※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.
헬스케어 게이미피케이션 시장의 성장과 동향 :
Grand View Research의 최신 리포트에 따르면 세계의 헬스케어 게이미피케이션 시장 규모는 2030년까지 159억 5,000만 달러에 달하며, 2025-2030년의 CAGR은 23.0%로 확대할 것으로 예측됩니다.
시장 성장의 배경에는 건강 모니터링에 있으며, 헬스케어 게이미피케이션의 보급과 응용이 있습니다. 2019년 MDPI가 발표한 연구에 따르면 VR 게임은 전신마취 및 선택적 수술을 받는 소아 환자의 순응도 향상과 마취 도입시 수술 전 불안감을 유의미하게 감소시키는 것으로 나타났습니다. 보여주었습니다.
스마트폰, 태블릿, 노트북의 보급으로 헬스케어 모바일 앱과 게임에 쉽게 접근할 수 있게 되었으며, Vicert의 조사에 따르면 2022년 2월 현재 350,000개의 헬스케어 용도를 사용할 수 있으며, 노년층이 가장 많이 사용하는 것으로 나타났습니다. 또한 전체 인구의 약 35%는 운동 모니터링, 20% 이상은 영양 관리, 20%와 17%는 수면 및 혈압 추적에 이러한 앱을 사용하고 있으며, COVID-19는 건강 추적 및 원격 환자 모니터링과 같은 헬스케어 용도 사용에 대한 의식의 향상에 기여했습니다. 건강 추적 및 원격 환자 모니터링과 같은 헬스케어 용도 사용에 대한 인식이 높아져 시장 성장에 긍정적인 영향을 미쳤습니다.
헬스케어 게이미피케이션 시장 보고서 하이라이트
- 운동 게임 분야는 2024년 46.17%의 가장 큰 매출 점유율을 차지하며 예측 기간 중 가장 빠르게 성장할 것으로 예측됩니다.
- 의사 교육 및 훈련 분야는 인터랙티브하고 실용적이며 접근하기 쉬운 학습 툴에 대한 수요가 증가함에 따라 2024년 가장 큰 매출 점유율을 차지했습니다.
- 기업 기반 부문은 직원 참여도를 높이고, 건강 결과를 개선하며, 조정된 웰니스 프로그램을 통해 비용을 절감할 수 있는 능력으로 인해 2024년 가장 큰 매출 점유율을 차지했습니다.
- 북미는 2024년 세계 헬스케어 게이미피케이션 시장에서 41.67%의 가장 큰 점유율을 차지하며 독보적인 위치를 차지하고 있습니다.
목차
제1장 조사 방법과 범위
제2장 개요
제3장 헬스케어 게이미피케이션 시장의 변수, 동향, 범위
- 시장 계통 전망
- 업계 분석
- 시장 역학
- 시장 성장 촉진요인 분석
- 시장 성장 억제요인 분석
- 업계의 과제와 기회의 분석
- 헬스케어 게이미피케이션 시장 분석 툴
- 규제 프레임워크
- 신규 기술
- 사례 연구와 인사이트
- 헬스케어 게이미피케이션 시장에 대한 COVID-19의 영향
제4장 헬스케어 게이미피케이션 시장 : 유형 추정·동향 분석
- 정의와 범위
- 시장 점유율 분석, 2024년 및 2030년
- 부문 대시보드
- 헬스케어 게이미피케이션 시장 : 2018-2030년
- 엑서사이즈 게임
- 시리어스 게임
- 캐주얼 게임
제5장 헬스케어 게이미피케이션 시장 : 용도 추정·동향 분석
- 정의와 범위
- 시장 점유율 분석, 2024년 및 2030년
- 부문 대시보드
- 헬스케어 게이미피케이션 시장 : 2018-2030년
- 의사의 교육·연수
- 병원 직원의 교육·연수
- 환자의 상업적 이익
- 의약품 판매 연수
- 게이미피케이션을 활용한 보험 회사
- 임상시험에서의 게이미피케이션
제6장 헬스케어 게이미피케이션 시장 : 최종 용도 추정·동향 분석
- 정의와 범위
- 시장 점유율 분석, 2024년 및 2030년
- 부문 대시보드
- 헬스케어 게이미피케이션 시장 : 2018-2030년
- 기업 기반
- 소비자 기반
제7장 헬스케어 게이미피케이션 시장 : 유형, 용도, 최종 용도별 지역 추정·동향 분석
- 정의와 범위
- 지역별 시장 점유율 분석, 2024년 및 2030년
- 지역 시장 대시보드
- 지역 시장 스냅숏
- SWOT 분석
- 북미
- 유럽
- 아시아태평양
- 라틴아메리카
- 중동 및 아프리카
- 헬스케어 게이미피케이션 시장 점유율(지역별, 2024년 및 2030년)
- 북미
- 유럽
- 영국
- 독일
- 프랑스
- 이탈리아
- 스페인
- 스웨덴
- 덴마크
- 노르웨이
- 아시아태평양
- 라틴아메리카
- 중동 및 아프리카
- 남아프리카공화국
- 사우디아라비아
- 아랍에미리트
- 쿠웨이트
제8장 경쟁 구도
- 주요 시장 참여 기업에 의한 최근 동향과 영향 분석
- 기업 분류
- 스타트업 기업 리스트와 자금조달 시나리오
- 기업의 시장 점유율 분석
- 기업 히트맵 분석
- 전략 지도제작
- 확대
- 합병과 인수
- 파트너십과 협업
- 신제품 발매
- 연구개발
- 기업 개요
- Fitbit, Inc.
