Market Research Report
Healthcare Gamification Market Size By Game Type (Casual Games, Serious Games, Exercise Games), Application (Prevention, Therapeutic, Education, Others), End-Use, Application Potential, Price Trends, Competitive Market Share & Forecast, 2017-2024
|Published by||Global Market Insights Inc.||Product code||582058|
|Published||Content info||120 Pages
Delivery time: 2-3 business days
|Healthcare Gamification Market Size By Game Type (Casual Games, Serious Games, Exercise Games), Application (Prevention, Therapeutic, Education, Others), End-Use, Application Potential, Price Trends, Competitive Market Share & Forecast, 2017-2024|
|Published: October 4, 2017||Content info: 120 Pages||
Healthcare Gamification Market will exceed USD 40 billion by 2024; as per a new research report.
Increasing advancement in mobile technologies aiding several healthcare services offering through mobile healthcare applications, smartphones and their use emphasizing on preventive care as an effective tool will be a high impact rendering factor for the healthcare gamification market. Upsurge in smartphone usage, emergence of health consumerism, increasing shift to outcomes-based medicine and business-to-consumer model, growing boom among millennial generation will fuel the healthcare gamification market.
Increasing use of social media creating high acceptance rates for health gamification pertaining to growing needs for social connectedness and rising indispensable technology use through mobile devices by patients, physicians and insurers to share, access and receive information will substantially influence the healthcare gamification industry . Healthcare gamification market growth may be hindered by lack of understanding towards gamification features and patient behavioral psychology, and trouble in long term user engagement.
Casual games dominated the industry owing to the increasing use of gaming in mental health and therapy in patients suffering from trauma and depression. Prevention segment will grow at a significant rate due to growing tendency of people to compete among each other, particularly in fitness resulting in development of numerous games. Furthermore, increasing use of gamified models in firms for walking competitions, giving employees wrist worn activity trackers will increase the enterprise based market growth over the forecast period.
U.S. healthcare gamification market was dominating the industry owing to growing encouragement in patients to track and record indications as they occur aiding personalized treatments and constant monitoring of patient's event. Moreover, shift towards preventive care to avoid high healthcare cost will propel the industry in the country.
Germany healthcare gamification market holds the largest regional revenue share due to growing positive influence on people's motivation to engage in action, considering that people have access to games which are common to everybody and reasonable to motivate.
Growing emphasis on chronic disease management and health management coupled with initiatives taken by Chinese government to embrace the role of technology in relieving the burden on healthcare system will fuel the China healthcare gamification market. Moreover, growing use of gamification towards HIV awareness in South Africa will fuel industry growth in the country.
Some of the notable industry players are Fitbit, Microsoft, Ayogo Health, Bunchball, Hubbub Health, EveryMove, JawBone, Nike, Mango Health, Akili Interactive labs and others. Industry players are focusing their efforts on strategies such as new product development, premeditated investments and technological advancement to increase the product portfolio and expand their market position.