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1797385

세계의 신경재활 게임 시스템 시장

Neurorehabilitation Gaming Systems

발행일: | 리서치사: Market Glass, Inc. (Formerly Global Industry Analysts, Inc.) | 페이지 정보: 영문 340 Pages | 배송안내 : 1-2일 (영업일 기준)

    
    
    



※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

신경재활 게임 시스템 세계 시장은 2030년까지 54억 달러에 달할 전망

2024년에 25억 달러로 추정되는 신경재활 게임 시스템 세계 시장은 2024년부터 2030년까지 CAGR 13.4%로 성장하여 2030년에는 54억 달러에 달할 것으로 예측됩니다. 이 보고서에서 분석한 부문 중 하나인 하드웨어 구성요소는 CAGR 15.4%를 기록하며 분석 기간 종료시에는 38억 달러에 달할 것으로 예측됩니다. 소프트웨어 구성요소 분야의 성장률은 분석 기간 동안 CAGR 9.7%로 추정됩니다.

미국 시장은 6억 8,990만 달러, 중국은 CAGR 18.3%로 성장 예측

미국의 신경재활 게임 시스템 시장은 2024년에 6억 8,990만 달러로 추정됩니다. 세계 2위 경제 대국인 중국은 2030년까지 12억 달러의 시장 규모에 달할 것으로 예측되며, 분석 기간인 2024-2030년 CAGR은 18.3%를 기록할 것으로 예상됩니다. 기타 주목할 만한 지역별 시장으로는 일본과 캐나다가 있고, 분석 기간 동안 CAGR은 각각 9.6%와 12.1%로 예측됩니다. 유럽에서는 독일이 CAGR 10.7%로 성장할 것으로 예측됩니다.

세계의 신경재활 게임 시스템 시장 - 주요 동향과 촉진요인 정리

게임 기술은 신경재활 치료의 관행을 어떻게 변화시킬 것인가?

신경재활 게임 시스템 세계 시장은 게임 기술이 최신 신경 치료 개입에 필수적인 요소로 자리 잡으면서 빠르게 성장하고 있습니다. 이러한 시스템은 뇌졸중, 외상성 뇌손상, 다발성 경화증, 파킨슨병 등 신경질환에서 회복된 환자를 대상으로 모션센싱 장치, VR/AR 인터페이스, 게임화된 인지 과제를 활용하고 있습니다. 신경재활 게임 시스템은 반복적이고 신체적 부담이 큰 기존 재활치료와 달리, 신경가소성 회복에 필수적인 요소인 환자의 동기부여, 순응도, 치료기간을 향상시키는 몰입형 인터랙티브 환경을 제공합니다.

게임 기반 재활치료는 신체적, 인지적, 행동적 치료 요소를 융합하여 운동 협응력, 기억력, 반응시간, 주의력 등을 목표로 하는 맞춤형 운동을 가능하게 합니다. 첨단 시스템은 센서와 실시간 피드백을 활용하여 각 환자의 회복 궤적에 적응하고 재활의 각 단계에 적합한 강도와 복잡성을 보장하기 위해 센서와 실시간 피드백을 활용합니다. 다감각적 상호작용을 통해 중추신경계를 자극함으로써, 이러한 기술은 운동 학습과 인지적 관여를 촉진하여 치료 결과를 크게 향상시킵니다.

제품의 발전을 뒷받침하는 기술적 기반은 무엇인가?

최신 신경재활 게임 시스템은 하드웨어와 소프트웨어의 발전된 생태계 위에 구축되어 있습니다. 주요 하드웨어 구성요소로는 관성측정장치(IMU), 근전도(EMG) 센서, 감압 매트, Microsoft Kinect 및 Leap Motion과 같은 카메라 기반 모션 트래커 등이 있습니다. 이를 통해 실시간 신체 움직임을 추적할 수 있고, 물리적 입력을 게임 플레이 요소로 변환할 수 있습니다. 보다 몰입감 있는 경험을 위해 헤드 마운트형 VR 디스플레이와 촉각 피드백 장치가 3차원 환경과 촉각을 시뮬레이션하여 신경학적 피드백 루프를 풍부하게 합니다.

