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Global Healthcare Gamification Market

Global Healthcare Gamification Market

Global Healthcare Gamification Market- Industry Size, Share, Trend Analysis, Outlook, Growth, Opportunity and Forecast, 2021-2027, Segmented By Application (Medical Management, Medical Training, Fitness Management, Physical Therapy, Others); By Game Type (Casual Game, Serious Game, Exercise Game); By Product Type (Enterprise-Based Solutions, Consumer-Based Solutions); By Region (North America, Europe, Asia-Pacific (APAC), Latin America (LATAM), Middle-East & Africa (MEA))

  • Published Date: April 2021
  • Report ID: BWC20309
  • Available Format: PDF
  • Page: 178

Report Overview

The global healthcare gamification market was worth USD 3,948.5 Million and is further projected to reach USD 32,542.4 Million by 2027, at a CAGR of 36.1%during 2021-2027 (forecast period).

Global Healthcare Gamification Market- Industry Trends & Forecast Report 2027

The global healthcare gamification market was worth USD 3,948.5 Million and is further projected to reach USD 32,542.4 Million by 2027, at a CAGR of 36.1%during 2021-2027 (forecast period). Increasing digitization, the use of IT tools in healthcare, changing lifestyle, rising chronic diseases, technological advancements, and the substantial rise in using smartphones for tracking health are some of the key factors responsible for the growth of the global gamification market. Moreover, people are becoming more mindful of their health, which is fueling the healthcare industry. Gamified solutions in healthcare, such as wearable devices and wellness apps help people track their health besides assisting people in making informed decisions about everyday activities that lead to their wellbeing.

                               

Source: BlueWeave Consulting

Global Healthcare Gamification Market Overview 

Gamification means applying game elements to the non-gaming scenario. It assists in increasing or inducing people's participation or interaction. Gamification generally means adding rewards, earning points, leaderboards, etc.that attract and hold the user's attention.It is a proven and effective way of tracking human behavior and how they respond to the competition and benefits of winning. Gamification strategies used in healthcare assist patients in tracking their health and developing a healthier lifestyle.

Global Gamification Market Forecast and Trends

Growth Drivers

Increasing Health Awareness Driving the Healthcare Gamification Market Forward

People nowadays are becoming more conscious of their well-being. Millennials and Generation Z are increasingly concerned about their mental wellbeing and, understandably, place a higher priority on it than work. This growing awareness is propelling the healthcare gamification market forward, as users are now capable of monitoring their health vitals through various devices and applications. Furthermore, it helps healthcare practitioners to enhance patient involvement and improve overall outcomes.

Rising Adoption of Healthcare Devices Will Propel the Global Healthcare Gamification Market

The rise in demand for healthcare devices like Fitbit, the use of fitness and wellness apps, physical therapy, and rehabilitation apps are playing a major role in driving the growth of the healthcare gamification market. People are increasingly trusting and accepting of gamified solutions. Furthermore, digitized wellness has now become a trend in which people wear Fitbits and smartwatches as accessories, which is a key factor in the increasing demand for these products. The global healthcare gamification market will pick up momentum in the forecast period as a result of digital health trends.

Restraints

Risk of Addiction May Become the Cause of Concern for Global Healthcare Gamification Market

Even though games are tried-and-true methods of skill development, they are extremely addictive and can lead to a number of health problems. Anyone may easily become addicted to fun and engaging casual games. Additionally, the stimulus given by AR/VR to the brain can lead to long-term addictions, similar to the effects that smartphones have on many people. Furthermore, long-term use of AR/VR equipment can impair vision and cause headaches, which is not ideal, especially in the healthcare industry. Unless and until this issue is resolved, or even controlled, the growth of the healthcare gamification market will fluctuate.

Impact of COVID-19 on Global Healthcare Gamification Market

When the COVID-19 crisis erupted and the World Health Organization declared it a public health emergency, the world was placed on lockdown. As a result of nationwide lockdowns, factories were forced to close, bringing the economy to a halt. Thus, businesses in many industries had to face a very tough situation surviving through these times. On the other hand, many industries witnessed growth up to several folds because of the pandemic. Healthcare gamification is one such industry. Although, the pandemic has primarily affected the market by hindering the production of AR/VR gears and several other devices, however, its market soon picked up as consumers as well as professionals shifted from conventional healthcare to telemedicine. Gamification in healthcare, such as surgical theatres, virtual reality headgear, and so on, has allowed clinicians to perform operations virtually, without having to come into contact with the actual human body. This ensures their safety, which is particularly important in times when social distance is the norm.

Global Healthcare Gamification Market: By Application

Based on application, the market is segmented into medical management, medical training, fitness management, physical therapy, and others. The medical management segment accounted for the largest share in the year 2020. It is also estimated to grow during the forecast period because of various factors like the increasing use of IT in health and disease management. Consumers are constantly gravitating more towards convenient options for managing their health and gamification. Furthermore, medical training is also rising as a potential segment in the healthcare gamification market because of the constant surge in the application of gamification solutions in the training.

