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
Market Size Value in US$ 3,072.5 Million in 2019 Market Size Value by US$ 35,982.7 Million by 2027 Growth rate CAGR of 36.2% from 2020-2027 Forecast Period 2020-2027 Base Year 2020
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Healthcare Gamification Market: Strategic Insights
Market Size Value in | US$ 3,072.5 Million in 2019 |
Market Size Value by | US$ 35,982.7 Million by 2027 |
Growth rate | CAGR of 36.2% from 2020-2027 |
Forecast Period | 2020-2027 |
Base Year | 2020 |
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Speak to AnalystGame 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
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.
1. Introduction
1.1 Scope of the Study
1.2 The Insight Partners Research Report Guidance
1.3 Market Segmentation
1.3.1 Global Healthcare Gamification Market – By Game Type
1.3.2 Global Healthcare Gamification Market – By Application
1.3.3 Global Healthcare Gamification Market – By End User
1.3.4 Global Healthcare Gamification Market – By Geography
2. Healthcare Gamification Market – Key Takeaways
3. Research Methodology
3.1 Coverage
3.2 Secondary Research
3.3 Primary Research
4. Global Healthcare Gamification– Market Landscape
4.1 Overview
4.2 PEST Analysis
4.2.1 North America - PEST Analysis
4.2.2 Europe - PEST Analysis
4.2.3 Asia-Pacific - PEST Analysis
4.2.4 South and Central America- PEST Analysis
4.2.5 Middle East and Africa - PEST Analysis
4.3 Expert Opinions
5. Global Healthcare Gamification Market – Key Industry Dynamics
5.1 Market Drivers
5.1.1 Increasing Adoption of Gamification in Healthcare
5.1.2 Rise in Number of Technology Launches
5.2 Market Restraints
5.2.1 Difficulties in Long-Term User Engagement
5.3 Market Opportunities
5.3.1 Emergence of Health Consumerism
5.4 Future Trends
5.4.1 Rising Market Consolidation
5.5 Impact Analysis of Drivers and Restraints
6. Healthcare Gamification Market – Global Analysis
6.1 Global Healthcare Gamification Market Revenue Forecast And Analysis
6.2 Global Healthcare Gamification Market, By Geography - Forecast And Analysis
6.3 Market Positioning
7. Healthcare Gamification Market Analysis – Game Type
7.1 Overview
7.2 Healthcare Gamification Market Revenue Share, Game Type (2019 and 2027)
7.4 Casual Games
7.4.1 Overview
7.4.2 Casual Games: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
7.5 Exercise Games
7.5.1 Overview
7.5.2 Exercise Games: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
7.6 Serious Games
7.6.1 Overview
7.6.2 Serious Games: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
8. Healthcare Gamification Market Analysis – By Application
8.1 Overview
8.2 Healthcare Gamification Market Revenue Share, by Application (2019 and 2027)
8.4 Fitness Management
8.4.1 Overview
8.4.2 Fitness Management: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
8.5 Medical Training
8.5.1 Overview
8.5.2 Medical Training: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
8.6 Physical Therapy
8.6.1 Overview
8.6.2 Physical Therapy: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
8.7 Others
8.7.1 Overview
8.7.2 Others: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
9. Healthcare Gamification Market Analysis – By End User
9.1 Overview
9.2 Healthcare Gamification Market Share, by End User, 2019 and 2027, (%)
9.3 Enterprise-Based Users
9.3.1 Overview
9.3.2 Enterprise-Based Users: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
9.4 Consumer-Based Users
9.4.1 Overview
9.4.2 Consumer-Based Users: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
10. Healthcare Gamification Market – Geographic Analysis
10.1 North America: Healthcare Gamification Market
10.1.1 Overview
10.1.2 North America: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.1.3 North America: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.1.4 North America: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.1.5 North America: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.1.6 North America: Healthcare Gamification Market, by Country, 2019 & 2027 (%)
10.1.7 US: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.1.7.1 US: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.1.7.2 US: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.1.7.3 US: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.1.7.4 US: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.1.8 Canada: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.1.8.1 Canada: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.1.8.2 Canada: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.1.8.3 Canada: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.1.8.4 Canada: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.1.9 Mexico: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.1.9.1 Mexico: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.1.9.2 Mexico: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.1.9.3 Mexico: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.1.9.4 Mexico: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.2 Europe: Healthcare Gamification Market
10.2.1 Overview
10.2.2 Europe: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.2.3 Europe: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.2.4 Europe: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.2.5 Europe: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.2.6 Europe: Healthcare Gamification Market, by Country, 2019 & 2027 (%)
10.2.7 Germany: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.2.7.1 Germany: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.2.7.2 Germany: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.2.7.3 Germany: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.2.7.4 Germany: Healthcare Gamification Market, by End User, 2018–2027 (USD Million)
10.2.8 UK: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.2.8.1 UK: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.2.8.2 UK: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.2.8.3 UK: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.2.8.4 UK: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.2.9 France: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.2.9.1 France: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.2.9.2 France: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.2.9.3 France: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.2.9.4 France: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.2.10 Spain: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.2.10.1 Spain: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.2.10.2 Spain: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.2.10.3 Spain: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.2.10.4 Spain: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.2.11 Italy: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.2.11.1 Italy: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.2.11.2 Italy: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.2.11.3 Italy: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.2.11.4 Italy: Healthcare Gamification Market, by End User, 2018–2027 (USD Million)
