Healthcare Gamification Market to Grow at a CAGR of 36.2% to reach US$ 35,982.7 million from 2020 to 2027
[Research Report] The healthcare gamification market is expected to reach US$ 35,982.7 million in 2027 from US$ 3,072.5 million in 2019. The market is estimated to grow with a CAGR of 36.2% from 2020-2027.
The growth of the market is attributed to factors such as increasing adoption of gamification in healthcare and rise in number of technology launches. However, difficulties in long-term user engagement are likely to hamper the growth of the market.
Market Insights
Increasing Adoption of Gamification in Healthcare
The introduction of games in health treatment was initiated in early 1975 and has played a major role in game therapy. Moreover, the games have recently caught attention in terms of therapeutic aspects with the integration of artificial intelligence and augmented reality into healthcare sector. The games offer the patients an ability to express themselves, which is not otherwise the case in majority of patient cases, thereby helping professionals to design a better therapy leading to effective treatment outcomes. Therefore, rising prevalence of chronic diseases such as mental illness and musculoskeletal and orthopedic conditions, which are treatable to an extent with gaming technologies, is expected to escalate the demand for healthcare gamification. Gaming therapy is found to be helpful in treating young patients who are familiar to interacting with technology constantly throughout the course of their lives. In addition, the introduction of novel technologies such as augmented reality (AR) and virtual reality (VR) in healthcare sector is helping the professionals to treat mental illness of patients and assisting in counseling sessions. For instance, in 2016, a team of game designers in the US introduced a DEEP-VR experience that guides users in an underwater environment to learn and combat the symptoms of anxiety and stress. Moreover, the incorporation of physical activities in video gaming allows the integration of VR into rehabilitation therapies. For instance, in October 2017, students from Rice University created a video game called Equilibrium for pediatric physical therapy. The game uses Wii Balance Board along with custom designed balanced bars that help to get the kids excited about improving their walking ability and learn balance. Thus, the increasing adoption of gamification for therapeutic purposes is driving the growth of the healthcare gamification market
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Healthcare Gamification Market: Strategic Insights
Healthcare Gamification Market
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CAGR (2019 - 2027)
36.2%
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Market Size 2019
US$ 3.07 Billion
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Market Size 2027
US$ 35.98 Billion
Market Dynamics
GROWTH DRIVERS
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FUTURE TRENDS
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OPPORTUNITIES
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Key Players
- Cognifit
- Mango Health
- Bunchball
- Ayogo Health Inc
- Fitbit Inc
- Akili Interactive Labs Inc
- Nike Inc
- Cohero Health Inc
- Higi Sh Llc
Regional Overview
- North America
- Europe
- Asia-Pacific
- South and Central America
- Middle East and Africa
Market Segmentation
Game Type
- Casual Games
- Serious Games
- Exercise Games
Application
- Fitness Management
- Medical Training
- Physical Therapy
End User
- Enterprise-Based Users and Consumer-Based Users
- Sample PDF showcases the content structure and the nature of the information with qualitative and quantitative analysis.
Customize Research To Suit Your Requirement
We can optimize and tailor the analysis and scope which is unmet through our standard offerings. This flexibility will help you gain the exact information needed for your business planning and decision making.
Healthcare Gamification Market: Strategic Insights
-
CAGR (2019 - 2027)36.2% -
Market Size 2019
US$ 3.07 Billion -
Market Size 2027
US$ 35.98 Billion
Market Dynamics
- XXXXXXX
- XXXXXXX
- XXXXXXX
- XXXXXXX
- XXXXXXX
- XXXXXXX
- XXXXXXX
- XXXXXXX
- XXXXXXX
Key Players
- Cognifit
- Mango Health
- Bunchball
- Ayogo Health Inc
- Fitbit Inc
- Akili Interactive Labs Inc
- Nike Inc
- Cohero Health Inc
- Higi Sh Llc
Regional Overview
- North America
- Europe
- Asia-Pacific
- South and Central America
- Middle East and Africa
Market Segmentation
- Casual Games
- Serious Games
- Exercise Games
- Fitness Management
- Medical Training
- Physical Therapy
- Enterprise-Based Users and Consumer-Based Users
- Sample PDF showcases the content structure and the nature of the information with qualitative and quantitative analysis.
Game Type-Based Insights
Based on game type, the healthcare gamification market is segmented into casual games, serious games, and exercise games. In 2019, casual games accounted for largest share in the market owing to increasing adoption rate among children and older adults above 50 years owing to its benefits in improving cognitive skills and growing demand is accelerating companies to offer a wide range of fun casual games. However, over the forecasted years, exercise games are expected to grow at faster space as it comprises of fitness and interactive physical motion games. On the other hand, many healthcare providers have collaborated with exercise apps to encourage healthy habits among users. For instance, healthcare giant United Healthcare collaborated on a pilot program with the makers of ‘Dance, Dance Revolution’ on a gym-class friendly game to keep kids on their feet and off the couch.
Application-Based Insights
The healthcare gamification market, by application, is segmented into, fitness management, medical training, physical therapy, others. The fitness management segment held the largest share of the market in 2019. Also, the same segment is anticipated to register the highest CAGR in the market during the forecast period.
End User-Based Insights
Based on end-user, the healthcare gamification market is segmented into enterprise-based users, and consumer-based users. The enterprise-based users segment held the largest share of the market in 2019 and is estimated to register the highest CAGR in the market during the forecast period.
