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Healthcare Gamification Market

Global Healthcare Gamification Market Size, Trends, Share, Growth, Forecast: By Type: Exercise Games, Serious Games, Casual Games; By Application: Education, Therapeutics, Prevention, Fitness, Others; By End User: Enterprise Based, Consumer Based; Regional Analysis; Market Dynamics: SWOT Analysis; Supplier Landscape; 2024-2032

Global Healthcare Gamification Market Outlook

The global healthcare gamification market size was valued at USD 10.29 billion in 2023, driven by the increasing technical advancements and integration of AI technologies in healthcare sector across the globe. The market size is anticipated to grow at a CAGR of 13.1% during the forecast period of 2024-2032 to achieve a value of USD 31.25 billion by 2032.

 

Healthcare Gamification: Introduction

Gamification refers to the process of converting a regular process into something more engaging and persuasive. It has been introduced to most of the major fields across the globe, including technical, business, education, and travel, among others. The sole purpose of gamification is to increase the convenience and engagement in understanding a process. It has multiple uses in the healthcare sector as well, such as more engaging healthcare apps for availing the healthcare facilities, self-management, telehealth programs, and medical adherence. Gamification in healthcare sector is patient centric and revolves mostly around the patient's requirements and convenience.

 

Gamification is introduced in the healthcare industry to improve patients’ engagement in their own healthcare regimen to remind the patient when to take medicines and/or remind them of their appointments with their healthcare provider. There are multiple benefits of gamification in healthcare industry, such as improved patient engagement, especially for patients with diseases like Alzheimer’s disease. A large amount of relevant patient data is collected with the help of these gamified healthcare apps.

 

Patients are also encouraged to give personalized feedback, which results in the development of more personalized products. These gamified apps are used for multiple purposes in healthcare industry, such as improved health, physical therapy, better education of healthcare professionals and staff members assisting them. Patient engagement is increased with the use of attractions such as reward points and competing leaderboards, among others.

 

Global Healthcare Gamification Market Analysis

The increasing prevalence of chronic diseases and the adoption of unhealthy and sedentary lifestyle changes is expected to drive the healthcare gamification market growth. The increasing technological development in the healthcare sector has also aided the growth of the market. The increased integration of artificial intelligence and machine learning technologies can collect the user data and personalize the experience for improved engagement.

 

Additionally, with the increased adoption of artificial intelligence (AI) by the healthcare companies, there is a rising competition emerging in the field as companies are trying to launch their own apps with much better user experience, contributing to the global healthcare gamification market development.

 

Global Healthcare Gamification Market Segmentations

Market Breakup by Type

  • Exercise Games
  • Serious Games 
  • Casual Games

 

Market Breakup by Application

  • Education
  • Therapeutics 
  • Prevention 
  • Fitness
  • Others

 

Market Breakup by End User

  • Enterprise Based
  • Consumer Based

 

Market Breakup by Region

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

 

Global Healthcare Gamification Market Overview

The increasing adoption of fitness apps as they make it easy to keep track of energy an also provides where connecting with a healthcare professional or trainer is easy and feasible and convenient. The gamification is also increasingly being used in physiotherapy treatments, and mental illness where engaging patient's mind somewhere to improve their focus is necessary is driving the market growth as well. With the help of gamification, the diabetic care is also improved as data tracking of factors such as insulin levels, blood sugar, food intake the amount of sugar in the food is all tracked with help of advanced devices and the gamified app is synchronized to suggest the patient with more personalized regimes or food options, among others.

 

Healthcare Gamification Market Share by Region

North America has been leading the global market owing to the increased availability of advanced technological software and healthcare infrastructures to support the development of gamification in the healthcare sector.

 

Global Healthcare Gamification Market: Competitor Landscape

The key features of the market report include patent analysis, grants analysis, clinical trials analysis, funding and investment analysis, partnerships, and collaborations analysis by the leading key players. The major companies in the market are as follows:

 

  • Fitbit Inc.
  • Microsoft
  • Akili Interactive Labs
  • Ayogo Health Inc.
  • Bunchball Inc
  • Hubbub Health 
  • EveryMove 
  • Mango Health 
  • Nike 
  • CogniFit

 

Key Highlights of the Report

REPORT FEATURES DETAILS
Base Year 2023
Historical Period 2017-2023
Forecast Period 2024-2032
Scope of the Report

Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:

