Product Code: 2124
Healthcare Gamification Market share is slated to grow exponentially through 2032, owing to the rising emphasis on the surge of healthcare consumerism. Moreover, the rising patient empowerment has encouraged healthcare consumers to be more diligent about their health benefits and associated costs. Besides, rising demand from consumers to responsibly opt for health plans will propel the healthcare gamification market expansion in the near future.
The industry is likely to foresee hindrance in the coming years due to the lack of awareness regarding the patient's behavioral psychology and gamification features in certain cases.
However, the ongoing clinical trials and research activities in emerging countries, along with the constant shift from the traditional education system to provide gamification solutions will offer several growth opportunities to the market over the foreseeable period.
Overall, the healthcare gamification market is segmented in terms of game, application, end-user, and region.
Considering the game, the casual games segment was valued at over USD 3.8 billion in 2022 and is expected to demonstrate positive growth through 2032. The growth can be ascribed to the rising awareness among consumers regarding how a disease can transform into an epidemic and a pandemic.
Based on application, the therapeutic segment held over 34.5% market share in 2022 and is expected to register notable gains through the ensuing years. Market participants, universities, and researchers are constantly working on developing new games for the brain, physical activity, stress, and anxiety, among others, which is anticipated to escalate the market growth significantly. To illustrate, Harrisburg University of Science and Technology's recent partnership study with Bodhana Group revealed that tabletop games could positively reduce anxiety symptoms and behaviors, while improving the mental well-being of the players.
On the basis of end-use, the enterprise-based segment is expected to register considerable gains during 2023-2032. This can be credited to the alarming concerns around employee mental health. Employers are attempting to enhance employee health by sponsoring wellness programs such as online games and personalized feedback to boost the overall well-being of an individual. In addition, increasing usage of wearable devices, such as the Apple Watch, to monitor various aspects of health will boost the adoption rate, thereby supplementing the market growth.
Regionally, the Asia Pacific healthcare gamification market was valued at over USD 3.2 billion in 2022 and is envisioned to expand profusely through the coming years. The growth is attributable to the mounting use of games to offer better care and enhance health behaviors. Besides, the rising incidences of chronic diseases, growing fitness requirements, infrastructure developments, and treatment advances are projected to influence the regional market growth in through 2032.
Table of Contents
Chapter 1 Methodology
- 1.1 Methodology
- 1.2 Market scope & definitions
- 1.3 Base estimates & working
- 1.3.1 North America
- 1.3.2 Europe
- 1.3.3 Asia Pacific
- 1.3.4 Latin America
- 1.3.5 MEA
- 1.4 Forecast parameters
- 1.5 Data validation
- 1.6 Data sources
- 1.6.1 Secondary
- 1.6.1.1 Paid sources
- 1.6.1.2 Public sources
- 1.6.2 Primary
Chapter 2 Executive Summary
- 2.1 Healthcare gamification industry 360 degree synopsis, 2018-2032
- 2.1.1 Business trends
- 2.1.2 Game type trends
- 2.1.3 Application trends
- 2.1.4 End-use trends
- 2.1.5 Regional trends
Chapter 3 Healthcare Gamification Industry Insights
- 3.1 Industry segmentation
- 3.2 Industry landscape, 2018 - 2032
- 3.3 Industry impact forces
- 3.3.1 Growth drivers
- 3.3.1.1 Increasing prevalence of chronic diseases
- 3.3.1.2 Emergence of health consumerism