10.2.12 Rest of Europe: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.2.12.1 Rest of Europe: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.2.12.2 Rest of Europe: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.2.12.3 Rest of Europe: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.2.12.4 Rest of Europe: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.3 Asia Pacific: Healthcare Gamification Market
10.3.1 Overview
10.3.2 Asia Pacific: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.3.3 Asia-Pacific: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.3.4 Asia-Pacific: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.3.5 Asia-Pacific: Healthcare Gamification Market, by End User, 2018–2027 (USD Million)
10.3.6 Asia Pacific: Healthcare Gamification Market, by Country, 2019 & 2027 (%)
10.3.7 China: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.3.7.1 China: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.3.7.2 China: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.3.7.3 China: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.3.7.4 China: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.3.8 Japan: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.3.8.1 Japan: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.3.8.2 Japan: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.3.8.3 Japan: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.3.8.4 Japan: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.3.9 India: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.3.9.1 India: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.3.9.2 India: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.3.9.3 India: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.3.9.4 India: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.3.10 South Korea: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.3.10.1 South Korea: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.3.10.2 South Korea: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.3.10.3 South Korea: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.3.10.4 South Korea: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.3.11 Australia: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.3.11.1 Australia: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.3.11.2 Australia: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.3.11.3 Australia: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.3.11.4 Australia: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.3.12 Rest of Asia Pacific: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.3.12.1 Rest of Asia Pacific: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.3.12.2 Rest of Asia-Pacific: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.3.12.3 Rest of Asia-Pacific: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.3.12.4 Rest of Asia-Pacific: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.4 South and Central America: Healthcare Gamification Market
10.4.1 Overview
10.4.2 South and Central America: Healthcare Gamification Market, by Country, 2019 & 2027 (%)
10.4.3 South and Central America: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.4.4 South and Central America: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.4.5 South and Central America: Healthcare Gamification Market, by End User, 2018–2027 (USD Million)
10.4.6 South and Central America: Healthcare Gamification Market, by Country, 2019 & 2027 (%)
10.4.7 Brazil: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.4.7.1 Brazil: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.4.7.2 Brazil: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.4.7.3 Brazil: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.4.7.4 Brazil: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.4.8 Argentina: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.4.8.1 Argentina: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.4.8.2 Argentina: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.4.8.3 Argentina: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.4.8.4 Argentina: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.4.9 Rest of Central and South America: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.4.9.1 Rest of Central and South America: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.4.9.2 Rest of South and Central America: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.4.9.3 Rest of South and Central America: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.4.9.4 Rest of South and Central America: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.1 Middle East & Africa: Healthcare Gamification Market
10.1.1 Overview
10.1.2 Middle East & Africa: Healthcare Gamification Market - Revenue and Forecast to 2027 (USD Million)
10.1.3 Middle East and Africa: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.1.4 Middle East and Africa: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.1.5 Middle East and Africa: Healthcare Gamification Market, by End User, 2018–2027 (USD Million)
10.1.6 Middle East & Africa: Healthcare Gamification Market Share by Country – 2019 & 2027, (%)
10.1.7 Saudi Arabia: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.1.7.1 Saudi Arabia: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.1.7.2 Saudi Arabia: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.1.7.3 Saudi Arabia: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.1.7.4 Saudi Arabia: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.1.8 UAE: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.1.8.1 UAE: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.1.8.2 UAE: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.1.8.3 UAE: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.1.8.4 UAE: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.1.9 South Africa: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
10.1.9.1 South Africa: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.1.9.2 South Africa: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.1.9.3 South Africa: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.1.9.4 South Africa: Medical Devices Market, by End User, 2018–2027 (USD Million)