- Ayogo Health, Inc.
- Evolv Rehabilitation Technology SL
- BI Worldwide(Bunchball, Inc.)
- Akili Interactive Labs, Inc.
- Cognifit, Inc.
- Mango Health
- Nike, Inc.
- Brainlab AG
- EveryMove Inc.
- Google LLC
- Microsoft Corporation
- Sephora
- Medtronic PLC
- Omada Health Inc.
- GecKoCap
KSA 25.06.26
Healthcare Gamification Market Growth & Trends:
The global healthcare gamification market size is expected to reach USD 15.95 billion by 2030, to expand at a CAGR of 23.0% from 2025 to 2030 based on a new report by Grand View Research, Inc. The market growth can be attributed to the widespread adoption and applications of healthcare gamification in health monitoring. In addition, technological advancements such as virtual reality (VR) and augmented reality (AR) are contributing to enhanced gamification technology. In the study published by MDPI in 2019, VR games showed improved compliance and a significant reduction in preoperative anxiety during the anesthetic induction in pediatric patients undergoing general anesthesia and elective surgery.
The widespread adoption of smartphones, tablets, and laptops has facilitated better access to healthcare mobile apps and games. According to a study conducted by Vicert, 350,000 healthcare applications were available as of February 2022 and are frequently used by the geriatric population. Moreover, in terms of usage, around 35% of the total population uses these apps for monitoring exercise, over 20% use them for nutrition management, whereas 20% and 17% people use such apps for sleep and blood pressure tracking, respectively. COVID-19 positively impacted the market growth by contributing to the rising awareness about the use of healthcare applications such as health tracking and remote patient monitoring.
Healthcare Gamification Market Report Highlights:
- The exercise game segment accounted for the largest revenue share of 46.17% in 2024 and is expected to grow fastest for the forecast period.
- The education and training of physicians accounted for the largest revenue share in 2024, driven by the growing need for interactive, practical, and accessible learning tools.
- The enterprise-based segment accounted for the largest revenue share in 2024 due to its ability to enhance employee engagement, improve health outcomes, and reduce costs through tailored wellness programs.
- North America dominated the global healthcare gamification market and accounted for the largest share of 41.67% in 2024.
