デフォルト表紙
市場調査レポート
商品コード
1179593

ヘルスケアゲーミフィケーション市場:ゲームタイプ(エクササイズゲーム、シリアスゲーム、カジュアルゲーム)、用途(教育、治療、予防)、エンドユーザー(企業ベース、消費者ベース)別:世界の機会分析&産業予測、2021-2031年

Healthcare Gamification Market By Game Type (Exercise Games, Serious Games, Casual Games), Application (Education, Therapeutics, Prevention), End User (Enterprise Based, Consumer Based): Global Opportunity Analysis & Industry Forecast, 2021-2031

出版日: | 発行: Allied Market Research | ページ情報: 英文 200 Pages | 納期: 2~3営業日

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=157.14円
ヘルスケアゲーミフィケーション市場:ゲームタイプ(エクササイズゲーム、シリアスゲーム、カジュアルゲーム)、用途(教育、治療、予防)、エンドユーザー(企業ベース、消費者ベース)別:世界の機会分析&産業予測、2021-2031年
出版日: 2022年09月01日
発行: Allied Market Research
ページ情報: 英文 200 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のヘルスケアゲーミフィケーション市場は、2021年の32億6000万米ドルから2031年までに90億4090万米ドルを獲得し、2022年から2031年までのCAGRは11.0%になると想定されています。

今日、私たちは、スマートフォン、スマートウォッチ、ラップトップ、デスクトップ、タブレットなどの高度な計算機など、さまざまな電子機器やデバイスに囲まれて生活しています。その結果、アプリ開発者は、患者の日常活動を監視・追跡するためのモバイルアプリ、ゲーム、ツールを開発しています。

ビデオゲームは米国では数百万米ドル規模の産業ですが、ビデオゲームは健康に悪い影響を与えるとされています。しかし、ビデオゲームは治療目的に役立つことがあります。デジタルコンサルタントや医療従事者は、ビデオゲームを使って、患者の慢性的・急性的な痛みから目をそらすことができます。

また、これらのゲームは、健康教育や糖尿病管理に関する知識の提供にも役立っています。糖尿病や喘息の自己管理以外にも、ビデオゲームには自尊心を高め、心理療法的な治療をサポートする可能性があります。さらに、ビデオゲームは、医療従事者の内視鏡技術のトレーニングなど、医療従事者の認知能力を高めるために利用されています。

ヘルスケア関係者によると、ライフスタイルの変化により、若くても重度の慢性疾患や精神障害の発生率が高まっているとのことです。その結果、人々の意識が高まり、健康維持に力を入れるようになったため、ゲーミフィケーション・ソリューションを利用して、健康状態や全体的な活力をモニターするケースが増えています。また、メンタルヘルスにまつわるスティグマ(偏見)も解消されつつあり、人々は自分自身のメンタルヘルスをより意識するようになってきています。このような要因が、予測期間中のヘルスケアゲーミフィケーション市場の需要を促進しています。

農村部や半都市部の人々は、普及率の低さや知識・教育の不足から、ヘルスケアゲーミフィケーションのアプリやツールに気づいていないです。また、アプリやツールの中には、健康やフィットネスに関する情報を収集するだけでなく、位置情報や閲覧履歴、メール、場所など多くのデータを収集し、ユーザーのプライバシーを阻害するものがあります。このような要因が、世界のヘルスケアゲーミフィケーション市場の成長を阻害することが予想されます。

ヘルスケアアプリケーションにおけるゲームは、単に娯楽や患者の動機付けのためだけでなく、患者と医療従事者間の教育や病気に関する情報の伝達にも利用されています。これらのゲームは、革新的なコンピュータ技術を用いて開発されており、シミュレーションを通じて、薬の副作用や病気について患者を教育することができます。ヘルスケア分野におけるゲームの認知度向上と浸透は、今後数年のうちに成長機会をもたらすでしょう。