10.1.10 Rest of Middle East and Africa: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
10.1.10.1 Rest of Middle East and Africa: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
10.1.10.2 Rest of Middle East and Africa: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)
10.1.10.3 Rest of Middle East and Africa: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)
10.1.10.4 Rest of Middle East and Africa: Medical Devices Market, by End User, 2018–2027 (USD Million)
11. Impact of COVID-19 Pandemic on Global Healthcare Gamification Market
11.1 North America: Impact Assessment of COVID-19 Pandemic
11.2 Europe (EU): Impact Assessment of COVID-19 Pandemic
11.3 Asia-Pacific: Impact Assessment of COVID-19 Pandemic
11.4 Middle East & Africa: Impact Assessment of COVID-19 Pandemic
11.5 South and Central America: Impact Assessment of COVID-19 Pandemic
12. Industry Landscape
12.1 Overview
12.2 Growth Strategies Done by the Companies in the Market, (%)
12.3 Organic Developments
12.3.1 Overview
12.4 Inorganic Developments
12.4.1 Overview
13. Company Profile
13.1 CogniFit
13.1.1 Key Facts
13.1.2 Business Description
13.1.3 Products and Services
13.1.4 Financial Overview
13.1.5 SWOT Analysis
13.1.6 Key Developments
13.2 MANGO HEALTH
13.2.1 Key Facts
13.2.2 Business Description
13.2.3 Products and Services
13.2.4 Financial Overview
13.2.5 SWOT Analysis
13.2.6 Key Developments
13.3 BUNCHBALL
13.3.1 Key Facts
13.3.2 Business Description
13.3.3 Products and Services
13.3.4 Financial Overview
13.3.5 SWOT Analysis
13.3.6 Key Developments
13.4 Ayogo Health Inc.
13.4.1 Key Facts
13.4.2 Business Description
13.4.3 Products and Services
13.4.4 Financial Overview
13.4.5 SWOT Analysis
13.4.6 Key Developments
13.5 Fitbit, Inc
13.5.1 Key Facts
13.5.2 Business Description
13.5.3 Products and Services
13.5.4 Financial Overview
13.5.5 SWOT Analysis
13.5.6 Key Developments
13.6 Akili Interactive Labs, Inc.
13.6.1 Key Facts
13.6.2 Business Description
13.6.3 Products and Services
13.6.4 Financial Overview
13.6.5 SWOT Analysis
13.6.6 Key Developments
13.7 Nike, Inc.
13.7.1 Key Facts
13.7.2 Business Description
13.7.3 Products and Services
13.7.4 Financial Overview
13.7.5 SWOT Analysis
13.7.6 Key Developments
13.8 Cohero Health, Inc.
13.8.1 Key Facts
13.8.2 Business Description
13.8.3 Products and Services
13.8.4 Financial Overview
13.8.5 SWOT Analysis
13.8.6 Key Developments
13.9 higi SH LLC
13.9.1 Key Facts
13.9.2 Business Description
13.9.3 Products and Services
13.9.4 Financial Overview
13.9.5 SWOT Analysis
13.9.6 Key Developments
13.10 mySugr
13.10.1 Key Facts
13.10.2 Business Description
13.10.3 Products and Services
13.10.4 Financial Overview
13.10.5 SWOT Analysis
13.10.6 Key Developments
14. Appendix
14.1 About The Insight Partners
14.2 Glossary of Terms
LIST OF TABLES
Table 1. North America Healthcare Gamification Market, by Game Type– Revenue and Forecast to 2027 (USD Million)
Table 2. North America Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 3. North America Medical Devices Market, by End User– Revenue and Forecast to 2027 (USD Million)
Table 4. US Healthcare Gamification Market, by Game Type– Revenue and Forecast to 2027 (USD Million)
Table 5. US Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 6. US Medical Devices Market, by End User– Revenue and Forecast to 2027 (USD Million)
Table 7. Canada Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 8. Canada Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 9. CanadaMedical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 10. Mexico Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 11. Mexico Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 12. MexicoMedical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 13. Europe Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 14. Europe Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 15. Europe Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 16. Germany Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 17. Germany Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 18. Germany Healthcare Gamification Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 19. UK Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 20. UK Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 21. UK Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 22. France Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 23. France Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 24. France Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 25. Spain Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 26. Spain Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 27. Spain Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 28. Italy Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 29. Italy Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 30. Italy Healthcare Gamification Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 31. Rest of Europe Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 32. Rest of Europe Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 33. Rest of Europe Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 34. Asia-Pacific Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 35. Asia-Pacific Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 