AI 기반 개인화, 적응형 학습 알고리즘, 클라우드 기반 애널리틱스 등 소프트웨어도 마찬가지로 혁신적인 역할을 하고 있습니다. 환자의 치료 과정을 장기적으로 추적할 수 있으며, 치료자는 안전한 플랫폼을 통해 원격으로 치료 매개변수를 변경할 수 있습니다. 점수, 과제, 아바타, 목표 기반 도전 등 게임화된 요소들은 긴 치료 주기 동안 환자들의 참여를 유지하기 위해 전략적으로 설계되었습니다. 예를 들어, 뇌졸중 회복에 있어 가상 낚시나 요리 작업과 같은 VR 게임은 손과 눈의 협응력 및 기능적 독립성을 크게 향상시키는 것으로 나타났습니다.

원격 신경재활 역시 임상현장 밖에서 치료를 지속할 수 있는 방법으로 자리 잡아가고 있습니다. 원격 게임 플랫폼과 모바일 애플리케이션은 농촌이나 자원이 부족한 지역의 접근성 격차를 해소하고 있습니다. 클라우드와의 통합을 통해 환자와 임상의 간의 안전한 데이터 공유를 보장하고, 실시간 개입과 치료의 연속성을 향상시킵니다. 이러한 시스템의 휴대성, 저가화, 사용자 중심주의가 진행됨에 따라 그 관련성은 병원에서 외래환자센터, 노인요양시설, 개인 가정으로 확대되고 있습니다.

어떤 응용 분야와 세계 시장이 보급의 선봉에 서고 있는가?

뇌졸중 재활은 여전히 신경재활 게임 시스템의 가장 크고 가장 많이 조사된 응용 분야입니다. 뇌졸중 환자의 증가와 그들이 종종 경험하는 장기적인 장애를 고려할 때, 선진국과 신흥 경제국의 의료 시스템은 기술 중심의 회복 솔루션에 투자하고 있습니다. 마찬가지로 파킨슨병이나 알츠하이머병과 같은 신경 퇴행성 질환 환자들은 기능 저하를 늦추기 위해 운동 활동과 인지 게임을 결합한 이중 과제 훈련의 이점을 누리고 있습니다.

소아 신경재활은 새로운 영역으로, 놀이와 상호작용이 가능한 환경이 뇌성마비, 자폐스펙트럼장애, 발달지연이 있는 아이들의 치료를 강화합니다. 학교, 소아과 클리닉, 조기 개입 센터에서는 태블릿 기반 게임과 증강현실(AR) 기능을 갖춘 게임을 치료 세션에 통합하여 참여 의욕과 행동 순응도를 높이고 있습니다. 외상성 뇌손상 및 PTSD에서 회복된 재향군인은 또 다른 중요한 사용자 그룹이며, 게임화된 환경은 치료적 참여와 정서적 안정을 모두 제공합니다.

북미가 세계 시장을 선도하고 있는 것은 강력한 연구개발, 지원적 상환 체계, 재활 인프라에 대한 기관 투자에 기인합니다. 유럽은 공공 의료 시스템 및 학술 의료 센터에서 많이 채택하고 있으며, 그 뒤를 잇고 있습니다. 아시아태평양은 고령화 인구 증가, 중산층 확대, 기술 활용 치료에 대한 인식이 높아지면서 큰 성장을 기록하고 있습니다. 중국, 일본, 한국, 인도에서는 지역 건강 우선순위에 따라 현지 언어 기반의 플랫폼 통합이 진행되고 있습니다.

세계 신경재활 게임 시스템 시장의 성장을 촉진하는 요인은 무엇일까?

세계 신경재활 게임 시스템 시장의 성장은 신경 질환의 증가, 헬스케어의 디지털화, 매력적인 재택 재활을 선호하는 환자 등 여러 요인에 의해 주도되고 있습니다. 전 세계 인구의 고령화, 뇌졸중, 인지기능 저하, 신경 외상의 증가로 인해 확장 가능하고 효과적인 치료 솔루션에 대한 수요가 증가하고 있습니다. 기존 치료 모델은 인력 부족, 접근성 제한, 높은 비용 등의 문제를 안고 있습니다.