- 3.3.1.3 Upsurge in social media and smartphone usage
- 3.3.1.4 Growing acceptance of gamified models throughout the healthcare
- 3.3.1.5 Rising shift to business-to-consumer model and outcomes-based model
- 3.3.1.6 Significant influence from the millennial generation
- 3.3.1.7 Growing use of gamification towards HIV awareness in countries in Africa
- 3.3.2 Industry pitfalls & challenges
- 3.3.2.1 Dearth of understanding patient behavioral psychology and gamification features
- 3.3.2.2 Difficulty in long term user engagement
- 3.4 Growth potential analysis
- 3.4.1 By game type
- 3.4.2 By application
- 3.4.3 By end-use
- 3.5 COVID-19 impact analysis
- 3.6 Regulatory landscape
- 3.7 Future development and trends
- 3.8 Porter's analysis
- 3.9 PESTEL analysis
Chapter 4 Competitive Landscape, 2022
- 4.1 Introduction
- 4.2 Company matrix analysis
- 4.3 Strategic dashboard
Chapter 5 Healthcare Gamification Market, By Game Type
- 5.1 Key game type trends
- 5.2 Casual games
- 5.2.1 Market size, by region, 2018 - 2032 (USD Mn)
- 5.3 Serious games
- 5.3.1 Market size, by region, 2018 - 2032 (USD Mn)
- 5.4 Exercise games
- 5.4.1 Market size, by region, 2018 - 2032 (USD Mn)
Chapter 6 Healthcare Gamification Market, By Application
- 6.1 Key application trend
- 6.2 Prevention
- 6.2.1 Market size, by region, 2018 - 2032 (USD Mn)
- 6.3 Therapeutic
- 6.3.1 Market size, by region, 2018 - 2032 (USD Mn)
- 6.4 Education
- 6.4.1 Market size, by region, 2018 - 2032 (USD Mn)
- 6.5 Others
Chapter 7 Healthcare Gamification Market, By End-use
- 7.1 Key end-use trend
- 7.2 Enterprise based
- 7.2.1 Market size, by region, 2018 - 2032 (USD Mn)
- 7.3 Consumer based
- 7.3.1 Market size, by region, 2018 - 2032 (USD Mn)
Chapter 8 Healthcare Gamification Market, By Region
- 8.1 Key regional trends
- 8.2 North America
- 8.2.1 Market size, by country, 2018 - 2032 (USD Mn)
- 8.2.2 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.2.3 Market size, by application, 2018 - 2032 (USD Mn)
- 8.2.4 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.2.5 U.S.
- 8.2.5.1 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.2.5.2 Market size, by application, 2018 - 2032 (USD Mn)
- 8.2.5.3 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.2.6 Canada
- 8.2.6.1 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.2.6.2 Market size, by application, 2018 - 2032 (USD Mn)
- 8.2.6.3 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.3 Europe
- 8.3.1 Market size, by country, 2018 - 2032 (USD Mn)
- 8.3.2 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.3.3 Market size, by application, 2018 - 2032 (USD Mn)
- 8.3.4 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.3.5 Germany
- 8.3.5.1 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.3.5.2 Market size, by application, 2018 - 2032 (USD Mn)
- 8.3.5.3 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.3.6 UK
- 8.3.6.1 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.3.6.2 Market size, by application, 2018 - 2032 (USD Mn)
- 8.3.6.3 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.3.7 France
- 8.3.7.1 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.3.7.2 Market size, by application, 2018 - 2032 (USD Mn)
- 8.3.7.3 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.3.8 Italy
- 8.3.8.1 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.3.8.2 Market size, by application, 2018 - 2032 (USD Mn)
- 8.3.8.3 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.3.9 Spain
- 8.3.9.1 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.3.9.2 Market size, by application, 2018 - 2032 (USD Mn)
- 8.3.9.3 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.4 Asia Pacific
- 8.4.1 Market size, by country, 2018 - 2032 (USD Mn)
- 8.4.2 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.4.3 Market size, by application, 2018 - 2032 (USD Mn)
- 8.4.4 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.4.5 Japan