COVID-19の大流行により、コロナウイルスの拡散に対抗するために数カ国から課せられた制限のため、多くの産業分野のサプライチェーンに支障が生じました。しかし、医療従事者が患者の治療にモバイルアプリ、ゲーム、その他のツールを使用するようになったため、ヘルスケア用途のゲームの需要が高まりました。COVID-19が流行した際、一部のヘルスケアゲーミフィケーション企業は、シリアスゲームがCOVID-19の予防策を大人に教えるための効果的なヘルスケアツールとして評価されることを目指したのです。近年、最も基本的なゲーミフィケーション戦略を用いて、ユーザーの健康増進を促すアプリが何百と開発されています。例えば、英国に拠点を置くスタートアップ企業であるClinicoinは、定期検診や運動など、推奨される健康上のステップを踏むと、患者に暗号通貨で報酬を与えています。その結果、COVID-19はヘルスケアゲーミフィケーション市場に好影響を与えています。

目次

第1章 イントロダクション

第2章 エグゼクティブサマリー

第3章 市場の概要

  • 市場の定義と範囲
  • 主な調査結果
    • 主な投資ポケット
  • ポーターのファイブフォース分析
  • 主要企業のポジショニング
  • 市場力学
    • 促進要因
    • 抑制要因
    • 機会
  • COVID-19 影響分析
  • バリューチェーン分析
  • 主要な規制の分析
  • 特許情勢
  • 規制ガイドライン
  • 市場シェア分析

第4章 ヘルスケアゲーミフィケーション市場:ゲームタイプ別

  • 市場概要
    • 市場規模・予測
  • 運動系ゲーム
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別
  • シリアスゲーム
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別
  • カジュアルゲーム
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別

第5章 ヘルスケアゲーミフィケーション市場:用途別

  • 概要
    • 市場規模・予測
  • 教育分野
    • 主な市場動向、成長要因と機会
    • 市場規模・予測:地域別
    • 市場分析:国別
  • 治療分野
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別
  • 予防分野
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別

第6章 ヘルスケアゲーミフィケーション市場:エンドユーザー別

  • 概要
    • 市場規模・予測
  • エンタープライズベース
    • 主な市場動向、成長要因と機会
    • 市場規模・予測:地域別
    • 市場分析:国別
  • コンシューマーベース
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別

第7章 ヘルスケアゲーミフィケーション市場:地域別

  • 概要
    • 市場規模・予測
  • 北米
    • 主な動向と機会
    • 北米市場規模・予測:ゲームタイプ別
    • 北米市場規模・予測:用途別
    • 北米市場規模・予測:エンドユーザー別
    • 北米市場規模・予測:国別
      • 米国
      • カナダ
      • メキシコ
  • 欧州
    • 主な動向と機会
    • 欧州市場規模・予測:ゲームタイプ別
    • 欧州市場規模・予測:用途別
    • 欧州市場規模・予測:エンドユーザー別
    • 欧州市場規模・予測:国別
      • ドイツ
      • 英国
      • フランス
      • スペイン
      • イタリア
      • その他の欧州
  • アジア太平洋地域
    • 主な動向と機会
    • アジア太平洋地域の市場規模・予測:ゲームタイプ別
    • アジア太平洋地域の市場規模・予測:用途別
    • アジア太平洋地域の市場規模・予測:エンドユーザー別
    • アジア太平洋地域の市場規模・予測:国別
      • 中国
      • 日本
      • インド
      • 韓国
      • オーストラリア
      • その他アジア太平洋地域
  • LAMEA
    • 主な動向と機会
    • LAMEAの市場規模・予測:ゲームタイプ別
    • LAMEAの市場規模・予測:用途別
    • LAMEAの市場規模・予測:エンドユーザー別
    • LAMEAの市場規模・予測:国別
      • ブラジル
      • サウジアラビア
      • UAE
      • 南アフリカ
      • LAMEAの残りの地域

第8章 企業情勢

  • イントロダクション
  • 主要成功戦略
  • 主要10社の製品マッピング
  • 競合ダッシュボード
  • 競合のヒートマップ
  • 主な発展

第9章 企業プロファイル

  • Fitbit, Inc
  • Ayogo Health Inc
  • hubbub health, inc
  • Microsoft
  • Bunchball inc
  • EveryMove
  • Akili Interactive Labs, Inc
  • CogniFit
  • Mango Health
  • Nike, Inc.
図表

