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PUBLISHER: Stratistics Market Research Consulting | PRODUCT CODE: 1403465

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PUBLISHER: Stratistics Market Research Consulting | PRODUCT CODE: 1403465

Healthcare Gamification Market Forecasts to 2030 - Global Analysis By Type (Casual Games, Exercise Games and Serious Games), Application (Therapeutic, Prevention, Education and Others Applications), End User and By Geography

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According to Stratistics MRC, the Global Healthcare Gamification Market is accounted for $ 3.9 billion in 2023 and is expected to reach $ 18.3 billion by 2030 growing at a CAGR of 24.6% during the forecast period. Healthcare gamification refers to the integration of game elements, mechanics, and design principles into healthcare practices with the goal of enhancing patient engagement, promoting healthy behaviors, and improving overall wellness. This approach transforms routine healthcare activities into enjoyable and goal-oriented experiences, fostering a sense of achievement and motivation.

According to WHO, patients suffering from chronic diseases are anticipated to increase from 39% in 2008 to 51% by 2030.

Market Dynamics:

Driver:

Remote monitoring and telehealth support

The advent of telehealth and gamification adds a dynamic layer to remote patient monitoring, making healthcare interactions more engaging and effective. Some of the applications integrated into telehealth platforms offer features like real-time health data tracking, medication reminders, and personalized health challenges. In addition, gamification in telehealth contributes to the growth by creating a bridge between patients and healthcare professionals and motivating individuals to actively participate in monitoring their health metrics, which is propelling this market's expansion.

Restraint:

High cost

The overall costs of gamified healthcare applications are increased by the costs of user acquisition, marketing, and continuous maintenance. Healthcare providers face financial difficulties when introducing gamified solutions into their current healthcare infrastructures. Furthermore, a competitive job market and higher labor costs result from the need for qualified individuals with experience in both game design and healthcare gamification. Customization and interoperability with electronic health records (EHRs) also contribute to significant development expenses, which thereby hinder market growth.

Opportunity:

Improved patient compliance

Healthcare gamification by integrating game like features such as rewards, challenges, and progress tracking, gamified healthcare applications captivate and motivate patients to actively engage in their treatment plans. This enhanced engagement has profound effects on the health outcomes of patients' lifestyle modifications and prescribed health activities. Furthermore, as a result, individuals are more likely to take proactive measures in managing their health, leading to better treatment outcomes and, ultimately, improved overall well-being, which is boosting this market growth.

Threat:

Lack of standardization

The absence of universally accepted guidelines and standards for designing, implementing, and evaluating gamified healthcare solutions creates challenges in ensuring interoperability, data consistency, and quality across diverse applications. This can lead to fragmented development practices, making it difficult for healthcare providers and developers to establish a common framework for evaluating the effectiveness and safety of gamification interventions. Furthermore, the absence of standardization complicates the integration of gamified solutions into existing healthcare ecosystems, which is impeding this market size.

COVID-19 Impact

The COVID-19 pandemic has had a negative impact on the healthcare gamification market in several ways. Healthcare organizations prioritized urgent needs, leading to a slowdown in the development and adoption of gamified solutions. Financial constraints within healthcare systems, exacerbated by the costs associated with the pandemic response, limit investment in non-core healthcare technologies. Furthermore, the altered lifestyle and behavioral patterns diverted attention from non-essential technological innovations, which gradually hampered this market's expansion.

The exercise games segment is expected to be the largest during the forecast period

The exercise games segment is estimated to hold the largest share due to a burgeoning niche that combines entertainment and physical activity to promote health and wellness. This segment plays a pivotal role in preventive healthcare, tackling obesity, cardiovascular diseases, and other lifestyle-related ailments. These are commonly integrated into fitness apps, wearable devices, and gaming platforms and offer a gamified experience that encourages users to participate in physical activities.

The therapeutic segment is expected to have the highest CAGR during the forecast period

The therapeutic segment is anticipated to have highest CAGR during the forecast period due to its integration of gaming elements into healthcare practices to enhance patient engagement, education, and overall well-being. These innovative gaming designs motivate individuals to adopt healthier behaviors and manage chronic conditions more effectively. Furthermore, it addresses challenges like patient non-compliance, lack of motivation, and health education gaps and promotes positive health outcomes, which significantly boosts this segment's expansion.

Region with largest share:

Asia Pacific commanded the largest market share during the extrapolated period owing to a combination of technological advancements, increasing healthcare awareness, and a burgeoning digital-savvy population. This region is home to some of the major key players, such as Microsoft HealthVault, Hubbub Health, Ayogo Health Inc., and CogniFit, contributing to the rapid adoption of healthcare gamification strategies to address pressing public health issues, promote preventive care, and encourage active patient participation.

Region with highest CAGR:

Europe is expected to witness highest CAGR over the projection period, owing to the convergence of digital technologies and a growing emphasis on preventive healthcare. Countries including the UK, Germany, France, Spain, and Italy are leveraging gamification to address public health challenges, encourage healthier lifestyles, and manage chronic conditions. In addition, a collaborative ecosystem involving technology developers, healthcare institutions, and research organizations is boosting this region's expansion.

Key players in the market:

Some of the key players in the Healthcare Gamification Market include Ayogo Health, Nike, Brunchball, Fitbit, Microsoft , Akili Interactive Labs, Inc, CogniFit, Wellness Layers, Welltok and Kognito.