- 8.4.5.1 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.4.5.2 Market size, by application, 2018 - 2032 (USD Mn)
- 8.4.5.3 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.4.6 China
- 8.4.6.1 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.4.6.2 Market size, by application, 2018 - 2032 (USD Mn)
- 8.4.6.3 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.4.7 India
- 8.4.7.1 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.4.7.2 Market size, by application, 2018 - 2032 (USD Mn)
- 8.4.7.3 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.4.8 Australia
- 8.4.8.1 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.4.8.2 Market size, by application, 2018 - 2032 (USD Mn)
- 8.4.8.3 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.4.9 South Korea
- 8.4.9.1 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.4.9.2 Market size, by application, 2018 - 2032 (USD Mn)
- 8.4.9.3 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.5 Latin America
- 8.5.1 Market size, by country, 2018 - 2032 (USD Mn)
- 8.5.2 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.5.3 Market size, by application, 2018 - 2032 (USD Mn)
- 8.5.4 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.5.5 Brazil
- 8.5.5.1 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.5.5.2 Market size, by application, 2018 - 2032 (USD Mn)
- 8.5.5.3 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.5.6 Mexico
- 8.5.6.1 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.5.6.2 Market size, by application, 2018 - 2032 (USD Mn)
- 8.5.6.3 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.5.7 Argentina
- 8.5.7.1 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.5.7.2 Market size, by application, 2018 - 2032 (USD Mn)
- 8.5.7.3 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.6 MEA
- 8.6.1 Market size, by country, 2018 - 2032 (USD Mn)
- 8.6.2 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.6.3 Market size, by application, 2018 - 2032 (USD Mn)
- 8.6.4 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.6.5 South Africa
- 8.6.5.1 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.6.5.2 Market size, by application, 2018 - 2032 (USD Mn)
- 8.6.5.3 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.6.6 Saudi Arabia
- 8.6.6.1 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.6.6.2 Market size, by application, 2018 - 2032 (USD Mn)
- 8.6.6.3 Market size, by end-use, 2018 - 2032 (USD Mn)
- 8.6.7 UAE
- 8.6.7.1 Market size, by game type, 2018 - 2032 (USD Mn)
- 8.6.7.2 Market size, by application, 2018 - 2032 (USD Mn)
- 8.6.7.3 Market size, by end-use, 2018 - 2032 (USD Mn)
Chapter 9 Company Profiles
- 9.1 Alkili Interactive labs, Inc.
- 9.1.1 Business overview
- 9.1.2 Financial data
- 9.1.3 Service landscape
- 9.1.4 SWOT analysis
- 9.2 Ayogo Health Inc.
- 9.2.1 Business overview
- 9.2.2 Financial data
- 9.2.3 Service landscape
- 9.2.4 SWOT analysis
- 9.3 BrainLAB AG
- 9.3.1 Business overview
- 9.3.2 Financial data
- 9.3.3 Service landscape
- 9.3.4 SWOT analysis
- 9.4 Bunchball
- 9.4.1 Business overview
- 9.4.2 Financial data
- 9.4.3 Service landscape
- 9.4.4 SWOT analysis
- 9.5 Cognifit
- 9.5.1 Business overview
- 9.5.2 Financial data
- 9.5.3 Service landscape
- 9.5.4 SWOT analysis
- 9.6 EveryMove Inc.
- 9.6.1 Business overview
- 9.6.2 Financial data
- 9.6.3 Service landscape
- 9.6.4 SWOT analysis
- 9.7 Google LLC
- 9.7.1 Business overview
- 9.7.2 Financial data
- 9.7.3 Service landscape
- 9.7.4 SWOT analysis
- 9.8 Mango Health, Inc.
- 9.8.1 Business overview
- 9.8.2 Financial data
- 9.8.3 Service landscape
- 9.8.4 SWOT analysis
- 9.9 Microsoft Corporation
- 9.9.1 Business overview
- 9.9.2 Financial data
- 9.9.3 Service landscape
- 9.9.4 SWOT analysis
- 9.10 Nike, Inc.
- 9.10.1 Business overview
- 9.10.2 Financial data
- 9.10.3 Service landscape
- 9.10.4 SWOT analysis