LIST OF TABLES

  • TABLE 1. GLOBAL HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 2. HEALTHCARE GAMIFICATION MARKET SIZE, FOR EXERCISE GAMES, BY REGION, 2021-2031 ($MILLION)
  • TABLE 3. HEALTHCARE GAMIFICATION MARKET FOR EXERCISE GAMES, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 4. HEALTHCARE GAMIFICATION MARKET SIZE, FOR SERIOUS GAMES, BY REGION, 2021-2031 ($MILLION)
  • TABLE 5. HEALTHCARE GAMIFICATION MARKET FOR SERIOUS GAMES, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 6. HEALTHCARE GAMIFICATION MARKET SIZE, FOR CASUAL GAMES, BY REGION, 2021-2031 ($MILLION)
  • TABLE 7. HEALTHCARE GAMIFICATION MARKET FOR CASUAL GAMES, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 8. GLOBAL HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 9. HEALTHCARE GAMIFICATION MARKET SIZE, FOR EDUCATION, BY REGION, 2021-2031 ($MILLION)
  • TABLE 10. HEALTHCARE GAMIFICATION MARKET FOR EDUCATION, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 11. HEALTHCARE GAMIFICATION MARKET SIZE, FOR THERAPEUTICS, BY REGION, 2021-2031 ($MILLION)
  • TABLE 12. HEALTHCARE GAMIFICATION MARKET FOR THERAPEUTICS, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 13. HEALTHCARE GAMIFICATION MARKET SIZE, FOR PREVENTION, BY REGION, 2021-2031 ($MILLION)
  • TABLE 14. HEALTHCARE GAMIFICATION MARKET FOR PREVENTION, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 15. GLOBAL HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 16. HEALTHCARE GAMIFICATION MARKET SIZE, FOR ENTERPRISE BASED, BY REGION, 2021-2031 ($MILLION)
  • TABLE 17. HEALTHCARE GAMIFICATION MARKET FOR ENTERPRISE BASED, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 18. HEALTHCARE GAMIFICATION MARKET SIZE, FOR CONSUMER BASED, BY REGION, 2021-2031 ($MILLION)
  • TABLE 19. HEALTHCARE GAMIFICATION MARKET FOR CONSUMER BASED, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 20. HEALTHCARE GAMIFICATION MARKET, BY REGION, 2021-2031 ($MILLION)
  • TABLE 21. NORTH AMERICA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 22. NORTH AMERICA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 23. NORTH AMERICA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 24. NORTH AMERICA HEALTHCARE GAMIFICATION MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 25. U.S. HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 26. U.S. HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 27. U.S. HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 28. CANADA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 29. CANADA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 30. CANADA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 31. MEXICO HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 32. MEXICO HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 33. MEXICO HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 34. EUROPE HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 35. EUROPE HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 36. EUROPE HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 37. EUROPE HEALTHCARE GAMIFICATION MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 38. GERMANY HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 39. GERMANY HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 40. GERMANY HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 41. UK HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 42. UK HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 43. UK HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 44. FRANCE HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 45. FRANCE HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 46. FRANCE HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 47. SPAIN HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 48. SPAIN HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 49. SPAIN HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 50. ITALY HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 51. ITALY HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 52. ITALY HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 53. REST OF EUROPE HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 54. REST OF EUROPE HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 55. REST OF EUROPE HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 56. ASIA-PACIFIC HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 57. ASIA-PACIFIC HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 58. ASIA-PACIFIC HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 59. ASIA-PACIFIC HEALTHCARE GAMIFICATION MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 60. CHINA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 61. CHINA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 