Healthcare Gamification Market
PUBLISHED: 2024 ID: SMRC24690
SHARE
SHARE

Healthcare Gamification Market

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

4.4 (87 reviews)
4.4 (87 reviews)
Published: 2024 ID: SMRC24690

This report covers the impact of COVID-19 on this global market
Loading...

Years Covered

2021-2030

Estimated Year Value (2023)

US $3.9 BN

Projected Year Value (2030)

US $18.3 BN

CAGR (2023 - 2030)

24.6%

Regions Covered

North America, Europe, Asia Pacific, South America, and Middle East & Africa

Countries Covered

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

Largest Market

Asia Pacific

Highest Growing Market

Europe


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
o US
o Canada
o Mexico
• Europe
o Germany
o UK
o Italy
o France
o Spain
o Rest of Europe
• Asia Pacific
o Japan        
o China        
o India        
o Australia  
o New Zealand
o South Korea
o Rest of Asia Pacific    
• South America
o Argentina
o Brazil
o Chile
o Rest of South America
• Middle East & Africa 
o Saudi Arabia
o UAE
o Qatar
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 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
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
Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

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

List of Figures

RESEARCH METHODOLOGY


Research Methodology

We at Stratistics opt for an extensive research approach which involves data mining, data validation, and data analysis. The various research sources include in-house repository, secondary research, competitor’s sources, social media research, client internal data, and primary research.

Our team of analysts prefers the most reliable and authenticated data sources in order to perform the comprehensive literature search. With access to most of the authenticated data bases our team highly considers the best mix of information through various sources to obtain extensive and accurate analysis.

Each report takes an average time of a month and a team of 4 industry analysts. The time may vary depending on the scope and data availability of the desired market report. The various parameters used in the market assessment are standardized in order to enhance the data accuracy.

Data Mining

The data is collected from several authenticated, reliable, paid and unpaid sources and is filtered depending on the scope & objective of the research. Our reports repository acts as an added advantage in this procedure. Data gathering from the raw material suppliers, distributors and the manufacturers is performed on a regular basis, this helps in the comprehensive understanding of the products value chain. Apart from the above mentioned sources the data is also collected from the industry consultants to ensure the objective of the study is in the right direction.

Market trends such as technological advancements, regulatory affairs, market dynamics (Drivers, Restraints, Opportunities and Challenges) are obtained from scientific journals, market related national & international associations and organizations.

Data Analysis

From the data that is collected depending on the scope & objective of the research the data is subjected for the analysis. The critical steps that we follow for the data analysis include:

  • Product Lifecycle Analysis
  • Competitor analysis
  • Risk analysis
  • Porters Analysis
  • PESTEL Analysis
  • SWOT Analysis

The data engineering is performed by the core industry experts considering both the Marketing Mix Modeling and the Demand Forecasting. The marketing mix modeling makes use of multiple-regression techniques to predict the optimal mix of marketing variables. Regression factor is based on a number of variables and how they relate to an outcome such as sales or profits.


Data Validation

The data validation is performed by the exhaustive primary research from the expert interviews. This includes telephonic interviews, focus groups, face to face interviews, and questionnaires to validate our research from all aspects. The industry experts we approach come from the leading firms, involved in the supply chain ranging from the suppliers, distributors to the manufacturers and consumers so as to ensure an unbiased analysis.

We are in touch with more than 15,000 industry experts with the right mix of consultants, CEO's, presidents, vice presidents, managers, experts from both supply side and demand side, executives and so on.

The data validation involves the primary research from the industry experts belonging to:

  • Leading Companies
  • Suppliers & Distributors
  • Manufacturers
  • Consumers
  • Industry/Strategic Consultants

Apart from the data validation the primary research also helps in performing the fill gap research, i.e. providing solutions for the unmet needs of the research which helps in enhancing the reports quality.


For more details about research methodology, kindly write to us at info@strategymrc.com

Frequently Asked Questions

In case of any queries regarding this report, you can contact the customer service by filing the “Inquiry Before Buy” form available on the right hand side. You may also contact us through email: info@strategymrc.com or phone: +1-301-202-5929

Yes, the samples are available for all the published reports. You can request them by filling the “Request Sample” option available in this page.

Yes, you can request a sample with your specific requirements. All the customized samples will be provided as per the requirement with the real data masked.

All our reports are available in Digital PDF format. In case if you require them in any other formats, such as PPT, Excel etc you can submit a request through “Inquiry Before Buy” form available on the right hand side. You may also contact us through email: info@strategymrc.com or phone: +1-301-202-5929

We offer a free 15% customization with every purchase. This requirement can be fulfilled for both pre and post sale. You may send your customization requirements through email at info@strategymrc.com or call us on +1-301-202-5929.

We have 3 different licensing options available in electronic format.

  • Single User Licence: Allows one person, typically the buyer, to have access to the ordered product. The ordered product cannot be distributed to anyone else.
  • 2-5 User Licence: Allows the ordered product to be shared among a maximum of 5 people within your organisation.
  • Corporate License: Allows the product to be shared among all employees of your organisation regardless of their geographical location.

All our reports are typically be emailed to you as an attachment.

To order any available report you need to register on our website. The payment can be made either through CCAvenue or PayPal payments gateways which accept all international cards.

We extend our support to 6 months post sale. A post sale customization is also provided to cover your unmet needs in the report.

Request Customization

We provide a free 15% customization on every purchase. This requirement can be fulfilled for both pre and post sale. You may send your customization requirements through email at info@strategymrc.com or call us on +1-301-202-5929.

Note: This customization is absolutely free until it falls under the 15% bracket. If your requirement exceeds this a feasibility check will be performed. Post that, a quote will be provided along with the timelines.

WHY CHOOSE US ?

Assured Quality

Assured Quality

Best in class reports with high standard of research integrity

24X7 Research Support

24X7 Research Support

Continuous support to ensure the best customer experience.

Free Customization

Free Customization

Adding more values to your product of interest.

Safe and Secure Access

Safe & Secure Access

Providing a secured environment for all online transactions.

Trusted by 600+ Brands

Trusted by 600+ Brands

Serving the most reputed brands across the world.

Testimonials