  • Type
  • Application
  • End User
  • Region
Breakup by Type
  • Exercise Games
  • Serious Games 
  • Casual Games
Breakup by Application
  • Education
  • Therapeutics 
  • Prevention 
  • Fitness
  • Others
Breakup by End User
  • Enterprise Based
  • Consumer Based
Breakup by Region
  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • Middle East and Africa
Market Dynamics
  • Market Drivers and Constraints
  • SWOT Analysis
  • Porter’s Five Forces Model 
  • Key Demand Indicators
  • Key Price Indicators
  • Industry Events, Initiatives, and Trends 
  • Value Chain Analysis
Competitive Landscape
  • Market Structure
  • Company Profiles
    • Financial Analysis
    • Product Portfolio
    • Demographic Reach and Achievements
    • Mergers and Acquisitions
    • Certifications
Companies Covered
  • Fitbit Inc.
  • Microsoft
  • Akili Interactive Labs
  • Ayogo Health Inc.
  • Bunchball Inc
  • Hubbub Health 
  • EveryMove 
  • Mango Health 
  • Nike 
  • CogniFit

 

*At Expert Market Research, we strive to always give you current and accurate information. The numbers depicted in the description are indicative and may differ from the actual numbers in the final EMR report.

1    Preface
    1.1    Objectives of the Study
    1.2    Key Assumptions 
    1.3    Report Coverage – Key Segmentation and Scope  
    1.4    Research Methodology
2    Executive Summary
3    Global Healthcare Gamification Market Overview 

    3.1    Global Healthcare Gamification Market Historical Value (2017-2023) 
    3.2    Global Healthcare Gamification Market Forecast Value (2024-2032)
4    Global Healthcare Gamification Market Landscape
    4.1    Global Healthcare Gamification Developers Landscape
        4.1.1    Analysis by Year of Establishment
        4.1.2    Analysis by Company Size
        4.1.3    Analysis by Region
    4.2    Global Healthcare Gamification Product Landscape
        4.2.1    Analysis by Type 
        4.2.2    Analysis by Application 
5    Global Healthcare Gamification Market Dynamics
    5.1    Market Drivers and Constraints
    5.2    SWOT Analysis
    5.3    Porter’s Five Forces Model 
    5.4    Key Demand Indicators
    5.5    Key Price Indicators
    5.6    Industry Events, Initiatives, and Trends 
    5.7    Value Chain Analysis
6    Global Healthcare Gamification Market Segmentation 
    6.1    Global Healthcare Gamification Market by Type
        6.1.1    Market Overview
        6.1.2    Exercise Games
        6.1.3    Serious Games
        6.1.4    Casual Games
    6.2    Global Healthcare Gamification Market by Application
        6.2.1    Market Overview
        6.2.2    Education
        6.2.3    Therapeutics
        6.2.4    Prevention
        6.2.5    Fitness
        6.2.6    Others
    6.3    Global Healthcare Gamification Market by End User
        6.3.1    Market Overview
        6.3.2    Enterprise Based
        6.3.3    Consumer Based
    6.4    Global Healthcare Gamification Market by Region
        6.4.1    Market Overview
        6.4.2    North America 
        6.4.3    Europe
        6.4.4    Asia Pacific
        6.4.5    Latin America
        6.4.6    Middle East and Africa
7    North America Healthcare Gamification Market
    7.1    Market Share by Country
    7.2    United States of America
    7.3    Canada
8    Europe Healthcare Gamification Market
    8.1    Market Share by Country
    8.2    United Kingdom
    8.3    Germany
    8.4    France
    8.5    Italy
    8.6    Others
9    Asia Pacific Healthcare Gamification Market
    9.1    Market Share by Country
    9.2    China
    9.3    Japan
    9.4    India
    9.5    ASEAN
    9.6    Australia
    9.7    Others
10    Latin America Healthcare Gamification Market
    10.1    Market Share by Country
    10.2    Brazil
    10.3    Argentina
    10.4    Mexico
    10.5    Others
11    Middle East and Africa Healthcare Gamification Market
    11.1    Market Share by Country
    11.2    Saudi Arabia
    11.3    United Arab Emirates
    11.4    Nigeria
    11.5    South Africa
    11.6    Others
12    Patent Analysis
    12.1    Analysis by Type of Patent
    12.2    Analysis by Publication year
    12.3    Analysis by Issuing Authority
    12.4    Analysis by Patent Age
    12.5    Analysis by CPC Analysis
    12.6    Analysis by Patent Valuation 
    12.7    Analysis by Key Players
13    Grants Analysis
    13.1    Analysis by year
    13.2    Analysis by Amount Awarded
    13.3    Analysis by Issuing Authority
    13.4    Analysis by Grant Application
    13.5    Analysis by Funding Institute
    13.6    Analysis by NIH Departments
    13.7    Analysis by Recipient Organization 
14    Funding Analysis
    14.1    Analysis by Funding Instances
    14.2    Analysis by Type of Funding
    14.3    Analysis by Funding Amount
    14.4    Analysis by Leading Players
    14.5    Analysis by Leading Investors
    14.6    Analysis by Geography
15    Partnership and Collaborations Analysis
    15.1    Analysis by Partnership Instances
    15.2    Analysis by Type of Partnership
    15.3    Analysis by Leading Players
    15.4    Analysis by Geography
16    Regulatory Framework
    16.1    Regulatory Overview
        16.1.1    US FDA
        16.1.2    EU EMA
        16.1.3    INDIA CDSCO
        16.1.4    JAPAN PMDA
        16.1.5    Others
17    Supplier Landscape
    17.1    Fitbit Inc.
        17.1.1    Financial Analysis
        17.1.2    Product Portfolio
        17.1.3    Demographic Reach and Achievements
        17.1.4    Mergers and Acquisitions
        17.1.5    Certifications
    17.2    Microsoft
        17.2.1    Financial Analysis
        17.2.2    Product Portfolio
        17.2.3    Demographic Reach and Achievements
        17.2.4    Mergers and Acquisitions
        17.2.5    Certifications
    17.3    Akili Interactive Labs
        17.3.1    Financial Analysis
        17.3.2    Product Portfolio
        17.3.3    Demographic Reach and Achievements
        17.3.4    Mergers and Acquisitions
        17.3.5    Certifications
    17.4    Ayogo Health Inc.
        17.4.1    Financial Analysis
        17.4.2    Financial Portfolio
        17.4.3    Demographic Reach and Achievements
        17.4.4    Mergers and Acquisitions
        17.4.5    Certifications
    17.5    Bunchball Inc
        17.5.1    Financial Analysis
        17.5.2    Product Portfolio
        17.5.3    Demographic Reach and Achievements
        17.5.4    Mergers and Acquisitions
        17.5.5    Certifications
    17.6    Hubbub Health
        17.6.1    Financial Analysis
        17.6.2    Product Portfolio
        17.6.3    Demographic Reach and Achievements
        17.6.4    Mergers and Acquisitions
        17.6.5    Certifications
    17.7    EveryMove
        17.7.1    Financial Analysis
        17.7.2    Product Portfolio
        17.7.3    Demographic Reach and Achievements
        17.7.4    Mergers and Acquisitions
        17.7.5    Certifications
    17.8    Mango Health
        17.8.1    Financial Analysis
        17.8.2    Product Portfolio
        17.8.3    Demographic Reach and Achievements
        17.8.4    Mergers and Acquisitions
        17.8.5    Certifications
    17.9    Nike
        17.9.1    Financial Analysis
        17.9.2    Product Portfolio
        17.9.3    Demographic Reach and Achievements
        17.9.4    Mergers and Acquisitions
        17.9.5    Certifications
    17.10    CogniFit
        17.10.1    Financial Analysis
        17.10.2    Product Portfolio
        17.10.3    Demographic Reach and Achievements
        17.10.4    Mergers and Acquisitions
        17.10.5    Certifications
18    Global Healthcare Gamification Market - Distribution Model (Additional Insight)
    18.1    Overview 
    18.2    Potential Distributors 
    18.3    Key Parameters for Distribution Partner Assessment 
19    Key Opinion Leaders (KOL) Insights (Additional Insight)
20    Company Competitiveness Analysis (Additional Insight)