62. CHINA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 63. JAPAN HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 64. JAPAN HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 65. JAPAN HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 66. INDIA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 67. INDIA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 68. INDIA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 69. SOUTH KOREA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 70. SOUTH KOREA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 71. SOUTH KOREA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 72. AUSTRALIA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 73. AUSTRALIA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 74. AUSTRALIA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 75. REST OF ASIA PACIFIC HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 76. REST OF ASIA PACIFIC HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 77. REST OF ASIA PACIFIC HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 78. LAMEA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 79. LAMEA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 80. LAMEA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 81. LAMEA HEALTHCARE GAMIFICATION MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 82. BRAZIL HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 83. BRAZIL HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 84. BRAZIL HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 85. SAUDI ARABIA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 86. SAUDI ARABIA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 87. SAUDI ARABIA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 88. UAE HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 89. UAE HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 90. UAE HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 91. SOUTH AFRICA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 92. SOUTH AFRICA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 93. SOUTH AFRICA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 94. REST OF LAMEA HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
  • TABLE 95. REST OF LAMEA HEALTHCARE GAMIFICATION MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 96. REST OF LAMEA HEALTHCARE GAMIFICATION MARKET, BY END USER, 2021-2031 ($MILLION)
  • TABLE 97.FITBIT, INC: COMPANY SNAPSHOT
  • TABLE 98.FITBIT, INC: OPERATING SEGMENTS
  • TABLE 99.FITBIT, INC: PRODUCT PORTFOLIO
  • TABLE 100.FITBIT, INC: NET SALES,
  • TABLE 101.FITBIT, INC: KEY STRATERGIES
  • TABLE 102.AYOGO HEALTH INC: COMPANY SNAPSHOT
  • TABLE 103.AYOGO HEALTH INC: OPERATING SEGMENTS
  • TABLE 104.AYOGO HEALTH INC: PRODUCT PORTFOLIO
  • TABLE 105.AYOGO HEALTH INC: NET SALES,
  • TABLE 106.AYOGO HEALTH INC: KEY STRATERGIES
  • TABLE 107.HUBBUB HEALTH, INC: COMPANY SNAPSHOT
  • TABLE 108.HUBBUB HEALTH, INC: OPERATING SEGMENTS
  • TABLE 109.HUBBUB HEALTH, INC: PRODUCT PORTFOLIO
  • TABLE 110.HUBBUB HEALTH, INC: NET SALES,
  • TABLE 111.HUBBUB HEALTH, INC: KEY STRATERGIES
  • TABLE 112.MICROSOFT: COMPANY SNAPSHOT
  • TABLE 113.MICROSOFT: OPERATING SEGMENTS
  • TABLE 114.MICROSOFT: PRODUCT PORTFOLIO
  • TABLE 115.MICROSOFT: NET SALES,
  • TABLE 116.MICROSOFT: KEY STRATERGIES
  • TABLE 117.BUNCHBALL INC: COMPANY SNAPSHOT
  • TABLE 118.BUNCHBALL INC: OPERATING SEGMENTS
  • TABLE 119.BUNCHBALL INC: PRODUCT PORTFOLIO
  • TABLE 120.BUNCHBALL INC: NET SALES,
  • TABLE 121.BUNCHBALL INC: KEY STRATERGIES
  • TABLE 122.EVERYMOVE: COMPANY SNAPSHOT
  • TABLE 123.EVERYMOVE: OPERATING SEGMENTS
  • TABLE 124.EVERYMOVE: PRODUCT PORTFOLIO
  • TABLE 125.EVERYMOVE: NET SALES,
  • TABLE 126.EVERYMOVE: KEY STRATERGIES
  • TABLE 127.AKILI INTERACTIVE LABS, INC: COMPANY SNAPSHOT
  • TABLE 128.AKILI INTERACTIVE LABS, INC: OPERATING SEGMENTS
  • TABLE 129.AKILI INTERACTIVE LABS, INC: PRODUCT PORTFOLIO
  • TABLE 130.AKILI INTERACTIVE LABS, INC: NET SALES,
  • TABLE 131.AKILI INTERACTIVE LABS, INC: KEY STRATERGIES
  • TABLE 132.COGNIFIT: COMPANY SNAPSHOT
  • TABLE 133.COGNIFIT: OPERATING SEGMENTS
  • TABLE 134.COGNIFIT: PRODUCT PORTFOLIO
  • TABLE 135.COGNIFIT: NET SALES,
  • TABLE 136.COGNIFIT: KEY STRATERGIES
  • TABLE 137.MANGO HEALTH: COMPANY SNAPSHOT
  • TABLE 138.MANGO HEALTH: OPERATING SEGMENTS
  • TABLE 139.MANGO HEALTH: PRODUCT PORTFOLIO
  • TABLE 140.MANGO HEALTH: NET SALES,
  • TABLE 141.MANGO HEALTH: KEY STRATERGIES
  • TABLE 142.NIKE, INC.: COMPANY SNAPSHOT
  • TABLE 143.NIKE, INC.: OPERATING SEGMENTS
  • TABLE 144.NIKE, INC.: PRODUCT PORTFOLIO
  • TABLE 145.NIKE, INC.: NET SALES,
  • TABLE 146.NIKE, INC.: KEY STRATERGIES

