. Business overview
8.5.2. Financial performance
8.5.3. Product portfolio
8.5.4. Recent strategic moves & developments
8.5.5. SWOT analysis

8.6. Everymove

8.6.1. Business overview
8.6.2. Financial performance
8.6.3. Product portfolio
8.6.4. Recent strategic moves & developments
8.6.5. SWOT analysis

8.7. Hubbub Health

8.7.1. Business overview
8.7.2. Financial performance
8.7.3. Product portfolio
8.7.4. Recent strategic moves & developments
8.7.5. SWOT analysis

8.8. Akili interactive labs

8.8.1. Business overview
8.8.2. Financial performance
8.8.3. Product portfolio
8.8.4. Recent strategic moves & developments
8.8.5. SWOT analysis

8.9. Mango Health

8.9.1. Business overview
8.9.2. Financial performance
8.9.3. Product portfolio
8.9.4. Recent strategic moves & developments
8.9.5. SWOT analysis

8.10. Jawbone

8.10.1. Business overview
8.10.2. Financial performance
8.10.3. Product portfolio
8.10.4. Recent strategic moves & developments
8.10.5. SWOT analysis

 

This is a digital era where technology has touched nearly every industrial sector today. Since past two decades, it has firmly set its eyes on the healthcare industry. Currently, there are several applications in the market that are functioning as health trackers and reminders for patients. These apps use alerts and messages to notify patients after a fixed interval to make healthier choices. Many researches have shown that gamification is a promising way that can offer better-quality patient self-management and care.

What is gamification in healthcare?

In the context of digital health, gamification is a technique used in health and wellness applications that are concerned about self-management, prevention of diseases, medication adherence, medical education-related simulations, and some telehealth programs.

Doctors have realized that motivation is the crucial challenge when it comes to patient engagement. Several applications have been developed in the last few years that use rewards—the base of most of the gamification strategies—to motivate patients to recover their health.

Growing demand for gamification in the medical industry

We live in the stage of development, where internet is considered as the greatest and primary source of awareness among the public. The growing internet usage is making people even more aware about their health and several health disorders—that usually are an outcome of their modern lifestyle which is currently being adopted at an increased speed. Nowadays, the population all across the globe is accepting digital tools to keep a track of their health data. For example, people are using various gadgets that are able to keep a track of their pulse, footsteps, and many others things. People have now moved toward various healthcare apps which offer direct contact with their physician or concerned doctor and keep them posted about their health in just few clicks, with almost no cost involved. Moreover, growing usage of technology with the help of smartphones is seen as one of the major reasons for the growing demand for gamification in healthcare industry.

Innovations and developments in the healthcare gamification sector

Gamification in healthcare industry has been in increasingly in debate these days. Numerous medical and app development companies are now investing in gamification for enhancing their patient engagement. For example, SuperBetter is an application that provides rewards for accomplishing self-care goals and mental health activities. As per SuperBetter, a randomized controlled experiment led by the University of Pennsylvania discovered that playing SuperBetter for 40 days enhances flexibility, optimism, social support, and players' confidence in their own capacity to do well and accomplish their goals. Also, the users of SuperBetter had comparatively less signs of anxiety and depression and were visibly happier and more contented with their lives.

Besides this, Apple is another company that is setting one of the most fascinating examples of application of gamification in healthcare. This company offers badges for achieving fitness goals such as hiking or cycling for Apple Watch and iPhone users. It also offers rewards on special occasions, for instance, on Earth Day April 22, a user can unlock a special badge by exercising for additional 30 minutes on that day.

Apple has been inventing such applications to help people control their own health with the help of gadgets such as iPhone and Apple Watch as a delivery platform. This strategy has empowered Apple to fuel the sale of Apple Watches.

Not just in applications, gamification is playing significant role by providing opportunities for hospitals as well. For instance, Nemours Children’s Hospital, located in Florida have joined hands with video game designers to discover methods to develop gaming experiences to help patients maintain their health. The hospital is sponsoring an event named as MeGa Health Jam to inspire app developers to come up with an idea, for instance, video games that offer rewards for patients for gaining knowledge about disease prevention.

Future scope of gamification in medical and wellness sector

Gamification is considered as one of the most incredible ways for patient selfcare as it influences their normal behavior for competition and success. This is a technology that adds fascinating features in websites and apps which encourages people to meet their personal challenges and keep an eye on their health in a funny and interesting way. A report by Research Dive, indicates that the market for healthcare gamification is on the verge of gaining heights by growing at a growth rate of 11.9% in the upcoming years. Rising acceptance for fitness apps and wearables equipped with gaming features are an obvious signal that people all across the world are liking it and is one of the major reasons for boosting the growth of this market.

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