Table of Contents
Chapter 1. Methodology and Scope
- 1.1. Market Segmentation and Scope
- 1.2. Market Scope
- 1.2.1. Type
- 1.2.2. Application
- 1.2.3. End use
- 1.2.4. Regional scope
- 1.2.5. Estimates and forecasts timeline
- 1.3. Research Methodology
- 1.4. Information Procurement
- 1.4.1. Purchased Database
- 1.4.2. GVR's Internal Database
- 1.5. Details of primary research
- 1.6. Market Formulation & Validation
- 1.7. Model Details
- 1.7.1. Commodity flow analysis (Model 1)
- 1.7.1.1. Approach 1: Commodity flow approach
- 1.7.2. Volume price analysis (Model 2)
- 1.7.2.1. Approach 2: Volume price analysis
- 1.8. Research Scope and Assumptions
- 1.8.1. List of Secondary Sources
- 1.8.2. List of Primary Sources
- 1.8.3. Objectives
Chapter 2. Executive Summary
- 2.1. Market Outlook
- 2.2. Segment Outlook
- 2.2.1. Type Outlook
- 2.2.2. Application Outlook
- 2.2.3. End Use Outlook
- 2.2.4. Regional Outlook
- 2.3. Competitive Insights
Chapter 3. Healthcare Gamification Market Variables, Trends, & Scope
- 3.1. Market Lineage Outlook
- 3.1.1. Parent Market Outlook
- 3.1.2. Related/Ancillary Market Outlook
- 3.2. Industry Analysis
- 3.2.1. User Perspective Analysis
- 3.3. Market Dynamics
- 3.3.1. Market Drivers Analysis
- 3.3.1.1. Advancements in digital technologies and connectivity
- 3.3.1.2. Preventive healthcare focus and rising chronic diseases
- 3.3.1.3. Enhanced patient engagement and treatment adherence
- 3.3.2. Market Restraints Analysis
- 3.3.2.1. Rising concerns regarding data security and patient privacy
- 3.3.2.2. Stringent regulatory framework
- 3.3.3. Industry Challenges and Opportunity Analysis
- 3.4. Healthcare Gamification Market Analysis Tools
- 3.4.1. Porter's Analysis
- 3.4.1.1. Bargaining power of the suppliers
- 3.4.1.2. Bargaining power of the buyers
- 3.4.1.3. Threats of substitution
- 3.4.1.4. Threats from new entrants
- 3.4.1.5. Competitive rivalry
- 3.4.2. PESTEL Analysis
- 3.4.2.1. Political landscape
- 3.4.2.2. Economic and Social Landscape
- 3.4.2.3. Technological Landscape
- 3.4.2.4. Environmental Landscape
- 3.4.2.5. Legal Landscape
- 3.5. Regulatory Framework
- 3.6. Emerging Technologies
- 3.7. Case Studies & Insights
- 3.8. Impact of COVID-19 on the Healthcare Gamification Market
Chapter 4. Healthcare Gamification Market: Type Estimates & Trend Analysis
- 4.1. Definition and Scope
- 4.2. Type Market Share Analysis, 2024 & 2030
- 4.3. Segment Dashboard
- 4.4. Healthcare Gamification Market: By Type, 2018 to 2030
- 4.5. Exercise Game
- 4.5.1. Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.6. Serious Game
- 4.6.1. Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.7. Casual Game
- 4.7.1. Market Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 5. Healthcare Gamification Market: Application Estimates & Trend Analysis
- 5.1. Definition and Scope
- 5.2. Application Market Share Analysis, 2024 & 2030
- 5.3. Segment Dashboard
- 5.4. Healthcare Gamification Market: By Application, 2018 to 2030
- 5.5. Education/Training of Physicians
- 5.5.1. Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.6. Education/Training of Hospital Staff
- 5.6.1. Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.7. Commercial Gains for Patients
- 5.7.1. Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.8. Pharmaceutical Sales Training
- 5.8.1. Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.9. Insurance companies using Gamification
- 5.9.1. Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.10. Gamification in Clinical Trials
- 5.10.1. Market Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 6. Healthcare Gamification Market: End Use Estimates & Trend Analysis
- 6.1. Definition and Scope
- 6.2. End Use Market Share Analysis, 2024 & 2030
- 6.3. Segment Dashboard
- 6.4. Healthcare Gamification Market: By End Use, 2018 to 2030
- 6.5. Enterprise Based
- 6.5.1. Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.6. Consumer Based
- 6.6.1. Market Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 7. Healthcare Gamification Market: Regional Estimates & Trend Analysis by Type, Application, End Use
- 7.1. Definition and Scope
- 7.2. Regional Market Share Analysis, 2024 & 2030
- 7.3. Regional Market Dashboard
- 7.4. Regional Market Snapshot
- 7.5. SWOT Analysis
- 7.5.1. North America
- 7.5.2. Europe
- 7.5.3. Asia Pacific
- 7.5.4. Latin America
- 7.5.5. Middle East & Africa
- 7.6. Healthcare Gamification Market Share, By Region, 2024 & 2030 (USD Million)
- 7.7. North America
- 7.7.1. North America Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.7.2. U.S.
