Healthcare Gamification Market to Grow at a CAGR of 36.2% to reach US$ 35,982.7 million from 2020 to 2027

Healthcare Gamification Market Forecast to 2027 - COVID-19 Impact and Global Analysis By Game Type (Casual Games, Serious Games, and Exercise Games); Application (Fitness Management, Medical Training, Physical Therapy, and Others); End User (Enterprise-Based Users and Consumer-Based Users), and Geography

Publication Month : Feb 2021

  • Report Code : TIPRE00002866
  • Category : Healthcare IT
  • Status : Published
  • No. of Pages : 157
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[Research Report] The healthcare gamification market is expected to reach US$ 35,982.7 million in 2027 from US$ 3,072.5 million in 2019. The market is estimated to grow with a CAGR of 36.2% from 2020-2027.

The growth of the market is attributed to factors such as increasing adoption of gamification in healthcare and rise in number of technology launches. However, difficulties in long-term user engagement are likely to hamper the growth of the market.

Lucrative Regional Markets for Healthcare Gamification 



Lucrative Regional Markets for Healthcare Gamification 
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Market Insights

Increasing Adoption of Gamification in Healthcare

The introduction of games in health treatment was initiated in early 1975 and has played a major role in game therapy. Moreover, the games have recently caught attention in terms of therapeutic aspects with the integration of artificial intelligence and augmented reality into healthcare sector. The games offer the patients an ability to express themselves, which is not otherwise the case in majority of patient cases, thereby helping professionals to design a better therapy leading to effective treatment outcomes. Therefore, rising prevalence of chronic diseases such as mental illness and musculoskeletal and orthopedic conditions, which are treatable to an extent with gaming technologies, is expected to escalate the demand for healthcare gamification. Gaming therapy is found to be helpful in treating young patients who are familiar to interacting with technology constantly throughout the course of their lives. In addition, the introduction of novel technologies such as augmented reality (AR) and virtual reality (VR) in healthcare sector is helping the professionals to treat mental illness of patients and assisting in counseling sessions. For instance, in 2016, a team of game designers in the US introduced a DEEP-VR experience that guides users in an underwater environment to learn and combat the symptoms of anxiety and stress. Moreover, the incorporation of physical activities in video gaming allows the integration of VR into rehabilitation therapies. For instance, in October 2017, students from Rice University created a video game called Equilibrium for pediatric physical therapy. The game uses Wii Balance Board along with custom designed balanced bars that help to get the kids excited about improving their walking ability and learn balance. Thus, the increasing adoption of gamification for therapeutic purposes is driving the growth of the healthcare gamification market

Game Type-Based Insights

Based on game type, the healthcare gamification market is segmented into casual games, serious games, and exercise games. In 2019, casual games accounted for largest share in the market owing to increasing adoption rate among children and older adults above 50 years owing to its benefits in improving cognitive skills and growing demand is accelerating companies to offer a wide range of fun casual games. However, over the forecasted years, exercise games are expected to grow at faster space as it comprises of fitness and interactive physical motion games. On the other hand, many healthcare providers have collaborated with exercise apps to encourage healthy habits among users. For instance, healthcare giant United Healthcare collaborated on a pilot program with the makers of ‘Dance, Dance Revolution’ on a gym-class friendly game to keep kids on their feet and off the couch.

Healthcare Gamification Market, by Game Type – 2019 and 2027



Healthcare Gamification Market, by Game Type – 2019 and 2027
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Application-Based Insights

The healthcare gamification market, by application, is segmented into, fitness management, medical training, physical therapy, others. The fitness management segment held the largest share of the market in 2019. Also, the same segment is anticipated to register the highest CAGR in the market during the forecast period.

End User-Based Insights

Based on end-user, the healthcare gamification market is segmented into enterprise-based users, and consumer-based users. The enterprise-based users segment held the largest share of the market in 2019 and is estimated to register the highest CAGR in the market during the forecast period.