기술 융합은 주요 촉진요인입니다. AI, IoT, 증강현실(XR)의 통합은 개인화, 순응도 추적, 임상적 의사결정을 강화합니다. 여러 국가에서 디지털 치료제에 대한 상환이 시작되고 상업적 타당성이 향상됨에 따라 스타트업과 의료 기술 대기업의 진입이 촉진되고 있습니다. 병원, 대학, 게임 개발자 간의 전략적 파트너십을 통해 규제 당국의 기대에 부합하고 임상적으로 검증된 증거에 기반한 게임 프로토콜이 육성되고 있습니다.

환자의 권한 부여도 시장 성장에 기여하고 있습니다. 사용자 친화적인 인터페이스와 도전적인 게임 플레이를 통해 환자가 자발적으로 치료를 시작하고 지속할 가능성이 높아집니다. 디지털 헬스 리터러시가 향상되고 원격 재활 인프라가 확대됨에 따라, 신경재활 게임 시스템은 급성기 치료와 장기적인 신경 회복 프로그램 모두에서 주류 요소로 진화할 것으로 예상됩니다.

부문

구성요소(하드웨어, 소프트웨어), 게임 시스템(콘솔 기반, PC 기반, 모션 캡쳐, 제스처 트래킹, 가상현실, 증강현실), 용도(뇌졸중 재활, 외상성 뇌손상 재활, 파킨슨병 재활, 다발성 경화증 재활, 척수 손상 재활, 뇌성마비 재활, 기타 용도), 최종사용자(병원, 재활 센터, 재택 간병 현장)

조사 대상 기업 사례

  • Barrow Neurological Institute
  • Bionik Laboratories
  • BrainAble(Barcelona Brain Health Initiative)
  • Brontes Processing
  • Center for Neurotechnology(CNT)
  • Cognitive Therapeutics
  • DIH Technology
  • Eodyne Systems
  • Flint Rehabilitation Devices
  • Gait Up
  • Hocoma(a DIH brand)
  • Imago Rehab
  • Kinestica
  • Khymeia Group
  • LiteGait(Mobility Research)
  • MindMaze
  • Motek Medical(A DIH brand)
  • Neurofenix
  • NeuronUP
  • Tyromotion

AI 통합

Global Industry Analysts는 검증된 전문가 컨텐츠와 AI 툴을 통해 시장 정보와 경쟁 정보를 혁신하고 있습니다.

Global Industry Analysts는 일반적인 LLM 및 업계별 SLM 쿼리를 따르는 대신 비디오 기록, 블로그, 검색 엔진 조사, 방대한 양의 기업, 제품/서비스, 시장 데이터 등 세계 전문가로부터 수집한 컨텐츠 리포지토리를 구축했습니다.

관세 영향 계수

Global Industry Analysts는 본사 소재지, 제조거점, 수출입(완제품 및 OEM)을 기준으로 기업의 경쟁력 변화를 예측하고 있습니다. 이러한 복잡하고 다면적인 시장 역학은 매출원가(COGS) 증가, 수익성 하락, 공급망 재편 등 미시적, 거시적 시장 역학 중에서도 특히 경쟁사들에게 영향을 미칠 것으로 예상됩니다.

목차

제1장 조사 방법

제2장 주요 요약

  • 시장 개요
  • 주요 기업
  • 시장 동향과 촉진요인
  • 세계 시장 전망

제3장 시장 분석

  • 미국
  • 캐나다
  • 일본
  • 중국
  • 유럽
  • 프랑스
  • 독일
  • 이탈리아
  • 영국
  • 스페인
  • 러시아
  • 기타 유럽
  • 아시아태평양
  • 호주
  • 인도
  • 한국
  • 기타 아시아태평양
  • 라틴아메리카
  • 아르헨티나
  • 브라질
  • 멕시코
  • 기타 라틴아메리카
  • 중동
  • 이란
  • 이스라엘
  • 사우디아라비아
  • 아랍에미리트
  • 기타 중동
  • 아프리카

제4장 경쟁

KSM 25.09.03

Global Neurorehabilitation Gaming Systems Market to Reach US$5.4 Billion by 2030

The global market for Neurorehabilitation Gaming Systems estimated at US$2.5 Billion in the year 2024, is expected to reach US$5.4 Billion by 2030, growing at a CAGR of 13.4% over the analysis period 2024-2030. Hardware Component, one of the segments analyzed in the report, is expected to record a 15.4% CAGR and reach US$3.8 Billion by the end of the analysis period. Growth in the Software Component segment is estimated at 9.7% CAGR over the analysis period.

