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Healthcare Gamification Market by Offering (Solutions, Services), End User (Consumer, Enterprise), Deployment Mode (Cloud-based, On-premises) and Geography - Global Forecast to 2030

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  • Akili Interactive Labs, Inc.
  • Ayogo Health, Inc.
  • Schoeneckers, Inc.
  • EveryMove, Inc.
  • Fitbit, Inc.
  • Mambo Solutions Ltd.
  • CogniFit Inc.
  • Mango Health, Inc.
  • Microsoft Corporation
  • ManagingLife, Inc.
  • Rally Health, Inc.
  • Reflexion Health, Inc.
  • Strava, Inc.
  • Nike, Inc.
  • Under Armour, Inc.
  • Novartis AG

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ksm 24.07.31

Healthcare Gamification Market by Offering (Solutions, Services), End User (Consumers, Enterprise), Deployment Mode (Cloud-based, On-premises), and Geography-Global Forecast to 2031

The research report titled 'Healthcare Gamification Market by Offering (Solutions, Services), End User (Consumers, Enterprise), Deployment Mode (Cloud-based, On-premises), and Geography -Global Forecast to 2031' from Meticulous Research(R) provides an in-depth analysis of the healthcare market across five major geographies and focuses on the current market trends, market sizes, market shares, recent developments, and forecasts to 2031.

The healthcare gamification market is projected to reach $4.3 billion by 2031, at a CAGR of 21.9% from 2024 to 2031.

The growth of this market is driven by the increasing health consciousness and the growing use of healthcare gamification to enhance patients' health and medical therapy. However, difficulties in sustaining long-term user engagement restrain the growth of this market.

Furthermore, the use of gamification tools to update the periodic knowledge of medical students and rising awareness of disease prevention are expected to create market growth opportunities. However, the limited effectiveness of gamification in treating chronic conditions is a major challenge for the players operating in this market. Additionally, the rising adoption of AI, ML, AR, and VR in gamification and the increasing number of smartphone users, which facilitate easy access to healthcare and well-being apps, are some trends in the healthcare gamification market.

The healthcare gamification market is segmented by offering, deployment mode, and end user. The study also evaluates industry competitors and analyzes the market at the regional and country levels.

Based on offering, the healthcare gamification market is segmented into solutions and services. The solutions segment is further segmented into health checks, fitness management, medical training, medication management, physical therapy, telemedicine, e-pharmacy, medical rooms, and other solutions. In 2024, the solutions segment is expected to account for the largest share of the healthcare gamification market. The large market share of this segment is attributed to the increasing availability of smartphones that enable easy access to healthcare and well-being apps. There are a variety of mobile apps that use gamification to promote healthy behaviors and track progress toward health goals. For example, the Zombies, Run! app encourages users to go for runs by immersing them in a post-apocalyptic world where they must outrun zombies. Furthermore, the solutions segment is projected to register the highest CAGR during the forecast period.

Based on deployment mode, the healthcare gamification market is segmented into cloud-based deployments and on-premises deployments. In 2024, the cloud-based deployment segment is expected to account for the larger share of the healthcare gamification market. This segment's large market share is attributed to the increasing demand for configurable gamification platforms that encourage various end users to use cloud computing technology for gamification.

Furthermore, the cloud-based deployment segment is projected to register the highest CAGR during the forecast period. Cloud-based healthcare gamification solutions have the potential to revolutionize the healthcare industry by making healthcare more accessible, convenient, and engaging for patients and healthcare providers. However, ensuring these solutions are developed and deployed ethically and securely is important, with patient privacy and safety as top priorities.

Based on end user, the healthcare gamification market is segmented into consumers and enterprises. In 2024, the consumers segment is expected to account for the larger share of the healthcare gamification market. Gamification targeted at consumers has emerged as an excellent tool for encouraging healthy behaviors and improving health outcomes. By making health-related activities more engaging and rewarding, individuals are more inclined to adopt and maintain healthy habits. These aspects enhance the appeal of gamification among consumers.

