Healthcare Gamification Market Outlook 2027 By Industry Size, Share, Trends, Opportunity and Forecast

According to TechSci Research, Global healthcare gamification market is expected to grow at an impressive rate during the forecast period. The global healthcare gamification market is driven by the increasing penetration of internet and smartphones. Additionally, increasing digitalization across the healthcare industry and improving healthcare IT infrastructure are further expected to fuel the market growth through 2027. Besides, the use of healthcare gamification system to spread awareness pertaining to several diseases is further expected to positively influence the market growth over the next five years. For instance, healthcare gamification technology is being used in South Africa to spread awareness pertaining to HIV and Ebola. Furthermore, technological advancements and new product launches by the major players operating in the market is further expected to create lucrative opportunities for market growth over the next few years.

 

Global healthcare gamification market is segmented based on product, game type, application, company and region. Based on game type, the market can be categorized into exercise games, serious games and casual games. Causal games are those that are used for therapy and monitoring purposes. Hence, these games have a significant impact on the patient behavior, particularly on the cognitive health.  

Regionally, North America is expected to dominate the overall healthcare gamification market. This can be attributed to the well established healthcare IT infrastructure coupled with early adoption of technologies in the region. Additionally, the presence of major players operating in the market in the North America region is further expected to drive the market growth significantly in the region.

Click here to download the sample

The major players operating in the healthcare gamification market are Welltok Inc., SuperBetter,LLC, Reflexion Health Inc, Nike Inc., Microsoft Corporation, Mango Health Inc., JawBone Inc., FitBit Inc., EveryMove Inc., Ayogo Health Inc.

Objective of the Study:

  • To analyze and estimate the market size of global healthcare gamification market from 2017 to 2020.
  • To estimate and forecast the market size of global healthcare gamification market from 2021 to 2027 and growth rate until 2027.
  • To classify and forecast global healthcare gamification Market based on product, game type, application, company and regional distribution.
  • To identify dominant region or segment in the global healthcare gamification Market.
  • To identify drivers and challenges for global healthcare gamification Market.
  • To examine competitive developments such as expansions, new product launches, mergers & acquisitions, etc., in global healthcare gamification Market.
  • To identify and analyze the profile of leading players operating in global healthcare gamification Market.
  • To identify key sustainable strategies adopted by market players in global healthcare gamification Market.


TechSci Research performed both primary as well as exhaustive secondary research for this study. Initially, TechSci Research sourced a list of service providers across the globe. Subsequently, TechSci Research conducted primary research surveys with the identified companies. While interviewing, the respondents were also enquired about their competitors. Through this technique, TechSci Research could include the service providers which could not be identified due to the limitations of secondary research. TechSci Research analyzed the service providers, distribution channels and presence of all major players across the globe.

TechSci Research calculated the market size of global healthcare gamification Market using a bottom-up approach, wherein data for various end-user segments was recorded and forecast for the future years. TechSci Research sourced these values from the industry experts and company representatives and externally validated through analyzing historical data of these product types and applications for getting an appropriate, overall market size. Various secondary sources such as company websites, news articles, press releases, company annual reports, investor presentations and financial reports were also studied by TechSci Research.

Key Target Audience:

  • IT & Telecom related companies
  • Market research and consulting firms
  • Government bodies such as regulating authorities and policy makers
  • Organizations, forums and alliances related to healthcare gamification

The study is useful in providing answers to several critical questions that are important for the industry stakeholders such as service providers, suppliers and partners, end users, etc., besides allowing them in strategizing investments and capitalizing on market opportunities.

Attribute

Details

Base Year

2021

Historical Years

2017 – 2020

Estimated Year

2022

Forecast Period

2023 – 2027

Quantitative Units

Revenue in USD Million and CAGR for 2017-2021 and 2022-2027

Report Coverage

Revenue forecast, company share, competitive landscape, growth factors, and trends

Segments Covered

·         Product

·         Game Type

·         Application

Regional Scope

North America; Asia Pacific; Europe & CIS; South America; Middle East & Africa

Country Scope

United States; Canada; Mexico; China; India; Japan; Singapore; South Korea; Germany; France; United Kingdom; Spain; Italy; Brazil; Argentina; Colombia; Saudi Arabia; UAE; South Africa; Kuwait

Key Companies Profiled

Welltok Inc., SuperBetter,LLC, Reflexion Health Inc, Nike Inc., Microsoft Corporation, Mango Health Inc., JawBone Inc., FitBit Inc., EveryMove Inc., Ayogo Health Inc.

Customization Scope

10% free report customization with purchase. Addition or alteration to country, regional & segment scope.

Pricing and Purchase Options

Avail customized purchase options to meet your exact research needs. Explore purchase options

Delivery Format

PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)

 

Report Scope:

In this report, global healthcare gamification Market has been segmented into following categories, in addition to the industry trends which have also been detailed below:

  • Global Healthcare Gamification Market, By Product:
    • Consumer Based Solutions
    • Enterprise-based Solutions
  • Global Healthcare Gamification Market, By Game Type:
    • Exercise Games
    • Serious Games
    • Casual Games
  • Global Healthcare Gamification Market, By Application:
    • Education
    • Fitness Management
    • Medical Training
    • Medication Management
    • Physical Therapy
    • Others
  • Global Healthcare Gamification Market, By Region:
    • North America
      • United States
      • Canada
      • Mexico
    • Europe
      • Germany
      • France
      • United Kingdom
      • Italy
      • Spain
    • Asia-Pacific
      • China
      • Japan
      • India
      • South Korea
      • Singapore
    • Middle East & Africa
      • South Africa
      • Saudi Arabia
      • UAE
      • Kuwait
    • South America
      • Brazil
      • Argentina
      • Colombia

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in global healthcare gamification Market.

About TechSci Research

TechSci Research is a leading global market research firm publishing premium market research reports. Serving 700 global clients with more than 600 premium market research studies, TechSci Research is serving clients across 11 different industrial verticals. TechSci Research specializes in research-based consulting assignments in high growth and emerging markets, leading technologies and niche applications. Our workforce of more than 100 fulltime Analysts and Consultants employing innovative research solutions and tracking global and country specific high growth markets helps TechSci clients to lead rather than follow market trends.

Contact

Mr. Ken Mathews

708 Third Avenue,

Manhattan, NY,

New York – 10017

Tel: +1-646-360-1656

Email: sales@techsciresearch.com

Website: https://www.techsciresearch.com

Comments

Popular posts from this blog

Saudi Arabia Inductor Market Dominated by Automotive Segment Till 2026

Handheld segment to dominate the Saudi Arabia Digital Multimeter market

Smart Firewall Market is Expected to Grow at a Robust Rate Till 2029