LIST OF FIGURES

  • FIGURE 1.HEALTHCARE GAMIFICATION MARKET SEGMENTATION
  • FIGURE 2.HEALTHCARE GAMIFICATION MARKET,2021-2031
  • FIGURE 3.HEALTHCARE GAMIFICATION MARKET,2021-2031
  • FIGURE 4. TOP INVESTMENT POCKETS, BY REGION
  • FIGURE 5.PORTER FIVE-1
  • FIGURE 6.PORTER FIVE-2
  • FIGURE 7.PORTER FIVE-3
  • FIGURE 8.PORTER FIVE-4
  • FIGURE 9.PORTER FIVE-5
  • FIGURE 10.TOP PLAYER POSITIONING
  • FIGURE 11.HEALTHCARE GAMIFICATION MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
  • FIGURE 12.VALUE CHAIN ANALYSIS
  • FIGURE 13.KEY REGULATION ANALYSIS
  • FIGURE 14.PATENT ANALYSIS BY COMPANY
  • FIGURE 15.PATENT ANALYSIS BY COUNTRY
  • FIGURE 16.REGULATORY GUIDELINES
  • FIGURE 17.MARKET SHARE ANALYSIS
  • FIGURE 18.HEALTHCARE GAMIFICATION MARKET,BY GAME TYPE,2021(%)
  • FIGURE 19.COMPARATIVE SHARE ANALYSIS OF EXERCISE GAMES HEALTHCARE GAMIFICATION MARKET,2021-2031(%)
  • FIGURE 20.COMPARATIVE SHARE ANALYSIS OF SERIOUS GAMES HEALTHCARE GAMIFICATION MARKET,2021-2031(%)
  • FIGURE 21.COMPARATIVE SHARE ANALYSIS OF CASUAL GAMES HEALTHCARE GAMIFICATION MARKET,2021-2031(%)
  • FIGURE 22.HEALTHCARE GAMIFICATION MARKET,BY APPLICATION,2021(%)
  • FIGURE 23.COMPARATIVE SHARE ANALYSIS OF EDUCATION HEALTHCARE GAMIFICATION MARKET,2021-2031(%)
  • FIGURE 24.COMPARATIVE SHARE ANALYSIS OF THERAPEUTICS HEALTHCARE GAMIFICATION MARKET,2021-2031(%)
  • FIGURE 25.COMPARATIVE SHARE ANALYSIS OF PREVENTION HEALTHCARE GAMIFICATION MARKET,2021-2031(%)
  • FIGURE 26.HEALTHCARE GAMIFICATION MARKET,BY END USER,2021(%)
  • FIGURE 27.COMPARATIVE SHARE ANALYSIS OF ENTERPRISE BASED HEALTHCARE GAMIFICATION MARKET,2021-2031(%)
  • FIGURE 28.COMPARATIVE SHARE ANALYSIS OF CONSUMER BASED HEALTHCARE GAMIFICATION MARKET,2021-2031(%)
  • FIGURE 29.HEALTHCARE GAMIFICATION MARKET BY REGION,2021
  • FIGURE 30.U.S. HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 31.CANADA HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 32.MEXICO HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 33.GERMANY HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 34.UK HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 35.FRANCE HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 36.SPAIN HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 37.ITALY HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 38.REST OF EUROPE HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 39.CHINA HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 40.JAPAN HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 41.INDIA HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 42.SOUTH KOREA HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 43.AUSTRALIA HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 44.REST OF ASIA PACIFIC HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 45.BRAZIL HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 46.SAUDI ARABIA HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 47.UAE HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 48.SOUTH AFRICA HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 49.REST OF LAMEA HEALTHCARE GAMIFICATION MARKET,2021-2031($MILLION)
  • FIGURE 50. TOP WINNING STRATEGIES, BY YEAR
  • FIGURE 51. TOP WINNING STRATEGIES, BY DEVELOPMENT
  • FIGURE 52. TOP WINNING STRATEGIES, BY COMPANY
  • FIGURE 53.PRODUCT MAPPING OF TOP 10 PLAYERS
  • FIGURE 54.COMPETITIVE DASHBOARD
  • FIGURE 55.COMPETITIVE HEATMAP OF TOP 10 KEY PLAYERS
  • FIGURE 56.FITBIT, INC.: NET SALES ,($MILLION)
  • FIGURE 57.AYOGO HEALTH INC.: NET SALES ,($MILLION)
  • FIGURE 58.HUBBUB HEALTH, INC.: NET SALES ,($MILLION)
  • FIGURE 59.MICROSOFT.: NET SALES ,($MILLION)
  • FIGURE 60.BUNCHBALL INC.: NET SALES ,($MILLION)
  • FIGURE 61.EVERYMOVE.: NET SALES ,($MILLION)
  • FIGURE 62.AKILI INTERACTIVE LABS, INC.: NET SALES ,($MILLION)
  • FIGURE 63.COGNIFIT.: NET SALES ,($MILLION)
  • FIGURE 64.MANGO HEALTH.: NET SALES ,($MILLION)
  • FIGURE 65.NIKE, INC..: NET SALES ,($MILLION)
目次
Product Code: A10988