The U.S. Market is Estimated at US$689.9 Million While China is Forecast to Grow at 18.3% CAGR

The Neurorehabilitation Gaming Systems market in the U.S. is estimated at US$689.9 Million in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$1.2 Billion by the year 2030 trailing a CAGR of 18.3% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 9.6% and 12.1% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 10.7% CAGR.

Global Neurorehabilitation Gaming Systems Market - Key Trends & Drivers Summarized

How Are Gaming Technologies Transforming Neurorehabilitation Practices?

The global market for neurorehabilitation gaming systems is rapidly gaining momentum as gaming technologies become integral to modern neurotherapy interventions. These systems utilize motion-sensing devices, VR/AR interfaces, and gamified cognitive tasks to engage patients recovering from neurological disorders such as stroke, traumatic brain injury, multiple sclerosis, and Parkinson’s disease. Unlike conventional rehabilitation, which can be repetitive and physically taxing, neurorehabilitation gaming systems offer immersive and interactive environments that boost patient motivation, adherence, and therapy duration-critical components for neuroplastic recovery.

Gaming-based rehabilitation blends physical, cognitive, and behavioral therapy elements, allowing personalized exercises that target motor coordination, memory, reaction time, and attention span. Advanced systems leverage sensors and real-time feedback to adapt to each patient’s recovery trajectory, ensuring the right intensity and complexity for every stage of rehabilitation. By stimulating the central nervous system through multisensory interaction, these technologies encourage motor learning and cognitive engagement, significantly improving therapy outcomes.

What Are the Technological Foundations Fueling Product Advancements?

Modern neurorehabilitation gaming systems are built upon an ecosystem of hardware and software advancements. Key hardware components include inertial measurement units (IMUs), electromyography (EMG) sensors, pressure-sensitive mats, and camera-based motion trackers like Microsoft Kinect or Leap Motion. These enable real-time body movement tracking, translating physical inputs into gameplay elements. For more immersive experiences, head-mounted VR displays and haptic feedback devices simulate three-dimensional environments and tactile sensations, enriching the neurological feedback loop.

Software plays an equally transformative role, incorporating AI-based personalization, adaptive learning algorithms, and cloud-based analytics. Patient progress can be tracked longitudinally, and therapists can remotely modify treatment parameters through secure platforms. Gamified elements-such as scores, rewards, avatars, and goal-based challenges-are strategically designed to sustain engagement over long treatment cycles. In stroke recovery, for instance, VR games like virtual fishing or cooking tasks have shown significant improvement in hand-eye coordination and functional independence.

Remote neurorehabilitation has also gained ground, enabling therapy continuity outside clinical settings. Tele-gaming platforms and mobile applications are bridging accessibility gaps in rural or resource-constrained geographies. Cloud integration ensures secure data sharing between patients and clinicians, facilitating real-time intervention and better continuity of care. As these systems grow more portable, affordable, and user-centric, their relevance is expanding from hospitals to outpatient centers, eldercare homes, and individual households.

Which Applications and Global Markets Are Spearheading Adoption?

Stroke rehabilitation remains the largest and most researched application area for neurorehabilitation gaming systems. Given the growing prevalence of stroke survivors and the long-term disability they often experience, healthcare systems across developed and emerging economies are investing in tech-driven recovery solutions. Similarly, individuals with neurodegenerative diseases such as Parkinson’s and Alzheimer’s benefit from dual-task training-combining motor activity with cognitive games-to delay functional decline.

