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Healthcare Gamification Market Share Anticipated to Generate Revenue of $9,040.9 Mn by 2031

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The global healthcare gamification market size is predicted to be valued at $9,040.9 million by 2031, surging from $3,260 million in 2021, at a noteworthy CAGR of 11.0%.

COVID-19 Impact on the Healthcare Gamification Market

As a result of COVID-19, there will likely be an increase in the usage of healthcare gamification solutions. Everyday life is being impacted by COVID-19, and monitoring these pandemics is becoming more crucial to enhancing adaptation.  The COVID-19 influence on the healthcare gamification industry has enhanced the focus on technology and digital innovation. The pandemic has increased demand for digital services, including sales promotions for healthcare. The use of digital technologies has boosted interest in patient participation and motivation for healthcare initiatives. To engage and inspire users, serious healthcare games are frequently employed in a variety of settings that promote health. Healthcare gamification is being used by geriatric individuals daily for some tasks, including illness management and prevention, appointment scheduling, learning, and health tracking. Introducing risk information into game mechanics to encourage better behavioral outcomes and increase awareness and scientific knowledge of COVID-19, fueled the demand for game mechanics to help understand Covid-19.

Additionally, augmented reality (AR) games have the power to improve both physical and emotional welfare throughout the COVID-19 epidemic. By providing solitary individuals or troubled groups with virtual sociability, sustained activity, temporal regularity, and mental structure, these games can improve both physical and mental health. In addition, experts and amateurs are cooperating to fight COVID-19.

Global Healthcare Gamification Market Analysis

The increased need for gamification in fitness management is expected to lead to the growth of the gamification sector. Gamification appeals to sedentary gamers who love the creativity and challenges of video games. Fitness may seem pointless or like a means to an end to those who appreciate the deep tales of video games, but by adding competitive elements from games, there is a clear objective to work toward. It elevates the game above exercise, which many people find challenging to enjoy on its own. Gamification may get rid of a lot of the negative aspects of working out, such as boredom, monotony, and lack of noticeable improvement. Combining fitness and games increases motivation, interest, and emotions of success. Gamification has become a well-liked fitness fad owing to wearables, apps, virtual reality, and classes. All these factors are anticipated to boost the healthcare gamification market share.

By educating patients about their chronic diseases and streamlining medicine administration via gamification, patient compliance rates can be raised to produce better results. The boring and repetitive chores of managing a chronic illness can be made more interesting and rewarding by using gamification techniques. Apps with gamification features can make it easier and more pleasant for patients to manage their health.  The healthcare gamification market size is anticipated to increase as a result of this factor.

Computer games are used in physical therapy for a variety of reasons, including their allure, motivation, and level of engagement, but none of these reasons ensures that the interventions will have the desired therapeutic effect. These traits, however, are crucial elements in physical therapy interventions as they engage reward-related dopaminergic systems in the brain, which are known to promote learning through the long-term potentiation of neural connections. A low-cost gizmo that motivates patients to do their exercises even when they are not being seen by their physical therapist has been made possible using gamification. A cloud-based dashboard can be used to calculate a patient's workout schedule. Thus, the healthcare gamification market share is anticipated to develop as physical therapy usage rises.

Global Healthcare Gamification Market, Segmentation

The global healthcare gamification market is segmented based on game type, application, end-use and region.

Game Type:

The game type segment is further classified into exercise games, serious games, and casual games. Among these, the casual game holds the largest share in this segment.  Casual games accounted for the largest share in the market owing to increase in adoption rate among children and adults above 50 years owing to their benefits in improving cognitive skills ls and growing demand is accelerating companies to offer a wide range of fun casual games. These factors are accounted for to boost the healthcare gamification market growth.

Application:

The application segment is further classified for to education, therapeutic, prevention, and others. Among this therapeutic application, sub-segment is anticipated to be the fastest growing in the market during forecast period. In addition, demand for therapeutic tools is increasing due to the acceptance of physical therapy among youngsters, and the working population. Moreover, the increase in focus on awareness related to fitness and surrounding healthy wellbeing is significantly increasing the demand for therapeutic application during the forecast period. The healthcare gamification models for are therapeutic application cost-effective in comparison with traditional fitness models developed by conventional fitness institutes, which is driving the healthcare gamification market growth of the industrial expansion.

End Use:

The end-use segment is further classified into consumer-based and enterprise based. Among these, the consumer-based sub-segment is anticipated to have a dominant market share in 2021. People around the world are getting more health conscious as their health is affected by the faster adoption of modern lifestyles, which includes the increased use of wellness apps to track their health data. Moreover, these factors are estimated to fuel the growth of the global healthcare gamification market trend during the forecast period.

Region:

The healthcare gamification market outlook in Europe is projected to show the fastest growth. Some of the major factors driving the healthcare gamification market trend in Europe are the increase in early adoption of gamification and the technology-savvy user base, which drives the demand for healthcare gamification in Europe. Moreover, with the higher intensity of suppliers operating in Europe, the region is predicted to dominate the healthcare gamification market growth during the forecast period.

Key Players in the Global Healthcare Gamification Market

Some of the leading healthcare gamification market players are 

  • Fitbit
  • Ayogo Health
  • Microsoft
  • Bunchball
  • Akili Interactive Labs
  • EveryMove
  • Hubbub Health
  • JawBone
  • Mango Health
  • Google LLC
  • Cognifit
  • Animoca
  • Cohero Health
  • Nike

In March 2021, GOQii Inc., a reputable provider of fitness technology from India, joined forces with Animoca Brands, a developer of video game software with headquarters in Hong Kong. The organizations aimed to provide a variety of services by collaborating, including gamified fitness activities and healthy behavior, by employing blockchain tokens and by creating a metaverse ecosystem for preventative healthcare.

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