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Healthcare Gamification Market: Strategic Insights

healthcare-gamification-market
Market Size Value inUS$ 3,072.5 Million in 2019
Market Size Value byUS$ 35,982.7 Million by 2027
Growth rateCAGR of 36.2% from 2020-2027
Forecast Period2020-2027
Base Year2020
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The healthcare gamification market players such as Cognifit, Mango Health, Bunchball, Ayogo Health Inc, .Fitbit, Inc., Akili Interactive Labs, Inc., Nike, Inc., Cohero Health, Inc., Higi Sh Llc, and Mysugr have been adopting several organic and inorganic strategies to enhance their revenue and market standings. For instance, in October 2020, TrialCard Incorporated launched a version 2.0 of Mango Health. This latest version provides third-party health service providers with access to Mango’s robust suite of patient support modules. This latest version of the Mango platform will be part of a fully integrated patient support program for the upcoming launch of a novel oral oncolytic.

Healthcare Gamification Market– by Game Type

  • Casual Games
  • Serious Games
  • Exercise Games

Healthcare Gamification Market– by Application

  • Fitness Management
  • Medical Training
  • Physical Therapy
  • Others

Healthcare Gamification Market– by End User

  • Enterprise-Based Users
  • Consumer-Based Users

Healthcare Gamification Market – by Geography

  • North America

    • US
    • Canada
    • Mexico
  • Europe

    • France
    • Germany
    • Italy
    • UK
    • Spain
    • Rest of Europe
  • Asia-Pacific (APAC)

    • China
    • India
    • South Korea
    • Japan
    • Australia
    • Rest of Asia-Pacific
  • Middle East and Africa (MEA)

    • South Africa
    • Saudi Arabia
    • UAE
    • Rest of Middle East &Africa
  • South and Central America

    • Brazil
    • Argentina
    • Rest of South and Central America

Company Profiles

  • Cognifit
  • Mango Health
  • Bunchball
  • Ayogo Health Inc.
  • Fitbit, Inc.
  • Akili Interactive Labs, Inc.
  • Nike, Inc.
  • Cohero Health, Inc.
  • Higi Sh Llc
  • Mysugr
Report Coverage
Report Coverage

Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends

Segment Covered
Segment Covered

Game Type ; Application ; End User , and Geography

Regional Scope
Regional Scope

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

Country Scope
Country Scope

Argentina, Australia, Brazil, Canada, China, France, Germany, India, Italy, Japan, Mexico, Saudi Arabia, South Africa, South Korea, Spain, United Arab Emirates, United Kingdom, United States

Frequently Asked Questions


What is healthcare gamification?

Gamification involves implementing game design techniques, game mechanics, and game style to solve problems, engage audiences, and make tasks more fun and engaging. Gamification is employed in health and wellness apps related to disease prevention, self-management, medical education-related simulations, medication adherence, and telehealth programs. In healthcare, it is primarily useful for behavioral changes, incentivizing people to increase their wellness by performing game-like tasks and receiving rewards.

What are the driving factors for the healthcare gamification market across the globe?

Factors such as increasing adoption of gamification in healthcare and rise in number of launches are likely to drive the market growth. However, difficulties in long-term user engagement are anticipated to hamper the growth of the market.

What is the regional market scenario of healthcare gamification?

Global healthcare gamification market is segmented by region into North America, Europe, Asia Pacific, Middle East &Africa and South & Central America. The North American region is the largest shareholder and Asia Pacific is the fastest growing market for healthcare gamification. The healthcare gamification market is estimated to have a larger share in the United States. The growth of the healthcare gamification market in the United States is expected due to presence of leading players establishing their primary base, rising incidences of acute and chronic diseases among the population and technological advancements that is adaptive towards gamification in healthcare sector.

The List of Companies - Healthcare Gamification Market

  1. Cognifit
  2. Mango Health
  3. Bunchball
  4. Ayogo Health Inc.
  5. Fitbit, Inc.
  6. Akili Interactive Labs, Inc.
  7. Nike, Inc.
  8. Cohero Health, Inc.
  9. Higi Sh Llc
  10. Mysugr

 

The Insight Partners performs research in 4 major stages: Data Collection & Secondary Research, Primary Research, Data Analysis and Data Triangulation & Final Review.

  1. Data Collection and Secondary Research:

As a market research and consulting firm operating from a decade, we have published many reports and advised several clients across the globe. First step for any study will start with an assessment of currently available data and insights from existing reports. Further, historical and current market information is collected from Investor Presentations, Annual Reports, SEC Filings, etc., and other information related to company’s performance and market positioning are gathered from Paid Databases (Factiva, Hoovers, and Reuters) and various other publications available in public domain.