Pediatric neurorehabilitation is an emerging frontier, where playful and interactive environments enhance therapy for children with cerebral palsy, autism spectrum disorders, or developmental delays. Schools, pediatric clinics, and early intervention centers are integrating tablet-based and AR-enhanced games into therapy sessions, improving engagement and behavioral compliance. Military veterans recovering from traumatic brain injuries and PTSD are another important user group, where gamified environments offer both therapeutic engagement and emotional relief.

North America leads the global market due to strong R&D, supportive reimbursement frameworks, and institutional investment in rehabilitation infrastructure. Europe closely follows, with high adoption in public healthcare systems and academic medical centers. Asia-Pacific is registering significant growth owing to its large aging population, expanding middle class, and increased awareness of tech-enabled therapy. China, Japan, South Korea, and India are seeing rising integration of local language-based platforms tailored to regional health priorities.

What Is Fueling Growth in the Global Neurorehabilitation Gaming Systems Market?

The growth in the global neurorehabilitation gaming systems market is driven by several factors, including the rise in neurological disorders, increased healthcare digitization, and patient preference for engaging, home-based rehabilitation. With an aging global population and growing incidence of strokes, cognitive decline, and neurotrauma, the demand for scalable and effective therapy solutions is rising. Traditional therapy models are being challenged by labor shortages, access limitations, and high costs-creating an opening for tech-enhanced rehabilitation options.

Technological convergence is a major growth driver. Integration of AI, IoT, and extended reality (XR) is enhancing personalization, adherence tracking, and clinical decision-making. Reimbursement for digital therapeutics in several countries is improving commercial viability, encouraging startups and medtech giants to enter the space. Strategic partnerships between hospitals, universities, and game developers are fostering clinically validated, evidence-backed gaming protocols that align with regulatory expectations.

Patient empowerment is also contributing to market growth. With user-friendly interfaces and rewarding gameplay, individuals are more likely to initiate and continue therapy independently. As digital health literacy improves and tele-rehabilitation infrastructure expands, neurorehabilitation gaming systems are expected to evolve into mainstream components of both acute care and long-term neuro-recovery programs.

SCOPE OF STUDY:

The report analyzes the Neurorehabilitation Gaming Systems market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Component (Hardware Component, Software Component); Gaming System (Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems, Augmented Reality Systems); Application (Brain Stroke Rehabilitation Application, Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications); End-User (Hospitals End-User, Rehabilitation Centers End-User, Homecare Settings End-User)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.

Select Competitors (Total 32 Featured) -

  • Barrow Neurological Institute
  • Bionik Laboratories
  • BrainAble (Barcelona Brain Health Initiative)
  • Brontes Processing
  • Center for Neurotechnology (CNT)
  • Cognitive Therapeutics
  • DIH Technology
  • Eodyne Systems
  • Flint Rehabilitation Devices
  • Gait Up
  • Hocoma (a DIH brand)
  • Imago Rehab
  • Kinestica
  • Khymeia Group
  • LiteGait (Mobility Research)
  • MindMaze
  • Motek Medical (A DIH brand)
  • Neurofenix
  • NeuronUP
  • Tyromotion

