Healthcare Gamification Market Forecasts to 2028 – Global Analysis By Game Type (Casual Games, Exercise Games, and Serious Games), Application (Fitness Management, Medical Training, and Others), End User and By Geography
According to Stratistics MRC, the Global Healthcare Gamification Market is accounted for $4,178.60 million in 2020 and is expected to reach $43,437.94 million by 2028 growing at a CAGR of 34.0% during the forecast period. The rising implementation of gamification in healthcare and the increase in the number of technology launches are the major factors propelling the market growth. However, complications in long-term user engagement are hampering market growth.
Gamification involves relating game plan techniques, game mechanics, and/or game style to non-game applications to solve problems, engage audiences, and make otherwise mundane tasks more fun and engaging. In the context of digital health, gamification is typically employed in health and wellness apps related to self-management, disease prevention, medical education-related simulations, and some telehealth programs.
Based on the end user, the enterprise-based user segment holds the largest share of the market during the forecast period. Some employers around the world are noted to focus largely on the overall employee health and wellbeing are noted to make significant efforts towards enhancing it. The majority of the employers are noted to engage in sponsored wellness programs for their employees.
By geography, the Asia Pacific is going to have a lucrative growth during the forecast period due to the mounting use of games to improve health behaviours and supporting the delivery of care. Also, growing fitness needs, increasing incidence of chronic diseases, infrastructure developments, and treatment advances should surge the regional share.
Some of the key players profiled in the Healthcare Gamification Market include Adidas AG, Akili Interactive Labs, Inc., Apple, Ayogo Health Inc., Badgeville, Bunchball, Cardinal Health, Inc., Cognifit, Cohero Health, Inc., Fitbit, Inc., General Electric Company, Google, Higi Sh Llc, Mango Health, Medisafe, Microsoft Corporation, Mysugr, Nike, Inc., Oracle Corporation, and Under Armour.
Estimated Market Size in 2020:
USD 4,178.60 million
Compound Annual Growth Rate (CAGR) from 2020 to 2028:
Predicted 2028 Value:
USD 43,437.94 million
Tables, Graphs & Figures
Game Type, Application, End User and Region
Core Drivers and Opportunities:
Restraining Factors & Market Threats:
Game Types Covered:
• Casual Games
• Exercise Games
• Serious Games
• Fitness Management
• Medical Training
• Physical Therapy
• Medication Management
End Users Covered:
• Enterprise-Based User
• Consumer-Based User/Individual Use
• North America
o Rest of Europe
• Asia Pacific
o New Zealand
o South Korea
o Rest of Asia Pacific
• South America
o Rest of South America
• Middle East & Africa
o Saudi Arabia
o South Africa
o 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 2019, 2020, 2021, 2025, and 2028
- 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
o Comprehensive profiling of additional market players (up to 3)
o SWOT Analysis of key players (up to 3)
• Regional Segmentation
o Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
• Competitive Benchmarking
o Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances
Key Questions Answered In The Report
The Global Healthcare Gamification Market is majorly driven by the rising implementation of gamification in healthcare and the increase in the number of technology launches.
The fitness management segment is growing at the highest CAGR due to the increasing number of fitness-loving people and rising adoption of several apps that compare health and fitness performance.
North America dominated with a significant market share owing to the rising incidences of acute and chronic diseases among the population and technological advancements that are adaptive towards gamification in the healthcare sector.
The Asia Pacific market is growing at the highest CAGR due to the mounting use of games to advance health behaviors and supporting the delivery of care.
Key players in Healthcare Gamification Market include Adidas AG, Akili Interactive Labs, Inc., Apple, Ayogo Health Inc., Badgeville, Bunchball, Cardinal Health, Inc., Cognifit, Cohero Health, Inc., Fitbit, Inc., General Electric Company, Google, Higi Sh Llc, Mango Health, Medisafe, Microsoft Corporation, Mysugr, Nike, Inc., Oracle Corporation, and Under Armour.
Select License Type
Best in class reports with high standard of research integrity
24X7 Research Support
Continuous support to ensure the best customer experience.
Adding more values to your product of interest.
Safe & Secure Access
Providing a secured environment for all online transactions.
Trusted by 600+ Brands
Serving the most reputed brands across the world.