    20.1    Very Small Companies
    20.2    Small Companies
    20.3    Mid-Sized Companies
    20.4    Large Companies
    20.5    Very Large Companies
21    Payment Methods (Additional Insight)
    21.1    Government Funded
    21.2    Private Insurance
    21.3    Out-of-Pocket


*Additional insights provided are customisable as per client requirements.

Key Questions Answered in the Report

The market attained a value of about USD 10.29 billion in 2023, driven by the rising prevalence of eye disorders.

The market is anticipated to grow at a CAGR of 13.1% during the forecast period of 2024-2032 and reach a market value of USD 31.25 billion by 2032.

The increasing awareness about emerging technology and its benefits for the betterment of patient among people is driving the market growth.

The increasing adoption of artificial intelligence technologies in healthcare application development is a major trend driving the market growth.

The major regions of the market include North America, Europe, Asia Pacific, Latin America, Middle East and Africa. North America is leading the global market.

The different types of products in the market are exercise games, serious games, and casual games.

The end users in the market are enterprise based and consumer based, among others.

Healthcare gamification finds wide applications in education, therapeutics, prevention, and fitness, among others.

Key players involved in the market are Fitbit Inc., Microsoft, Akili Interactive Labs, Ayogo Health Inc., Bunchball Inc, Hubbub Health, EveryMove, Mango Health, Nike, and CogniFit.

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