Global Healthcare Gamification Market: By Game-Type

Based on game type, the healthcare gamification market is categorized into casual games, serious games, and exercise games. The casual game segment leads the market and has the largest share with overall revenue of USD 3,948.5 Million in 2020. It also has higher market growth as compared to other segments because of wide acceptability and demand for fun games among kids and senior citizens. Gamification in healthcare helps in developing cognitive skills, especially among younger minds. However, people are engaging more in exercise and serious games, which is going to push their market demand during the forecast period.

Global Healthcare Gamification Market: By Product Type

Based on product type, the healthcare gamification market is categorized into enterprise-based solutions and consumer-based solutions. Between these two, enterprise-based solutions had the largest share in the revenue in the year 2020 and are expected to witness significant growth in the forecast period with a CAGR of 36.1%.The consumption of healthcare gamification technology is more prevalent among enterprises, including hospitals, research organizations, surgeons, and specialists. Therefore, companies design products targeting enterprises more, which is driving the healthcare gamification market growth forward.

Global Healthcare Gamification Market: By Region

Based on region, the global healthcare gamification market is segmented into North America, Europe, the Asia-Pacific, Latin America, and the Middle East and Africa. North America is the leading region in the healthcare gamification market and is expected to drive the market further during in the forecast period. This is because this region is more technologically advanced and economically developed. However, the healthcare gamification market in the Asia-Pacific region is also growing at a considerable rate due to increasing population and rising health concerns.

                        

Source: Blueweave Consulting

Competitive Landscape

The leading market players of global healthcare gamification are Fitbit Inc., Ayogo Health Inc., Microsoft, Akili Interactive Labs, Hubbub Health, JawBone, Mango Health, Nike, Brunchball, EveryMove Inc., Cognifit, Cohero Health, Inc., Higi SH, LLC, MySugr, Rally Health, Inc., SuperBetter, LLC, Welltok, Inc., Reflexion Health, Inc., Syandus, and other prominent players.

In the healthcare gamification market, the key players dominate based on innovation and advanced technology they offer. Therefore, they often enter into partnerships with medical research firms to expand their services. Furthermore, small & medium-sized companies too are making a stronghold in the market. Additionally, regional companies are constantly expanding their capital investment to aim for global expansion as well as creating a brand reputation. Therefore, competition in the healthcare gamification market is quite tough but still promising for the new entrants.

Recent Development

  • In 2020, OxfordVR won an award at MedTech Visionaries Award under the Apps and Software category for Best Mental Health Immersive Technology. OxfordVR is a UK-based virtual reality therapy provider, providing mental health services through the application of virtual reality. It primarily focuses on treating disorders and phobias. The research surrounding the use of VR in mental health treatments is headed by Danial Freeman, Prof. Of Clinical Psychology and NIHR Research Professor at the University of Oxford.  
  • Technology giant, Apple Inc, is speculated to launch AR for eyes. These AR contact lenses by Apple will offer customized power lenses for your eyes, which will give you the experience of both the real and the AR worlds. But since there is no official confirmation regarding the AR lenses, it is estimated to reach the hands of the general public sometime around 2030.

 

Scope of Report

Attributes Details
Years Considered Historical data – 2017-2020
Base Year – 2021
Forecast – 2021 – 2027
Facts Covered Revenue in USD Million
Market Coverage North America, Europe, the Asia-Pacific, Latin America, and the Middle East and Africa
Product Service/Segmentation By Application, By Game-Type, By Product Type, By Region
Key Players Fitbit Inc., Ayogo Health Inc., Microsoft, Akili Interactive Labs, Hubbub Health, JawBone, Mango Health, Nike, Brunchball, EveryMove Inc., Cognifit, Cohero Health, Inc., Higi SH, LLC, MySugr, Rally Health, Inc., SuperBetter, LLC, Welltok, Inc., Reflexion Health, Inc., Syandus, and other prominent Players.

 

1. By Application 

Medical Management

Medical Training

Fitness Management

Physical Therapy

Others

2. By Game-Type

Casual Games

Serious Games

Exercise Games

3. By Product Type

Enterprise-Based Solutions

Consumer-Based Solutions

4. By Region

North America

Europe

Asia-Pacific (APAC)

Latin America (LATAM)

Middle-East & Africa (MEA)

 