- 7.7.2.1. U.S. Key Country Dynamics
- 7.7.2.2. Regulatory Landscape
- 7.7.2.3. Competitive Insights
- 7.7.2.4. U.S. Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.7.3. Canada
- 7.7.3.1. Canada Key Country Dynamics
- 7.7.3.2. Regulatory Landscape
- 7.7.3.3. Competitive Insights
- 7.7.3.4. Canada Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.7.4. Mexico
- 7.7.4.1. Mexico Key Country Dynamics
- 7.7.4.2. Regulatory Landscape
- 7.7.4.3. Competitive Insights
- 7.7.4.4. Mexico Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.8. Europe
- 7.8.1. Europe Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.8.2. UK
- 7.8.2.1. UK Key Country Dynamics
- 7.8.2.2. Regulatory Landscape
- 7.8.2.3. Competitive Insights
- 7.8.2.4. UK Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.8.3. Germany
- 7.8.3.1. Germany Key Country Dynamics
- 7.8.3.2. Regulatory Landscape
- 7.8.3.3. Competitive Insights
- 7.8.3.4. Germany Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.8.4. France
- 7.8.4.1. France Key Country Dynamics
- 7.8.4.2. Regulatory Landscape
- 7.8.4.3. Competitive Insights
- 7.8.4.4. France Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.8.5. Italy
- 7.8.5.1. Italy Key Country Dynamics
- 7.8.5.2. Regulatory Landscape
- 7.8.5.3. Competitive Insights
- 7.8.5.4. Italy Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.8.6. Spain
- 7.8.6.1. Spain Key Country Dynamics
- 7.8.6.2. Regulatory Landscape
- 7.8.6.3. Competitive Insights
- 7.8.6.4. Spain Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.8.7. Sweden
- 7.8.7.1. Sweden Key Country Dynamics
- 7.8.7.2. Regulatory Landscape
- 7.8.7.3. Competitive Insights
- 7.8.7.4. Sweden Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.8.8. Denmark
- 7.8.8.1. Denmark Key Country Dynamics
- 7.8.8.2. Regulatory Landscape
- 7.8.8.3. Competitive Insights
- 7.8.8.4. Denmark Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.8.9. Norway
- 7.8.9.1. Norway Key Country Dynamics
- 7.8.9.2. Regulatory Landscape
- 7.8.9.3. Competitive Insights
- 7.8.9.4. Norway Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.9. Asia Pacific
- 7.9.1. Asia Pacific Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.9.2. China
- 7.9.2.1. China Key Country Dynamics
- 7.9.2.2. Regulatory Landscape
- 7.9.2.3. Competitive Insights
- 7.9.2.4. China Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.9.3. Japan
- 7.9.3.1. Japan Key Country Dynamics
- 7.9.3.2. Regulatory Landscape
- 7.9.3.3. Competitive Insights
- 7.9.3.4. Japan Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.9.4. India
- 7.9.4.1. India Key Country Dynamics
- 7.9.4.2. Regulatory Landscape
- 7.9.4.3. Competitive Insights
- 7.9.4.4. India Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.9.5. South Korea
- 7.9.5.1. South Korea Key Country Dynamics
- 7.9.5.2. Regulatory Landscape
- 7.9.5.3. Competitive Insights
- 7.9.5.4. South Korea Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.9.6. Australia
- 7.9.6.1. Australia Key Country Dynamics
- 7.9.6.2. Regulatory Landscape
- 7.9.6.3. Competitive Insights
- 7.9.6.4. Australia Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.9.7. Thailand
- 7.9.7.1. Thailand Key Country Dynamics
- 7.9.7.2. Regulatory Landscape
- 7.9.7.3. Competitive Insights
- 7.9.7.4. Thailand Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.10. Latin America
- 7.10.1. Latin America Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.10.2. Brazil
- 7.10.2.1. Brazil Key Country Dynamics
- 7.10.2.2. Regulatory Landscape
- 7.10.2.3. Competitive Insights
- 7.10.2.4. Brazil Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.10.3. Argentina
- 7.10.3.1. Argentina Key Country Dynamics
- 7.10.3.2. Regulatory Landscape
- 7.10.3.3. Competitive Insights
- 7.10.3.4. Argentina Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.11. Middle East and Africa
- 7.11.1. Middle East and Africa Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.11.2. South Africa
- 7.11.2.1. South Africa Key Country Dynamics
- 7.11.2.2. Regulatory Landscape
- 7.11.2.3. Competitive Insights
- 7.11.2.4. South Africa Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.11.3. Saudi Arabia
- 7.11.3.1. Saudi Arabia Key Country Dynamics
- 7.11.3.2. Regulatory Landscape
- 7.11.3.3. Competitive Insights
- 7.11.3.4. Saudi Arabia Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.11.4. UAE
- 7.11.4.1. UAE Key Country Dynamics
- 7.11.4.2. Regulatory Landscape
- 7.11.4.3. Competitive Insights
- 7.11.4.4. UAE Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.11.5. Kuwait
- 7.11.5.1. Kuwait Key Country Dynamics
- 7.11.5.2. Regulatory Landscape
- 7.11.5.3. Competitive Insights
- 7.11.5.4. Kuwait Healthcare Gamification Market Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 8. Competitive Landscape
- 8.1. Recent Developments & Impact Analysis by Key Market Participants
- 8.2. Company Categorization
- 8.3. List of Start-up Companies and funding scenario
- 8.4. Company Market Share Analysis
- 8.5. Company Heat Map Analysis
- 8.6. Strategy Mapping
- 8.6.1. Expansion
- 8.6.2. Mergers & Acquisition
- 8.6.3. Partnerships & Collaborations
- 8.6.4. New Product Launches
- 8.6.5. Research And Development
- 8.7. Company Profiles
- 8.7.1. Fitbit, Inc.
