시장보고서
상품코드
1879227

헬스케어 게이미피케이션 시장 : 세계 산업 규모, 점유율, 동향, 기회 및 예측 - 게임 유형별, 용도별, 최종사용자별, 지역별 세분화 및 경쟁 구도(2020-2030년)

Healthcare Gamification Market - Global Industry Size, Share, Trends, Opportunity, and Forecast Segmented By Game Type, By Application, By End-User, By Region, and By Competition, 2020-2030F

발행일: | 리서치사: TechSci Research | 페이지 정보: 영문 186 Pages | 배송안내 : 2-3일 (영업일 기준)

    
    
    




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

세계의 헬스케어 게이미피케이션 시장은 2024년에 123억 9,000만 달러로 평가되었고, 2030년까지 연평균 복합 성장률(CAGR) 14.38%로 성장하여 277억 4,000만 달러에 이를 것으로 예측됩니다.

헬스케어 게이미피케이션는 게임 디자인의 요소, 메커니즘, 원칙을 비게임적 건강 관련 활동에 통합하여 환자의 참여를 촉진하고, 적극적인 건강 행동을 장려하며, 임상 결과를 개선하기 위한 노력입니다. 이러한 성장을 뒷받침하는 주요 시장 성장 촉진요인으로는 만성질환 증가, 스마트폰 및 웨어러블 기기의 보급, 환자 참여와 치료 순응도에 대한 중요성 증가 등을 들 수 있습니다.

시장 개요
예측 기간 2026-2030년
시장 규모 : 2024년 123억 9,000만 달러
시장 규모 : 2030년 277억 4,000만 달러
CAGR : 2025-2030년 14.38%
성장 속도가 가장 빠른 부문 기업용
최대 시장 북미

주요 시장 성장 촉진요인

주요 시장 과제

주요 시장 동향

자주 묻는 질문

  • 헬스케어 게이미피케이션 시장 규모는 어떻게 예측되나요?
  • 헬스케어 게이미피케이션의 주요 성장 촉진요인은 무엇인가요?
  • 헬스케어 게이미피케이션 시장에서 가장 빠르게 성장하는 부문은 무엇인가요?
  • 헬스케어 게이미피케이션 시장의 최대 시장은 어디인가요?
  • 헬스케어 게이미피케이션 시장의 주요 과제는 무엇인가요?
  • 헬스케어 게이미피케이션 시장의 주요 동향은 무엇인가요?

목차

제1장 개요

제2장 조사 방법

제3장 주요 요약

제4장 고객의 소리

제5장 세계의 헬스케어 게이미피케이션 시장 전망

  • 시장 규모와 예측
    • 금액별
  • 시장 점유율과 예측
    • 게임 유형별(캐주얼 게임, 진지함 게임, 엑서사이즈 게임)
    • 용도별(예방, 치료, 교육, 기타)
    • 최종사용자별(기업용, 소비자용)
    • 지역별
    • 기업별(2024년)
  • 시장 맵

제6장 북미의 헬스케어 게이미피케이션 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
  • 북미 : 국가별 분석
    • 미국
    • 캐나다
    • 멕시코

제7장 유럽의 헬스케어 게이미피케이션 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
  • 유럽 : 국가별 분석
    • 독일
    • 프랑스
    • 영국
    • 이탈리아
    • 스페인

제8장 아시아태평양의 헬스케어 게이미피케이션 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
  • 아시아태평양 : 국가별 분석
    • 중국
    • 인도
    • 일본
    • 한국
    • 호주

제9장 중동 및 아프리카의 헬스케어 게이미피케이션 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
  • 중동 및 아프리카 : 국가별 분석
    • 사우디아라비아
    • 아랍에미리트(UAE)
    • 남아프리카공화국

제10장 남미의 헬스케어 게이미피케이션 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
  • 남미 : 국가별 분석
    • 브라질
    • 콜롬비아
    • 아르헨티나