The global healthcare gamification market is envisioned to garner $9,040.9 million by 2031, growing from $3,260.0 million in 2021 at a CAGR of 11.0% from 2022 to 2031.

Today we live with wide variety of electronic gadgets and devices such as smart phones, smart watches, highly equipped computational machines such as laptops, desktops, tablets. As a result, app developers have develop mobile apps, games and tools to monitor and track patient daily activities.

Video gaming is a multi-million dollar industry in the U.S. Although video games are associated with a negative effect on health. However, video games can be useful for therapeutic purposes. Digital consultants and medical practitioners use video games to distract patients from chronic and acute pain.

These games also aid in providing health education and knowledge of diabetes management. Apart from self-management of diabetes and asthma management, video games have the potential to increase self-esteem and support psychotherapeutic treatment. In addition, video games have been used to enhance the cognitive ability of medical practitioners, such as training medical practitioners on endoscopic skills.

According to healthcare providers, changing lifestyle is increasing the incidence of severe chronic diseases and mental disorders, even at a young age. As a result, as people become more conscious and put more effort into maintaining their health, they are increasingly using gamified solutions to monitor their health and overall vitality. The stigma associated with mental health is also dissolving, and people are becoming more aware of their own mental health. Such factors are driving the demand for healthcare gamification market during the forecast period.

People in rural and semi-urban areas are unaware of healthcare gamification apps and tools owing to the low penetration and lack of knowledge & education. Besides, some apps and tools do just not collect information about health and fitness, they also collect data about your location, browsing history, emails, location, and many more data, thereby hampering user privacy. Such factors are expected to hinder the growth of the global healthcare gamification market.

Games in healthcare applications are not merely for entertainment and patient motivation, they are also used for educating and channeling information about diseases between patients and medical practitioners. These games are developed using innovative computer technologies, which can educate patients about the side effect of medicines and diseases through simulation. Growing awareness and penetration of games in the healthcare sector will provide growth opportunities in the coming years.

The COVID-19 pandemic hampered the supply chain of many industrial sectors due to restrictions imposed by several countries to combat the spread of coronavirus. However, the demand for games in healthcare applications grew, as medical practitioners were using mobile apps, games, and other tools to treat patients. During the COVID-19 pandemic, some healthcare gamification companies aimed to evaluate serious games as an effective healthcare tool for teaching adults about COVID-19 prevention measures. Hundreds of apps have been developed in recent years that have used the most basic gamification strategies to encourage users to improve their health. For example, Clinicoin, a UK-based start-up, rewards patients with cryptocurrency when they follow recommended health steps such as regular check-ups and exercise. As a result, COVID-19 has had a positive effect on the healthcare gamification market.

The key players profiled in the Healthcare Gamification market report include Fitbit, Nike, Mango Health, Ayogo Health, Hubbub Health, Bunchball, Microsoft, EveryMove, Microsoft, Akili Interactive labs, and JawBone among others.