Based on geography, the healthcare gamification market is segmented into North America, Europe, Asia-Pacific, Latin America, and the Middle East & Africa. In 2024, North America is expected to account for the largest share of the healthcare gamification systems market, followed by Europe, Asia-Pacific, Latin America, and the Middle East & Africa. The demand for healthcare gamification in North America is driven by increasing adoption among tech-savvy users. Game-based patient education programs are gaining popularity in North America. For example, the Great Cholesterol Challenge is a game-based program designed to educate patients about cholesterol management and healthy lifestyle choices.

The key players operating in the healthcare gamification market include Akili Interactive Labs, Inc. (U.S.), Ayogo Health, Inc. (Canada), Schoeneckers, Inc. (U.S.), EveryMove, Inc. (U.S.), Fitbit, Inc.(U.S.), Mambo Solutions Ltd. (U.K.), CogniFit Inc. (U.S.), Mango Health, Inc. (U.S.), Microsoft Corporation (U.S.), ManagingLife, Inc. (Canada), Rally Health, Inc. (U.S.), Reflexion Health, Inc. (U.S.), Strava, Inc. (U.S.), Nike, Inc. (U.S.), Under Armour, Inc. (U.S.), and Novartis AG (Switzerland).

Key Questions Answered in the Report:

  • Which are the high-growth market segments in terms of offering, deployment mode, and end user?
  • What is the historical market size for healthcare gamification solutions and services globally?
  • What are the market forecasts and estimates for 2024-2031?
  • What are the major drivers, restraints, opportunities, challenges, and trends in the healthcare gamification market?
  • Who are the major players in the healthcare gamification market, and what are their market shares?
  • What is the competitive landscape like?
  • What are the recent developments in the healthcare gamification market?
  • What are the growth strategies adopted by major market players?
  • What are the key market trends, and which are the high-growth countries?
  • Who are the emerging players in the healthcare gamification market, and how do they compete with the other players?

Scope of the Report:

Healthcare Gamification Market Assessment-by Offering

  • Solutions
    • Health Checks
    • Fitness Management
    • Medical Training
    • Medication Management
    • Physical Therapy
    • Telemedicine
    • E-Pharmacy
    • Medical Rooms
    • Other Solutions
  • Services

Healthcare Gamification Market Assessment-by Deployment Mode

  • Cloud-based Deployments
  • On-premise Deployments

Healthcare Gamification Market Assessment-by End User

  • Consumers
  • Enterprises

Healthcare Gamification Market Assessment-by Geography

  • North America
  • U.S.
  • Canada
  • Europe
  • Germany
  • U.K.
  • France
  • Italy
  • Spain
  • Sweden
  • Rest of Europe
  • Asia-Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Indonesia
  • Australia & New Zealand
  • Rest of Asia-Pacific
  • Latin America
  • Brazil
  • Mexico
  • Rest of Latin America
  • Middle East & Africa
  • UAE
  • Saudi Arabia
  • Israel
  • Rest of the Middle East & Africa

TABLE OF CONTENTS

1. Market Definition & Scope

  • 1.1. Market Definition
  • 1.2. Market Ecosystem
  • 1.3. Currency and Limitations
    • 1.3.1. Currency
    • 1.3.2. Limitations
  • 1.4. Key Stakeholders

2. Research Methodology

  • 2.1. Research Approach
  • 2.2. Process of Data Collection and Validation
    • 2.2.1. Secondary Research
    • 2.2.2. Primary Research / Interviews with Key Opinion Leaders of the Industry
  • 2.3. Market Sizing and Forecast
    • 2.3.1. Market Size Estimation Approach
    • 2.3.2. Growth Forecast Approach
  • 2.4. Assumptions for the Study

3. Executive Summary

  • 3.1. Overview
  • 3.2. Market Analysis, by Offering
  • 3.3. Market Analysis, by Deployment Mode
  • 3.4. Market Analysis, by End User
  • 3.5. Market Analysis, by Geography
  • 3.6. Competitive Analysis