  1. Research Framework
    1. Research Objective
    2. Product Overview
    3. Market Segmentation
  2. Research Methodology
    1. Qualitative Research
      1. Primary and Secondary Sources
    2. Quantitative Research
      1. Primary and Secondary Sources
    3. Breakdown of Primary Research Respondents
      1. Secondary Research
      2. Primary Research
    4. Breakdown of Primary Research Respondents, By Industry Participants
    5. Key Questionnaire asked during Primary Interviews
    6. Key Primary Responses
    7. Market Size Estimation
    8. Assumption for the Study
    9. Market Breakdown & Data Triangulation
  3. Executive Summary
  4. Global Healthcare Gamification Market – Industry Insights
    1. DROC Analysis
      1. Growth Drivers
      2. Restraints
      3. Opportunity
      4. Challenges
    2. Recent Developments / Technical Landscape
    3. Regulatory Framework (depends from case to case)
    4. Porter’s Five Forces Analysis
    5. Value Chain Analysis
    6. Strategic Outlook
  5. Global Healthcare Gamification Market Overview
    1. Market Estimates & Forecast by Value, 2017-2027
      1. By Value (USD Million)
    2. Market Share & Forecast
      1. By Application
        1. Medical Management
        2. Medical Training
        3. Fitness Management
        4. Physical Therapy
        5. Others
      2. By Game-Type
        1. Casual Games
        2. Serious Games
        3. Exercise Games
      3. By Product Type
        1. Enterprise-Based Solutions
        2. Consumer-Based Solutions
      4. By Region
        1. North America
        2. Europe
        3. Asia-Pacific (APAC)
        4. Latin America (LATAM)
        5. Middle-East & Africa (MEA)
  6. North America Healthcare Gamification Market Overview
    1. Market Size and Forecast
      1. By Value (USD Million), 2017-2027
    2. Market Share and Forecast
      1. By Application
      2. By Game-type
      3. By Product-Type
      4. By Country
        1. U.S.
        2. Canada
  7. Europe Healthcare Gamification Market Overview
    1. Market Size and Forecast
      1. By Value (USD Million), 2017-2027
    2. Market Share and Forecast
      1. By Type
      2. By Application
      3. By End Use
      4. By Country
        1. Germany
        2. U.K.
        3. France
        4. Italy
        5. Spain
        6. Russia
        7. Netherlands
        8. Rest of Europe
  8. APAC Healthcare Gamification Market Overview
    1. Market Size and Forecast
      1. By Value (USD Million), 2017-2027
    2. Market Share and Forecast
      1. By Type
      2. By Application
      3. By End Use
      4. By Country
        1. China
        2. India
        3. Japan
        4. South Korea
        5. Rest of APAC
  9. LATAM Healthcare Gamification Market Overview
    1. Market Size and Forecast
      1. By Value (USD Million), 2017-2027
    2. Market Share and Forecast
      1. By Type
      2. By Application
      3. By End Use
      4. By Country
        1. Mexico
        2. Brazil
        3. Rest of LATAM
  10. MEA Healthcare Gamification Market Overview
    1. Market Size and Forecast
      1. By Value (USD Million), 2017-2027
    2. Market Share and Forecast
      1. By Type
      2. By Application
      3. By End Use
      4. By Country
        1. Saudi Arabia
        2. UAE
        3. South Africa
        4. Rest of Europe
  11. Competitive Landscape
      1. List of Key Producers and Their Offerings
      2. Market Share / Ranking Analysis (2020)
      3. Competitive Benchmarking, By Operating Parameters
  12. COVID-19 Impact
    1. Future Impact
    2. Key Developments during COVID-19
    3. Impact on Market
      1. Different Scenario
      2. Impact on Companies
    4. Regional Impact
  13. Key Strategic Recommendations
  14. Company Profiles (Company Overview, Financial Matrix, Key Product landscape, Key Personnel, Key Competitors, Contact Address, and Strategic Outlook) *
    1. Fitbit Inc.
    2. Ayogo Health Inc.
    3. Microsoft
    4. Akili Interactive Labs
    5. Hubbub Health
    6. JawBone
    7. Mango Health
    8. Nike
    9. Brunchball
    10. EveryMove Inc.
    11. Cognifit
    12. Cohero Health, Inc.
    13. Higi SH, LLC
    14. MySugr
    15. Rally Health, Inc.
    16. SuperBetter, LLC
    17. Welltok, Inc.
    18. Reflexion Health, Inc.
    19. Syandus
    1. Other prominent players

Market Segmentation

1. By Application

Medical Management

Medical Training

Fitness Management

Physical Therapy

Others

2. By Game-Type

Casual Games

Serious Games

Exercise Games

3. By Product Type

Enterprise-Based Solutions

Consumer-Based Solutions

4. By Region

North America

Europe

Asia-Pacific (APAC)

Latin America (LATAM)

Middle-East & Africa (MEA)

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Frequently Asked Questions (FAQs):

Ans: The global healthcare gamification market reached USD 3,948.5 Million in 2020.
Ans: The major factors driving the growth of the global gamification market are; Increasing health awareness amongst the masses and rising demand for fitness and healthcare devices.
Ans: The key players in the global gamification market are: Fitbit Inc., Ayogo Health Inc., Microsoft, Akili Interactive Labs, Hubbub Health, JawBone, Mango Health, Nike, Bunchball, EveryMove Inc., Cognifit, Cohero Health, Inc., Higi SH, LLC, MySugr, Rally Health, Inc., SuperBetter, LLC, Welltok, Inc., Reflexion Health, Inc., Syandus, and other prominent players.
Ans: The enterprise-based segment accounted for the largest share in the global gamification market.
Ans: North America has the largest share in the global healthcare gamification market.