Key Benefits For Stakeholders

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the healthcare gamification market analysis from 2021 to 2031 to identify the prevailing healthcare gamification market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the healthcare gamification market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global healthcare gamification market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

  • By Game Type
  • Exercise Games
  •  Serious Games
  • Casual Games
  • By Application
  • Education
  • Therapeutic
  • Prevention
  • Others
  • By End-Use
  • Consumer Based
  • Enterprise Based
  • By Region
  • North America
  • U.S.
  • Canada
  • Mexico
  • Europe
  • Germany
  • France
  • UK
  • Italy
  • Spain
  • Rest of Europe
  • Asia-Pacific
  • Japan
  • China
  • India
  • Australia
  • South Korea
  • Rest of Asia-Pacific
  • LAMEA
  • Brazil
  • Saudi Arabia
  • United Arab Emirates
  • South Africa
  • Rest of LAMEA

List of Key Players Profiled in the Report

  • Nike
  • Ayogo Health
  • Fitbit
  •  Bunchball
  • Microsoft
  • EveryMove
  •  Hubbub Health
  • Akili Interactive labs
  • Mango Health
  • JawBone

Key Market Segments

By Game Type

  • Exercise Games
  • Serious Games
  • Casual Games

By Application

  • Education
  • Therapeutics
  • Prevention

By End User

  • Enterprise Based
  • Consumer Based

By Region

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Rest of Europe
    • Germany
    • UK
    • France
    • Spain
    • Italy
  • Asia-Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Rest Of Asia Pacific
  • LAMEA
    • Brazil
    • Saudi Arabia
    • UAE
    • South Africa
    • Rest of LAMEA
  • Key Market Players
    • Fitbit, Inc
    • Ayogo Health Inc
    • hubbub health, inc
    • Microsoft
    • Bunchball inc
    • EveryMove
    • Akili Interactive Labs, Inc
    • CogniFit
    • Mango Health
    • Nike, Inc.

TABLE OF CONTENTS

CHAPTER 1:INTRODUCTION

  • 1.1.Report description
  • 1.2.Key market segments
  • 1.3.Key benefits to the stakeholders
  • 1.4.Research Methodology
    • 1.4.1.Secondary research
    • 1.4.2.Primary research
    • 1.4.3.Analyst tools and models

CHAPTER 2:EXECUTIVE SUMMARY

  • 2.1.Key findings of the study
  • 2.2.CXO Perspective

CHAPTER 3:MARKET OVERVIEW

  • 3.1.Market definition and scope
  • 3.2.Key findings
    • 3.2.1.Top investment pockets
  • 3.3.Porter's five forces analysis
  • 3.4.Top player positioning
  • 3.5.Market dynamics
    • 3.5.1.Drivers
    • 3.5.2.Restraints
    • 3.5.3.Opportunities
  • 3.6.COVID-19 Impact Analysis on the market
  • 3.7.Value Chain Analysis
  • 3.8.Key Regulation Analysis
  • 3.9.Patent Landscape
  • 3.10.Regulatory Guidelines
  • 3.11.Market Share Analysis

CHAPTER 4: HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE

  • 4.1 Overview
    • 4.1.1 Market size and forecast
  • 4.2 Exercise Games
    • 4.2.1 Key market trends, growth factors and opportunities
    • 4.2.2 Market size and forecast, by region
    • 4.2.3 Market analysis by country
  • 4.3 Serious Games
    • 4.3.1 Key market trends, growth factors and opportunities
    • 4.3.2 Market size and forecast, by region
    • 4.3.3 Market analysis by country
  • 4.4 Casual Games
    • 4.4.1 Key market trends, growth factors and opportunities
    • 4.4.2 Market size and forecast, by region
    • 4.4.3 Market analysis by country

CHAPTER 5: HEALTHCARE GAMIFICATION MARKET, BY APPLICATION

  • 5.1 Overview
    • 5.1.1 Market size and forecast
  • 5.2 Education
    • 5.2.1 Key market trends, growth factors and opportunities
    • 5.2.2 Market size and forecast, by region
    • 5.2.3 Market analysis by country
  • 5.3 Therapeutics
    • 5.3.1 Key market trends, growth factors and opportunities
    • 5.3.2 Market size and forecast, by region
    • 5.3.3 Market analysis by country
  • 5.4 Prevention
    • 5.4.1 Key market trends, growth factors and opportunities
    • 5.4.2 Market size and forecast, by region
    • 5.4.3 Market analysis by country

CHAPTER 6: HEALTHCARE GAMIFICATION MARKET, BY END USER

  • 6.1 Overview
    • 6.1.1 Market size and forecast
  • 6.2 Enterprise Based
    • 6.2.1 Key market trends, growth factors and opportunities
    • 6.2.2 Market size and forecast, by region
    • 6.2.3 Market analysis by country
  • 6.3 Consumer Based
    • 6.3.1 Key market trends, growth factors and opportunities
    • 6.3.2 Market size and forecast, by region
    • 6.3.3 Market analysis by country