Several associations trade associates, technical forums, institutes, societies and organizations are accessed to gain technical as well as market related insights through their publications such as research papers, blogs and press releases related to the studies are referred to get cues about the market. Further, white papers, journals, magazines, and other news articles published in the last 3 years are scrutinized and analyzed to understand the current market trends.

  1. Primary Research:

The primarily interview analysis comprise of data obtained from industry participants interview and answers to survey questions gathered by in-house primary team.

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A typical research interview fulfils the following functions:

  • Provides first-hand information on the market size, market trends, growth trends, competitive landscape, and outlook
  • Validates and strengthens in-house secondary research findings
  • Develops the analysis team’s expertise and market understanding

Primary research involves email interactions and telephone interviews for each market, category, segment, and sub-segment across geographies. The participants who typically take part in such a process include, but are not limited to:

  • Industry participants: VPs, business development managers, market intelligence managers and national sales managers
  • Outside experts: Valuation experts, research analysts and key opinion leaders specializing in the electronics and semiconductor industry.

Below is the breakup of our primary respondents by company, designation, and region:

Research Methodology

Once we receive the confirmation from primary research sources or primary respondents, we finalize the base year market estimation and forecast the data as per the macroeconomic and microeconomic factors assessed during data collection.

  1. Data Analysis:

Once data is validated through both secondary as well as primary respondents, we finalize the market estimations by hypothesis formulation and factor analysis at regional and country level.

  • 3.1 Macro-Economic Factor Analysis:

We analyse macroeconomic indicators such the gross domestic product (GDP), increase in the demand for goods and services across industries, technological advancement, regional economic growth, governmental policies, the influence of COVID-19, PEST analysis, and other aspects. This analysis aids in setting benchmarks for various nations/regions and approximating market splits. Additionally, the general trend of the aforementioned components aid in determining the market's development possibilities.

  • 3.2 Country Level Data:

Various factors that are especially aligned to the country are taken into account to determine the market size for a certain area and country, including the presence of vendors, such as headquarters and offices, the country's GDP, demand patterns, and industry growth. To comprehend the market dynamics for the nation, a number of growth variables, inhibitors, application areas, and current market trends are researched. The aforementioned elements aid in determining the country's overall market's growth potential.

  • 3.3 Company Profile:

The “Table of Contents” is formulated by listing and analyzing more than 25 - 30 companies operating in the market ecosystem across geographies. However, we profile only 10 companies as a standard practice in our syndicate reports. These 10 companies comprise leading, emerging, and regional players. Nonetheless, our analysis is not restricted to the 10 listed companies, we also analyze other companies present in the market to develop a holistic view and understand the prevailing trends. The “Company Profiles” section in the report covers key facts, business description, products & services, financial information, SWOT analysis, and key developments. The financial information presented is extracted from the annual reports and official documents of the publicly listed companies. Upon collecting the information for the sections of respective companies, we verify them via various primary sources and then compile the data in respective company profiles. The company level information helps us in deriving the base number as well as in forecasting the market size.

  • 3.4 Developing Base Number:

Aggregation of sales statistics (2020-2022) and macro-economic factor, and other secondary and primary research insights are utilized to arrive at base number and related market shares for 2022. The data gaps are identified in this step and relevant market data is analyzed, collected from paid primary interviews or databases. On finalizing the base year market size, forecasts are developed on the basis of macro-economic, industry and market growth factors and company level analysis.

  1. Data Triangulation and Final Review:

The market findings and base year market size calculations are validated from supply as well as demand side. Demand side validations are based on macro-economic factor analysis and benchmarks for respective regions and countries. In case of supply side validations, revenues of major companies are estimated (in case not available) based on industry benchmark, approximate number of employees, product portfolio, and primary interviews revenues are gathered. Further revenue from target product/service segment is assessed to avoid overshooting of market statistics. In case of heavy deviations between supply and demand side values, all thes steps are repeated to achieve synchronization.

We follow an iterative model, wherein we share our research findings with Subject Matter Experts (SME’s) and Key Opinion Leaders (KOLs) until consensus view of the market is not formulated – this model negates any drastic deviation in the opinions of experts. Only validated and universally acceptable research findings are quoted in our reports.

We have important check points that we use to validate our research findings – which we call – data triangulation, where we validate the information, we generate from secondary sources with primary interviews and then we re-validate with our internal data bases and Subject matter experts. This comprehensive model enables us to deliver high quality, reliable data in shortest possible time.

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