- 8.7.1.1. Participant's Overview
- 8.7.1.2. Financial Performance
- 8.7.1.3. Product Benchmarking
- 8.7.1.4. Recent Developments
- 8.7.2. Ayogo Health, Inc.
- 8.7.2.1. Participant's Overview
- 8.7.2.2. Financial Performance
- 8.7.2.3. Product Benchmarking
- 8.7.2.4. Recent Developments
- 8.7.3. Evolv Rehabilitation Technology S.L.
- 8.7.3.1. Participant's Overview
- 8.7.3.2. Financial Performance
- 8.7.3.3. Product Benchmarking
- 8.7.3.4. Recent Developments
- 8.7.4. BI Worldwide (Bunchball, Inc.)
- 8.7.4.1. Participant's Overview
- 8.7.4.2. Financial Performance
- 8.7.4.3. Product Benchmarking
- 8.7.4.4. Recent Developments
- 8.7.5. Akili Interactive Labs, Inc.
- 8.7.5.1. Participant's Overview
- 8.7.5.2. Financial Performance
- 8.7.5.3. Product Benchmarking
- 8.7.5.4. Recent Developments
- 8.7.6. Cognifit, Inc.
- 8.7.6.1. Participant's Overview
- 8.7.6.2. Financial Performance
- 8.7.6.3. Product Benchmarking
- 8.7.6.4. Recent Developments
- 8.7.7. Mango Health
- 8.7.7.1. Participant's Overview
- 8.7.7.2. Financial Performance
- 8.7.7.3. Product Benchmarking
- 8.7.7.4. Recent Developments
- 8.7.8. Nike, Inc.
- 8.7.8.1. Participant's Overview
- 8.7.8.2. Financial Performance
- 8.7.8.3. Product Benchmarking
- 8.7.8.4. Recent Developments
- 8.7.9. Brainlab AG
- 8.7.9.1. Participant's Overview
- 8.7.9.2. Financial Performance
- 8.7.9.3. Product Benchmarking
- 8.7.9.4. Recent Developments
- 8.7.10. EveryMove Inc.
- 8.7.10.1. Participant's Overview
- 8.7.10.2. Financial Performance
- 8.7.10.3. Product Benchmarking
- 8.7.10.4. Recent Developments
- 8.7.11. Google LLC
- 8.7.11.1. Participant's Overview
- 8.7.11.2. Financial Performance
- 8.7.11.3. Product Benchmarking
- 8.7.11.4. Recent Developments
- 8.7.12. Microsoft Corporation
- 8.7.12.1. Participant's Overview
- 8.7.12.2. Financial Performance
- 8.7.12.3. Product Benchmarking
- 8.7.12.4. Recent Developments
- 8.7.13. Sephora
- 8.7.13.1. Participant's Overview
- 8.7.13.2. Financial Performance
- 8.7.13.3. Product Benchmarking
- 8.7.13.4. Recent Developments
- 8.7.14. Medtronic PLC
- 8.7.14.1. Participant's Overview
- 8.7.14.2. Financial Performance
- 8.7.14.3. Product Benchmarking
- 8.7.14.4. Recent Developments
- 8.7.15. Omada Health Inc.
- 8.7.15.1. Participant's Overview
- 8.7.15.2. Financial Performance
- 8.7.15.3. Product Benchmarking
- 8.7.15.4. Recent Developments
- 8.7.16. GecKoCap
- 8.7.16.1. Participant's Overview
- 8.7.16.2. Financial Performance
- 8.7.16.3. Product Benchmarking
- 8.7.16.4. Recent Developments