36. Asia-Pacific Healthcare Gamification Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 37. China Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 38. China Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 39. China Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 40. Japan Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 41. Japan Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 42. Japan Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 43. India Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 44. India Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 45. India Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 46. South Korea Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 47. South Korea Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 48. South Korea Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 49. Australia Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 50. Australia Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 51. Australia Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 52. Rest of Asia-Pacific Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 53. Rest of Asia-Pacific Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 54. Rest of Asia-Pacific Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 55. South and Central America Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 56. South and Central America Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 57. South and Central America Healthcare Gamification Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 58. Brazil Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 59. Brazil Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 60. Brazil Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 61. Argentina Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 62. Argentina Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 63. Argentina Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 64. Rest of South and Central America Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 65. Rest of South and Central America Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 66. Rest of South and Central America Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 67. Middle East and Africa Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 68. Middle East and Africa Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 69. Middle East and Africa Healthcare Gamification Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 70. Saudi Arabia Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 71. Saudi Arabia Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 72. Saudi Arabia Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 73. UAE Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 74. UAE Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 75. UAE Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 76. South Africa Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 77. South Africa Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 78. South Africa Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 79. Rest of Middle East and Africa Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)
Table 80. Rest of Middle East and Africa Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)
Table 81. Rest of Middle East and Africa Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)
Table 82. Organic Developments Done by Companies
Table 83. Inorganic Developments Done by Companies
Table 84. Glossary of Terms, Healthcare Gamification Market
LIST OF FIGURES
Figure 1. Healthcare gamification Market Segmentation
Figure 2. Healthcare Gamification Market, By Region
Figure 3. Global Healthcare Gamification Market Overview
Figure 4. Casual Games Segment Held Largest Share of Game Type Segment In Healthcare Gamification Market
Figure 5. Asia-Pacific Region Is Expected to Show Remarkable Growth During the Forecast Period
Figure 6. Global Healthcare Gamification Market, By Geography (USD Million)
Figure 7. Global Healthcare Gamification Market- Leading Country Markets (USD Million)
Figure 8. Global Healthcare Gamification Market- Leading Country Markets (USD Million)
Figure 9. North America - PEST Analysis
Figure 10. Europe - PEST Analysis
Figure 11. Asia-Pacific - PEST Analysis
Figure 12. South and Central America - PEST Analysis
Figure 13. Middle East and Africa - PEST Analysis
Figure 14. Healthcare Gamification Market Impact Analysis of Driver and Restraint
Figure 15. Global Healthcare Gamification Market – Revenue Forecast And Analysis – 2019- 2027
Figure 16. Global Healthcare Gamification Market – By Geography Forecast and Analysis – 2019- 2027
Figure 17. Global Healthcare Gamification Market – By Geography Forecast and Analysis – 2019 - 2027
Figure 18. Healthcare Gamification Market Revenue Share, Game Type (2019 and 2027)
Figure 19. Casual Games: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
Figure 20. Exercise Games: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
Figure 21. Serious Games: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
Figure 22. Healthcare Gamification Market Revenue Share, by Application (2019 and 2027)
Figure 23. Fitness Management: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