The healthcare gamification market players such as Cognifit, Mango Health, Bunchball, Ayogo Health Inc, .Fitbit, Inc., Akili Interactive Labs, Inc., Nike, Inc., Cohero Health, Inc., Higi Sh Llc, and Mysugr have been adopting several organic and inorganic strategies to enhance their revenue and market standings. For instance, in October 2020, TrialCard Incorporated launched a version 2.0 of Mango Health. This latest version provides third-party health service providers with access to Mango’s robust suite of patient support modules. This latest version of the Mango platform will be part of a fully integrated patient support program for the upcoming launch of a novel oral oncolytic.
Healthcare Gamification Market Report Scope
Report Attribute
Details
Market size in 2019
US$ 3.07 Billion
Market Size by 2027
US$ 35.98 Billion
Global CAGR (2019 - 2027)
36.2%
Historical Data
2017-2018
Forecast period
2020-2027
Segments Covered
By Game Type - Casual Games
- Serious Games
- Exercise Games
By Application - Fitness Management
- Medical Training
- Physical Therapy
By End User - Enterprise-Based Users and Consumer-Based Users
Regions and Countries Covered
North America - US
- Canada
- Mexico
Europe - UK
- Germany
- France
- Russia
- Italy
- Rest of Europe
Asia-Pacific - China
- India
- Japan
- Australia
- Rest of Asia-Pacific
South and Central America - Brazil
- Argentina
- Rest of South and Central America
Middle East and Africa - South Africa
- Saudi Arabia
- UAE
- Rest of Middle East and Africa
Market leaders and key company profiles
- Cognifit
- Mango Health
- Bunchball
- Ayogo Health Inc
- Fitbit Inc
- Akili Interactive Labs Inc
- Nike Inc
- Cohero Health Inc
- Higi Sh Llc
- Sample PDF showcases the content structure and the nature of the information with qualitative and quantitative analysis.
Report Attribute | Details |
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Market size in 2019 | US$ 3.07 Billion |
Market Size by 2027 | US$ 35.98 Billion |
Global CAGR (2019 - 2027) | 36.2% |
Historical Data | 2017-2018 |
Forecast period | 2020-2027 |
Segments Covered |
By Game Type
|
Regions and Countries Covered | North America
|
Market leaders and key company profiles |
|
- Sample PDF showcases the content structure and the nature of the information with qualitative and quantitative analysis.
Healthcare Gamification Market– by Game Type
- Casual Games
- Serious Games
- Exercise Games
Healthcare Gamification Market– by Application
- Fitness Management
- Medical Training
- Physical Therapy
- Others
Healthcare Gamification Market– by End User
- Enterprise-Based Users
- Consumer-Based Users
Healthcare Gamification Market – by Geography
North America
- US
- Canada
- Mexico
Europe
- France
- Germany
- Italy
- UK
- Spain
- Rest of Europe
Asia-Pacific (APAC)
- China
- India
- South Korea
- Japan
- Australia
- Rest of Asia-Pacific
Middle East and Africa (MEA)
- South Africa
- Saudi Arabia
- UAE
- Rest of Middle East &Africa
South and Central America
- Brazil
- Argentina
- Rest of South and Central America
Company Profiles
- Cognifit
- Mango Health
- Bunchball
- Ayogo Health Inc.
- Fitbit, Inc.
- Akili Interactive Labs, Inc.
- Nike, Inc.
- Cohero Health, Inc.
- Higi Sh Llc
- Mysugr
Report Coverage
Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends
Segment Covered
Game Type ; Application ; End User , and Geography
Regional Scope
North America, Europe, Asia Pacific, Middle East & Africa, South & Central America
Country Scope
Argentina, Australia, Brazil, Canada, China, France, Germany, India, Italy, Japan, Mexico, Saudi Arabia, South Africa, South Korea, Spain, United Arab Emirates, United Kingdom, United States
Frequently Asked Questions
Global healthcare gamification market is segmented by region into North America, Europe, Asia Pacific, Middle East &Africa and South & Central America. The North American region is the largest shareholder and Asia Pacific is the fastest growing market for healthcare gamification. The healthcare gamification market is estimated to have a larger share in the United States. The growth of the healthcare gamification market in the United States is expected due to presence of leading players establishing their primary base, rising incidences of acute and chronic diseases among the population and technological advancements that is adaptive towards gamification in healthcare sector.
Gamification involves implementing game design techniques, game mechanics, and game style to solve problems, engage audiences, and make tasks more fun and engaging. Gamification is employed in health and wellness apps related to disease prevention, self-management, medical education-related simulations, medication adherence, and telehealth programs. In healthcare, it is primarily useful for behavioral changes, incentivizing people to increase their wellness by performing game-like tasks and receiving rewards.
Factors such as increasing adoption of gamification in healthcare and rise in number of launches are likely to drive the market growth. However, difficulties in long-term user engagement are anticipated to hamper the growth of the market.
The List of Companies - Healthcare Gamification Market
- Cognifit
- Mango Health
- Bunchball
- Ayogo Health Inc.
- Fitbit, Inc.
- Akili Interactive Labs, Inc.
- Nike, Inc.
- Cohero Health, Inc.
- Higi Sh Llc
- Mysugr