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TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Tariff Impact on Global Supply Chain Patterns
    • Neurorehabilitation Gaming Systems - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Incidence of Stroke and Neurological Disorders Throws the Spotlight on Neurorehabilitation Gaming Systems
    • Integration of Motion Sensing and Haptic Feedback Drives Adoption in Therapeutic Settings
    • Expansion of At-Home Rehabilitation Models Spurs Demand for Interactive Gaming-Based Neurotherapies
    • Partnerships With Rehab Hospitals Strengthen Validation of Game-Based Therapy Outcomes
    • Growing Need for Patient Engagement in Therapy Regimens Accelerates Use of Gamified Rehab Tools
    • Focus on VR and AR-Enabled Therapy Environments Expands Addressable Market in Advanced Neurorehab
    • Integration of Cognitive and Motor Skill Modules Enhances Treatment Outcomes in Multi-Domain Rehabilitation
    • Interest in AI-Driven Adaptive Gaming Systems Supports Personalized Neurorehabilitation
    • Shift Toward Value-Based Healthcare Models Strengthens Case for Cost-Effective Gaming Therapies
    • Collaboration With Neurologists and PTs Enhances Functional Precision of Gaming Modules
    • Government Support for Telerehabilitation Platforms Spurs Home-Based Deployment of Gaming Systems
    • Development of Mobile App Interfaces Drives Adoption Among Tech-Savvy Patient Demographics
    • Increased Prevalence of Aging Population With Neurodegenerative Conditions Fuels Long-Term Demand
    • Innovation in Real-Time Progress Monitoring Enhances Caregiver and Clinician Feedback Loops
    • Rise in Demand for Non-Pharmacological Therapies Spurs Inclusion of Games in Rehab Protocols
    • Strategies for Insurance Reimbursement Bolster Clinical Integration of Neuro-Gaming Systems
    • Use of Gamified Environments in Pediatric Neurorehab Expands Application Across Age Groups
    • Introduction of Multiplayer and Social Modules Enhances Motivation and Retention in Long-Term Use
    • Proliferation of Cross-Platform Compatibility Enables Greater Access to Neurorehabilitation Games
    • Engagement in Clinical Trials and Academic Research Validates Efficacy and Expands Adoption
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Neurorehabilitation Gaming Systems Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Neurorehabilitation Gaming Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Hardware Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Hardware Component by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Software Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-Year Perspective for Software Component by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Traumatic Brain Injury Rehabilitation Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-Year Perspective for Traumatic Brain Injury Rehabilitation Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Parkinson's Disease Rehabilitation Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for Parkinson's Disease Rehabilitation Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Multiple Sclerosis Rehabilitation Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-Year Perspective for Multiple Sclerosis Rehabilitation Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Spinal Cord Injury Rehabilitation Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Spinal Cord Injury Rehabilitation Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Cerebral Palsy Rehabilitation Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for Cerebral Palsy Rehabilitation Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Brain Stroke Rehabilitation Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Brain Stroke Rehabilitation Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 22: World Recent Past, Current & Future Analysis for Hospitals End-User by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 23: World 6-Year Perspective for Hospitals End-User by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 24: World Recent Past, Current & Future Analysis for Rehabilitation Centers End-User by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 25: World 6-Year Perspective for Rehabilitation Centers End-User by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 26: World Recent Past, Current & Future Analysis for Homecare Settings End-User by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 27: World 6-Year Perspective for Homecare Settings End-User by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 28: World Recent Past, Current & Future Analysis for Console-based Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 29: World 6-Year Perspective for Console-based Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 30: World Recent Past, Current & Future Analysis for PC-based Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 31: World 6-Year Perspective for PC-based Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 32: World Recent Past, Current & Future Analysis for Motion Capture Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 33: World 6-Year Perspective for Motion Capture Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 34: World Recent Past, Current & Future Analysis for Gesture-Tracking Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 35: World 6-Year Perspective for Gesture-Tracking Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 36: World Recent Past, Current & Future Analysis for Virtual Reality Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 37: World 6-Year Perspective for Virtual Reality Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 38: World Recent Past, Current & Future Analysis for Augmented Reality Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 39: World 6-Year Perspective for Augmented Reality Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 40: USA Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 41: USA 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 42: USA Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: USA 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 44: USA Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: USA 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 46: USA Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 47: USA 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • CANADA
    • TABLE 48: Canada Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: Canada 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 50: Canada Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Canada 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 52: Canada Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 53: Canada 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 54: Canada Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 55: Canada 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • JAPAN
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 56: Japan Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: Japan 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 58: Japan Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 59: Japan 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 60: Japan Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 61: Japan 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 62: Japan Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Japan 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • CHINA
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 64: China Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: China 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 66: China Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: China 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 68: China Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: China 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 70: China Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 71: China 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • EUROPE
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 72: Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 73: Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 74: Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 75: Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 76: Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 77: Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 78: Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 79: Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 80: Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • FRANCE
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 82: France Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 83: France 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 84: France Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 85: France 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 86: France Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 87: France 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 88: France Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 89: France 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • GERMANY
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 90: Germany Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 91: Germany 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 92: Germany Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Germany 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 94: Germany Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 95: Germany 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 96: Germany Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 97: Germany 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • ITALY
    • TABLE 98: Italy Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 99: Italy 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 100: Italy Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 101: Italy 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 102: Italy Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 103: Italy 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 104: Italy Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 105: Italy 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • UNITED KINGDOM
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 106: UK Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 107: UK 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 108: UK Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 109: UK 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 110: UK Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 111: UK 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 112: UK Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 113: UK 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • SPAIN
    • TABLE 114: Spain Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 115: Spain 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 116: Spain Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 117: Spain 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 118: Spain Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 119: Spain 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 120: Spain Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 121: Spain 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • RUSSIA