Figure 24. Medical Training: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
Figure 25. Physical Therapy: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
Figure 26. Others: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
Figure 27. Healthcare Gamification Market Share, by End User, 2019 and 2027 (%)
Figure 28. Enterprise-Based Users: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
Figure 29. Consumer-Based Users: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
Figure 30. North America: Healthcare Gamification Market, by Key Country – Revenue (2019) (USD Million)
Figure 31. North America Healthcare Gamification Market Revenue and Forecast to 2027 (USD Million)
Figure 32. North America: Healthcare Gamification Market, by Country, 2019 & 2027 (%)
Figure 33. US: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 34. Canada: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 35. Mexico: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 36. Europe: Healthcare Gamification Market, by Key Country – Revenue (2019) (USD Million)
Figure 37. Europe Healthcare Gamification Market Revenue and Forecast to 2027 (USD Million)
Figure 38. Europe: Healthcare Gamification Market, by Country, 2019 & 2027 (%)
Figure 39. Germany: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 40. UK: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 41. France: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 42. Spain: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 43. Italy: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 44. Rest of Europe: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 45. Asia Pacific: Healthcare Gamification Market, by Key Country – Revenue (2019) (USD Million)
Figure 46. Asia Pacific Healthcare Gamification Market Revenue and Forecast to 2027 (USD Million)
Figure 47. China: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 48. Japan: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 49. India: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 50. South Korea: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 51. Australia: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 52. Rest of Asia Pacific: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 53. South and Central America: Healthcare Gamification Market, by Key Country – Revenue (2019) (USD Million)
Figure 54. South and Central America: Healthcare Gamification Market, by Country, 2019 & 2027 (%)
Figure 55. South and Central America: Healthcare Gamification Market, by Country, 2019 & 2027 (%)
Figure 56. Brazil: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 57. Argentina: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 58. Rest of Central and South America: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 59. Middle East & Africa: Healthcare Gamification Market, by Key Country – Revenue (2019) (USD Million)
Figure 60. Middle East & Africa Healthcare Gamification Market Revenue and Forecast to 2027 (USD Million)
Figure 61. Middle East & Africa: Healthcare Gamification Market Share by Country – 2019 & 2027, (%)
Figure 62. Saudi Arabia: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 63. UAE: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)
Figure 64. South Africa: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 65. Rest of Middle East and Africa: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)
Figure 66. Impact of COVID-19 Pandemic in North American Country Markets
Figure 67. Impact of COVID-19 Pandemic in Europe Country Markets
Figure 68. Impact of COVID-19 Pandemic in Asia-Pacific Country Markets
Figure 69. Impact of COVID-19 Pandemic in Middle East & Africa Market
Figure 70. Impact of COVID-19 Pandemic in South and Central America Market
Figure 71. Growth Strategies Done by the Companies in 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
The Insight Partners performs research in 4 major stages: Data Collection & Secondary Research, Primary Research, Data Analysis and Data Triangulation & Final Review.
- Data Collection and Secondary Research:
As a market research and consulting firm operating from a decade, we have published many reports and advised several clients across the globe. First step for any study will start with an assessment of currently available data and insights from existing reports. Further, historical and current market information is collected from Investor Presentations, Annual Reports, SEC Filings, etc., and other information related to company’s performance and market positioning are gathered from Paid Databases (Factiva, Hoovers, and Reuters) and various other publications available in public domain.
Several associations trade associates, technical forums, institutes, societies and organizations are accessed to gain technical as well as market related insights through their publications such as research papers, blogs and press releases related to the studies are referred to get cues about the market. Further, white papers, journals, magazines, and other news articles published in the last 3 years are scrutinized and analyzed to understand the current market trends.
- Primary Research:
The primarily interview analysis comprise of data obtained from industry participants interview and answers to survey questions gathered by in-house primary team.