제11장 시장 역학

  • 성장 촉진요인
  • 과제

제12장 시장 동향과 발전

  • 인수합병(M&A)
  • 제품 출시
  • 최근 동향

제13장 세계의 헬스케어 게이미피케이션 시장 : SWOT 분석

제14장 Porter의 Five Forces 분석

  • 업계내 경쟁
  • 신규 참여 가능성
  • 공급업체의 힘
  • 고객의 힘
  • 대체품의 위협

제15장 경쟁 구도

  • Akili, Inc.
  • Evolv Rehabilitation Technologies S.L.
  • BrainLab AG
  • CogniFit Inc.
  • Fitbit International Limited
  • Google LLC
  • Ayogo Health Inc.
  • Microsoft Corporation

제16장 전략적 제안

제17장 회사 소개 및 면책조항

LSH 25.12.11

The Global Healthcare Gamification Market, valued at USD 12.39 Billion in 2024, is projected to experience a CAGR of 14.38% to reach USD 27.74 Billion by 2030. Healthcare gamification involves integrating game design elements, mechanics, and principles into non-gaming health-related activities to enhance patient engagement, encourage positive health behaviors, and improve clinical outcomes. Key market drivers supporting this growth include the increasing prevalence of chronic diseases, the widespread adoption of smartphones and wearable devices, and the growing emphasis on patient engagement and adherence to treatment

Market Overview
Forecast Period2026-2030
Market Size 2024USD 12.39 Billion
Market Size 2030USD 27.74 Billion
CAGR 2025-203014.38%
Fastest Growing SegmentEnterprise Based
Largest MarketNorth America

Key Market Drivers

The widespread adoption of smartphones and wearable health devices fundamentally drives the global healthcare gamification market. These pervasive personal technologies serve as essential platforms for delivering gamified health interventions, making them readily accessible to a broad population. As individuals increasingly integrate these devices into their daily routines for communication, information access, and personal tracking, the incorporation of health-related games and challenges becomes a natural extension.

Key Market Challenges

The significant challenge impeding the growth of the Global Healthcare Gamification Market is the difficulty in sustaining long-term user engagement and demonstrating robust evidence for the sustained efficacy of gamified interventions over extended periods. While initial adoption may be promising, the sustained adherence and continued use of these solutions are critical for achieving meaningful and lasting health outcomes. Without consistent engagement, the potential benefits of behavior modification and improved clinical results diminish, limiting the overall impact and value proposition of healthcare gamification.

Key Market Trends

The integration of Artificial Intelligence for personalized health journeys marks a significant evolution in healthcare gamification, moving to highly tailored experiences. AI algorithms analyze individual patient data to customize gamified interventions, challenges, and feedback, enhancing relevance and effectiveness. According to a November 2024 survey by the American Medical Association, 66% of physicians reported utilizing AI in their practices during 2024, a substantial increase from 38% in 2023, underscoring growing trust in AI capabilities. This personalization enables gamified solutions to adapt dynamically to patient progress. For example, Simple Life, an AI health coaching app, revealed in October 2025 that its AI coach delivered 19 million coaching messages in January 2025 alone, supporting personalized, scalable weight loss plans. This advanced tailoring fosters sustained behavioral change more effectively than generic approaches.

Key Market Players

  • Akili, Inc.
  • Evolv Rehabilitation Technologies S.L.
  • BrainLab AG
  • CogniFit Inc.
  • Fitbit International Limited
  • Google LLC
  • Ayogo Health Inc.
  • Microsoft Corporation

Report Scope:

In this report, the Global Healthcare Gamification Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Healthcare Gamification Market, By Game Type:

  • Casual Games
  • Serious Game
  • Exercise Games

Healthcare Gamification Market, By Application:

  • Prevention
  • Therapeutic
  • Education
  • Others

Healthcare Gamification Market, By End-User:

  • Enterprise based
  • Consumer based

Healthcare Gamification Market, By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies presents in the Global Healthcare Gamification Market.