    • TABLE 122: Russia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 123: Russia 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 124: Russia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 125: Russia 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 126: Russia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 127: Russia 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 128: Russia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 129: Russia 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 130: Rest of Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 131: Rest of Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 132: Rest of Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 133: Rest of Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 134: Rest of Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 135: Rest of Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 136: Rest of Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 137: Rest of Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 138: Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 139: Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2025 & 2030
    • TABLE 140: Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 141: Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 142: Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 143: Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 144: Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 145: Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 146: Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 147: Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • AUSTRALIA
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2025 (E)
    • TABLE 148: Australia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 149: Australia 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 150: Australia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 151: Australia 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 152: Australia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 153: Australia 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 154: Australia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 155: Australia 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • INDIA
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E)
    • TABLE 156: India Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 157: India 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 158: India Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 159: India 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 160: India Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 161: India 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 162: India Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 163: India 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • SOUTH KOREA
    • TABLE 164: South Korea Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 165: South Korea 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 166: South Korea Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 167: South Korea 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 168: South Korea Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 169: South Korea 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 170: South Korea Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 171: South Korea 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 172: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 173: Rest of Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 174: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 175: Rest of Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 176: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 177: Rest of Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 178: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 179: Rest of Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • LATIN AMERICA
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E)
    • TABLE 180: Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 181: Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2025 & 2030
    • TABLE 182: Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 183: Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 184: Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 185: Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 186: Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 187: Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 188: Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 189: Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • ARGENTINA
    • TABLE 190: Argentina Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 191: Argentina 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 192: Argentina Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 193: Argentina 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 194: Argentina Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 195: Argentina 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 196: Argentina Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 197: Argentina 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • BRAZIL
    • TABLE 198: Brazil Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 199: Brazil 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 200: Brazil Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 201: Brazil 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 202: Brazil Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 203: Brazil 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 204: Brazil Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 205: Brazil 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • MEXICO
    • TABLE 206: Mexico Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 207: Mexico 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 208: Mexico Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 209: Mexico 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 210: Mexico Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 211: Mexico 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 212: Mexico Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 213: Mexico 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • REST OF LATIN AMERICA
    • TABLE 214: Rest of Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 215: Rest of Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 216: Rest of Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 217: Rest of Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 218: Rest of Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 219: Rest of Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 220: Rest of Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 221: Rest of Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • MIDDLE EAST
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E)
    • TABLE 222: Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 223: Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2025 & 2030
    • TABLE 224: Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 225: Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 226: Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 227: Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 228: Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 229: Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 230: Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 231: Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • IRAN
    • TABLE 232: Iran Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 233: Iran 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 234: Iran Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 235: Iran 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 236: Iran Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 237: Iran 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 238: Iran Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 239: Iran 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • ISRAEL
    • TABLE 240: Israel Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 241: Israel 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 242: Israel Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 243: Israel 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 244: Israel Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 245: Israel 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 246: Israel Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 247: Israel 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • SAUDI ARABIA
    • TABLE 248: Saudi Arabia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 249: Saudi Arabia 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 250: Saudi Arabia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 251: Saudi Arabia 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 252: Saudi Arabia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 253: Saudi Arabia 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 254: Saudi Arabia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 255: Saudi Arabia 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 256: UAE Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 257: UAE 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 258: UAE Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 259: UAE 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 260: UAE Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 261: UAE 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 262: UAE Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 263: UAE 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • REST OF MIDDLE EAST
    • TABLE 264: Rest of Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 265: Rest of Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 266: Rest of Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 267: Rest of Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 268: Rest of Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 269: Rest of Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 270: Rest of Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 271: Rest of Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • AFRICA
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E)
    • TABLE 272: Africa Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 273: Africa 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 274: Africa Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 275: Africa 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 276: Africa Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 277: Africa 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 278: Africa Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 279: Africa 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030

IV. COMPETITION

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