For primary research, interviews are conducted with industry experts/CEOs/Marketing Managers/Sales Managers/VPs/Subject Matter Experts from both demand and supply side to get a 360-degree view of the market. The primary team conducts several interviews based on the complexity of the markets to understand the various market trends and dynamics which makes research more credible and precise.
A typical research interview fulfils the following functions:
- Provides first-hand information on the market size, market trends, growth trends, competitive landscape, and outlook
- Validates and strengthens in-house secondary research findings
- Develops the analysis team’s expertise and market understanding
Primary research involves email interactions and telephone interviews for each market, category, segment, and sub-segment across geographies. The participants who typically take part in such a process include, but are not limited to:
- Industry participants: VPs, business development managers, market intelligence managers and national sales managers
- Outside experts: Valuation experts, research analysts and key opinion leaders specializing in the electronics and semiconductor industry.
Below is the breakup of our primary respondents by company, designation, and region:
Once we receive the confirmation from primary research sources or primary respondents, we finalize the base year market estimation and forecast the data as per the macroeconomic and microeconomic factors assessed during data collection.
- Data Analysis:
Once data is validated through both secondary as well as primary respondents, we finalize the market estimations by hypothesis formulation and factor analysis at regional and country level.
- 3.1 Macro-Economic Factor Analysis:
We analyse macroeconomic indicators such the gross domestic product (GDP), increase in the demand for goods and services across industries, technological advancement, regional economic growth, governmental policies, the influence of COVID-19, PEST analysis, and other aspects. This analysis aids in setting benchmarks for various nations/regions and approximating market splits. Additionally, the general trend of the aforementioned components aid in determining the market's development possibilities.
- 3.2 Country Level Data:
Various factors that are especially aligned to the country are taken into account to determine the market size for a certain area and country, including the presence of vendors, such as headquarters and offices, the country's GDP, demand patterns, and industry growth. To comprehend the market dynamics for the nation, a number of growth variables, inhibitors, application areas, and current market trends are researched. The aforementioned elements aid in determining the country's overall market's growth potential.
- 3.3 Company Profile:
The “Table of Contents” is formulated by listing and analyzing more than 25 - 30 companies operating in the market ecosystem across geographies. However, we profile only 10 companies as a standard practice in our syndicate reports. These 10 companies comprise leading, emerging, and regional players. Nonetheless, our analysis is not restricted to the 10 listed companies, we also analyze other companies present in the market to develop a holistic view and understand the prevailing trends. The “Company Profiles” section in the report covers key facts, business description, products & services, financial information, SWOT analysis, and key developments. The financial information presented is extracted from the annual reports and official documents of the publicly listed companies. Upon collecting the information for the sections of respective companies, we verify them via various primary sources and then compile the data in respective company profiles. The company level information helps us in deriving the base number as well as in forecasting the market size.
- 3.4 Developing Base Number:
Aggregation of sales statistics (2020-2022) and macro-economic factor, and other secondary and primary research insights are utilized to arrive at base number and related market shares for 2022. The data gaps are identified in this step and relevant market data is analyzed, collected from paid primary interviews or databases. On finalizing the base year market size, forecasts are developed on the basis of macro-economic, industry and market growth factors and company level analysis.
- Data Triangulation and Final Review:
The market findings and base year market size calculations are validated from supply as well as demand side. Demand side validations are based on macro-economic factor analysis and benchmarks for respective regions and countries. In case of supply side validations, revenues of major companies are estimated (in case not available) based on industry benchmark, approximate number of employees, product portfolio, and primary interviews revenues are gathered. Further revenue from target product/service segment is assessed to avoid overshooting of market statistics. In case of heavy deviations between supply and demand side values, all thes steps are repeated to achieve synchronization.
We follow an iterative model, wherein we share our research findings with Subject Matter Experts (SME’s) and Key Opinion Leaders (KOLs) until consensus view of the market is not formulated – this model negates any drastic deviation in the opinions of experts. Only validated and universally acceptable research findings are quoted in our reports.
We have important check points that we use to validate our research findings – which we call – data triangulation, where we validate the information, we generate from secondary sources with primary interviews and then we re-validate with our internal data bases and Subject matter experts. This comprehensive model enables us to deliver high quality, reliable data in shortest possible time.