Available Customizations:

Global Healthcare Gamification Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Healthcare Gamification Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Game Type (Casual Games, Serious Game, Exercise Games)
    • 5.2.2. By Application (Prevention, Therapeutic, Education, Others)
    • 5.2.3. By End-User (Enterprise based, Consumer based)
    • 5.2.4. By Region
    • 5.2.5. By Company (2024)
  • 5.3. Market Map

6. North America Healthcare Gamification Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Game Type
    • 6.2.2. By Application
    • 6.2.3. By End-User
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Healthcare Gamification Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Game Type
        • 6.3.1.2.2. By Application
        • 6.3.1.2.3. By End-User
    • 6.3.2. Canada Healthcare Gamification Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Game Type
        • 6.3.2.2.2. By Application
        • 6.3.2.2.3. By End-User
    • 6.3.3. Mexico Healthcare Gamification Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Game Type
        • 6.3.3.2.2. By Application
        • 6.3.3.2.3. By End-User

7. Europe Healthcare Gamification Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Game Type
    • 7.2.2. By Application
    • 7.2.3. By End-User
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Healthcare Gamification Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Game Type
        • 7.3.1.2.2. By Application
        • 7.3.1.2.3. By End-User
    • 7.3.2. France Healthcare Gamification Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Game Type
        • 7.3.2.2.2. By Application
        • 7.3.2.2.3. By End-User
    • 7.3.3. United Kingdom Healthcare Gamification Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Game Type
        • 7.3.3.2.2. By Application
        • 7.3.3.2.3. By End-User
    • 7.3.4. Italy Healthcare Gamification Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Game Type
        • 7.3.4.2.2. By Application
        • 7.3.4.2.3. By End-User
    • 7.3.5. Spain Healthcare Gamification Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Game Type
        • 7.3.5.2.2. By Application
        • 7.3.5.2.3. By End-User

8. Asia Pacific Healthcare Gamification Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Game Type
    • 8.2.2. By Application
    • 8.2.3. By End-User
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Healthcare Gamification Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Game Type
        • 8.3.1.2.2. By Application
        • 8.3.1.2.3. By End-User
    • 8.3.2. India Healthcare Gamification Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Game Type
        • 8.3.2.2.2. By Application
        • 8.3.2.2.3. By End-User
    • 8.3.3. Japan Healthcare Gamification Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Game Type
        • 8.3.3.2.2. By Application
        • 8.3.3.2.3. By End-User
    • 8.3.4. South Korea Healthcare Gamification Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Game Type
        • 8.3.4.2.2. By Application
        • 8.3.4.2.3. By End-User
    • 8.3.5. Australia Healthcare Gamification Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Game Type
        • 8.3.5.2.2. By Application
        • 8.3.5.2.3. By End-User

9. Middle East & Africa Healthcare Gamification Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Game Type
    • 9.2.2. By Application
    • 9.2.3. By End-User
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Healthcare Gamification Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Game Type
        • 9.3.1.2.2. By Application
        • 9.3.1.2.3. By End-User
    • 9.3.2. UAE Healthcare Gamification Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Game Type
        • 9.3.2.2.2. By Application
        • 9.3.2.2.3. By End-User
    • 9.3.3. South Africa Healthcare Gamification Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Game Type
        • 9.3.3.2.2. By Application
        • 9.3.3.2.3. By End-User

10. South America Healthcare Gamification Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Game Type
    • 10.2.2. By Application
    • 10.2.3. By End-User
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Healthcare Gamification Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Game Type
        • 10.3.1.2.2. By Application
        • 10.3.1.2.3. By End-User
    • 10.3.2. Colombia Healthcare Gamification Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Game Type
        • 10.3.2.2.2. By Application
        • 10.3.2.2.3. By End-User
    • 10.3.3. Argentina Healthcare Gamification Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Game Type
        • 10.3.3.2.2. By Application
        • 10.3.3.2.3. By End-User

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Healthcare Gamification Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Akili, Inc.
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. Evolv Rehabilitation Technologies S.L.
  • 15.3. BrainLab AG
  • 15.4. CogniFit Inc.
  • 15.5. Fitbit International Limited
  • 15.6. Google LLC
  • 15.7. Ayogo Health Inc.
  • 15.8. Microsoft Corporation

16. Strategic Recommendations

17. About Us & Disclaimer

샘플 요청 목록
0 건의 상품을 선택 중
목록 보기
전체삭제