Key Developments:

In May 2023, Fujitsu Limited and Microsoft Corporation announced a five-year strategic partnership to significantly expand their existing collaboration. The two companies will enable more organizations to quickly respond to rapid changes in the environment, help transform how hospitals operate to enhance patient experiences.

In April 2023, Cognizant announced a new agreement to transform and support the technology operations of Nike, the world's leading designer, marketer, and distributor of authentic athletic footwear, apparel, equipment, and accessories.

In April 2023, Microsoft Corp. and Epic announced they are expanding their long-standing strategic collaboration to develop and integrate generative AI into healthcare by combining the scale and power of Azure OpenAI Service1 with Epic's industry-leading electronic health record (EHR) software.

Types Covered:

  • Casual Games
  • Exercise Games
  • Serious Games

Applications Covered:

  • Therapeutic
  • Prevention
  • Education
  • Others Applications

End Users Covered:

  • Enterprise Based
  • Consumer Based
  • Other End Users

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2021, 2022, 2023, 2026, and 2030
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances
Product Code: SMRC24690

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Application Analysis
  • 3.7 End Userr Analysis
  • 3.8 Emerging Markets
  • 3.9 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Healthcare Gamification Market, By Type

  • 5.1 Introduction
  • 5.2 Casual Games
  • 5.3 Exercise Games
  • 5.4 Serious Games

6 Global Healthcare Gamification Market, By Application

  • 6.1 Introduction
  • 6.2 Therapeutic
  • 6.3 Prevention
  • 6.4 Education
  • 6.5 Others Applications

7 Global Healthcare Gamification Market, By End User

  • 7.1 Introduction
  • 7.2 Enterprise Based
  • 7.3 Consumer Based
  • 7.4 Other End Users

8 Global Healthcare Gamification Market, By Geography

  • 8.1 Introduction
  • 8.2 North America
    • 8.2.1 US
    • 8.2.2 Canada
    • 8.2.3 Mexico
  • 8.3 Europe
    • 8.3.1 Germany
    • 8.3.2 UK
    • 8.3.3 Italy
    • 8.3.4 France
    • 8.3.5 Spain
    • 8.3.6 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 Japan
    • 8.4.2 China
    • 8.4.3 India
    • 8.4.4 Australia
    • 8.4.5 New Zealand
    • 8.4.6 South Korea
    • 8.4.7 Rest of Asia Pacific
  • 8.5 South America
    • 8.5.1 Argentina
    • 8.5.2 Brazil
    • 8.5.3 Chile
    • 8.5.4 Rest of South America
  • 8.6 Middle East & Africa
    • 8.6.1 Saudi Arabia
    • 8.6.2 UAE
    • 8.6.3 Qatar
    • 8.6.4 South Africa
    • 8.6.5 Rest of Middle East & Africa

9 Key Developments

  • 9.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 9.2 Acquisitions & Mergers
  • 9.3 New Product Launch
  • 9.4 Expansions
  • 9.5 Other Key Strategies

10 Company Profiling

  • 10.1 Ayogo Health
  • 10.2 Nike
  • 10.3 Brunchball
  • 10.4 Fitbit
  • 10.5 Microsoft
  • 10.6 Akili Interactive Labs, Inc
  • 10.7 CogniFit
  • 10.8 Wellness Layers
  • 10.9 Welltok
  • 10.10 Kognito
Product Code: SMRC24690

List of Tables

  • Table 1 Global Healthcare Gamification Market Outlook, By Region (2021-2030) ($MN)
  • Table 2 Global Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 3 Global Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 4 Global Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 5 Global Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 6 Global Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 7 Global Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 8 Global Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 9 Global Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 10 Global Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 11 Global Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 12 Global Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 13 Global Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 14 Global Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 15 North America Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 16 North America Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 17 North America Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 18 North America Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 19 North America Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 20 North America Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 21 North America Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 22 North America Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 23 North America Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 24 North America Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 25 North America Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 26 North America Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 27 North America Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 28 North America Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 29 Europe Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 30 Europe Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 31 Europe Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 32 Europe Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 33 Europe Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 34 Europe Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 35 Europe Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 36 Europe Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 37 Europe Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 38 Europe Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 39 Europe Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 40 Europe Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 41 Europe Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 42 Europe Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 43 Asia Pacific Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 44 Asia Pacific Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 45 Asia Pacific Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 46 Asia Pacific Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 47 Asia Pacific Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 48 Asia Pacific Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 49 Asia Pacific Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 50 Asia Pacific Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 51 Asia Pacific Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 52 Asia Pacific Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 53 Asia Pacific Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 54 Asia Pacific Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 55 Asia Pacific Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 56 Asia Pacific Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 57 South America Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 58 South America Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 59 South America Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 60 South America Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 61 South America Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 62 South America Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 63 South America Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 64 South America Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 65 South America Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 66 South America Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 67 South America Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 68 South America Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 69 South America Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 70 South America Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 71 Middle East & Africa Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 72 Middle East & Africa Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 73 Middle East & Africa Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 74 Middle East & Africa Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 75 Middle East & Africa Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 76 Middle East & Africa Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 77 Middle East & Africa Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 78 Middle East & Africa Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 79 Middle East & Africa Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 80 Middle East & Africa Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 81 Middle East & Africa Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 82 Middle East & Africa Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 83 Middle East & Africa Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 84 Middle East & Africa Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
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