4. Market Insights

  • 4.1. Overview
  • 4.2. Factors Affecting Market Growth
    • 4.2.1. Global Healthcare Gamification Market Drivers: Impact Analysis (2024-2030)
      • 4.2.1.1. Increasing Health Consciousness
      • 4.2.1.2. Use of Healthcare Gamification to Empower Patients' Health and Medical Therapy
    • 4.2.2. Global Healthcare Gamification Market Restraints: Impact Analysis (2024-2030)
      • 4.2.2.1. Difficulties in Sustaining Long-term User Engagement
    • 4.2.3. Global Healthcare Gamification Market Opportunities: Impact Analysis (2024-2030)
      • 4.2.3.1. Use of Gamification Tools to Update Periodic Knowledge of Medical Students
      • 4.2.3.2. Rising Awareness of Disease Prevention Approach
    • 4.2.4. Global Healthcare Gamification Market Challenges: Impact Analysis (2024-2030)
      • 4.2.4.1. Penetration of Gamification in Chronic Conditions
    • 4.2.5. Global Healthcare Gamification Market Trends: Impact Analysis (2024-2030)
      • 4.2.5.1. Adoption of AI, Machine Learning, and AR &VR in Gamification
      • 4.2.5.2 Increasing Availability of Smartphones, Which Enables Easy Access to Healthcare and Well-being Apps
  • 4.3. Case Studies
  • 4.4. Porter's Five Forces Analysis

5. Global Healthcare Gamification Market Assessment-by Offering

  • 5.1. Overview
  • 5.2. Solutions
    • 5.2.1. Health Checks
    • 5.2.2. Fitness Management
    • 5.2.3. Medical Training
    • 5.2.4. Medication Management
    • 5.2.5. Physical Therapy
    • 5.2.6. Telemedicine
    • 5.2.7. E-Pharmacy
    • 5.2.8. Medical Rooms
    • 5.2.9. Other Solutions
  • 5.3. Services

6. Global Healthcare Gamification Market Assessment-by Deployment Mode

  • 6.1. Overview
  • 6.2. Cloud-based Deployments
  • 6.3. On-premises Deployments

7. Global Healthcare Gamification Market Assessment-by End User

  • 7.1. Overview
  • 7.2. Consumers
  • 7.3. Enterprises

8. Healthcare Gamification Market Assessment-by Geography

  • 8.1. Overview
  • 8.2. North America
    • 8.2.1. U.S.
    • 8.2.2. Canada
  • 8.3. Europe
    • 8.3.1. Germany
    • 8.3.2. U.K.
    • 8.3.3. France
    • 8.3.4. Italy
    • 8.3.5. Spain
    • 8.3.6. Sweden
    • 8.3.7. Rest of Europe
  • 8.4. Asia-Pacific
    • 8.4.1. China
    • 8.4.2. Japan
    • 8.4.3. India
    • 8.4.4. South Korea
    • 8.4.5. Singapore
    • 8.4.6. Indonesia
    • 8.4.7. Australia & New Zealand
    • 8.4.8. Rest of Asia-Pacific
  • 8.5. Latin America
    • 8.5.1. Brazil
    • 8.5.2. Mexico
    • 8.5.3. Rest of Latin America
  • 8.6. Middle East & Africa
    • 8.6.1. Saudi Arabia
    • 8.6.2. UAE
    • 8.6.3. Israel
    • 8.6.4. Rest of Middle East & Africa

9. Competition Analysis

  • 9.1. Overview
  • 9.2. Key Growth Strategies
  • 9.3. Competitive Dashboard
    • 9.3.1. Industry Leaders
    • 9.3.2. Market Differentiators
    • 9.3.3. Vanguards
    • 9.3.4. Emerging Companies
  • 9.4. Vendor Market Positioning
  • 9.5. Market Share Analysis (2021)

10. Company Profiles (Business Overview, Financial Overview, Product Offering, and Strategic Developments)

  • 10.1. Akili Interactive Labs, Inc.
  • 10.2. Ayogo Health, Inc.
  • 10.3. Schoeneckers, Inc.
  • 10.4. EveryMove, Inc.
  • 10.5. Fitbit, Inc.
  • 10.6. Mambo Solutions Ltd.
  • 10.7. CogniFit Inc.
  • 10.8. Mango Health, Inc.
  • 10.9. Microsoft Corporation
  • 10.10. ManagingLife, Inc.
  • 10.11. Rally Health, Inc.
  • 10.12. Reflexion Health, Inc.
  • 10.13. Strava, Inc.
  • 10.14. Nike, Inc.
  • 10.15. Under Armour, Inc.
  • 10.16. Novartis AG

11. Appendix

  • 11.1. Questionnaire
  • 11.2. Available Customization
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