CHAPTER 7: HEALTHCARE GAMIFICATION MARKET, BY REGION

  • 7.1 Overview
    • 7.1.1 Market size and forecast
  • 7.2 North America
    • 7.2.1 Key trends and opportunities
    • 7.2.2 North America Market size and forecast, by Game Type
    • 7.2.3 North America Market size and forecast, by Application
    • 7.2.4 North America Market size and forecast, by End User
    • 7.2.5 North America Market size and forecast, by country
      • 7.2.5.1 U.S.
      • 7.2.5.1.1 Market size and forecast, by Game Type
      • 7.2.5.1.2 Market size and forecast, by Application
      • 7.2.5.1.3 Market size and forecast, by End User
      • 7.2.5.2 Canada
      • 7.2.5.2.1 Market size and forecast, by Game Type
      • 7.2.5.2.2 Market size and forecast, by Application
      • 7.2.5.2.3 Market size and forecast, by End User
      • 7.2.5.3 Mexico
      • 7.2.5.3.1 Market size and forecast, by Game Type
      • 7.2.5.3.2 Market size and forecast, by Application
      • 7.2.5.3.3 Market size and forecast, by End User
  • 7.3 Europe
    • 7.3.1 Key trends and opportunities
    • 7.3.2 Europe Market size and forecast, by Game Type
    • 7.3.3 Europe Market size and forecast, by Application
    • 7.3.4 Europe Market size and forecast, by End User
    • 7.3.5 Europe Market size and forecast, by country
      • 7.3.5.1 Germany
      • 7.3.5.1.1 Market size and forecast, by Game Type
      • 7.3.5.1.2 Market size and forecast, by Application
      • 7.3.5.1.3 Market size and forecast, by End User
      • 7.3.5.2 UK
      • 7.3.5.2.1 Market size and forecast, by Game Type
      • 7.3.5.2.2 Market size and forecast, by Application
      • 7.3.5.2.3 Market size and forecast, by End User
      • 7.3.5.3 France
      • 7.3.5.3.1 Market size and forecast, by Game Type
      • 7.3.5.3.2 Market size and forecast, by Application
      • 7.3.5.3.3 Market size and forecast, by End User
      • 7.3.5.4 Spain
      • 7.3.5.4.1 Market size and forecast, by Game Type
      • 7.3.5.4.2 Market size and forecast, by Application
      • 7.3.5.4.3 Market size and forecast, by End User
      • 7.3.5.5 Italy
      • 7.3.5.5.1 Market size and forecast, by Game Type
      • 7.3.5.5.2 Market size and forecast, by Application
      • 7.3.5.5.3 Market size and forecast, by End User
      • 7.3.5.6 Rest of Europe
      • 7.3.5.6.1 Market size and forecast, by Game Type
      • 7.3.5.6.2 Market size and forecast, by Application
      • 7.3.5.6.3 Market size and forecast, by End User
  • 7.4 Asia-Pacific
    • 7.4.1 Key trends and opportunities
    • 7.4.2 Asia-Pacific Market size and forecast, by Game Type
    • 7.4.3 Asia-Pacific Market size and forecast, by Application
    • 7.4.4 Asia-Pacific Market size and forecast, by End User
    • 7.4.5 Asia-Pacific Market size and forecast, by country
      • 7.4.5.1 China
      • 7.4.5.1.1 Market size and forecast, by Game Type
      • 7.4.5.1.2 Market size and forecast, by Application
      • 7.4.5.1.3 Market size and forecast, by End User
      • 7.4.5.2 Japan
      • 7.4.5.2.1 Market size and forecast, by Game Type
      • 7.4.5.2.2 Market size and forecast, by Application
      • 7.4.5.2.3 Market size and forecast, by End User
      • 7.4.5.3 India
      • 7.4.5.3.1 Market size and forecast, by Game Type
      • 7.4.5.3.2 Market size and forecast, by Application
      • 7.4.5.3.3 Market size and forecast, by End User
      • 7.4.5.4 South Korea
      • 7.4.5.4.1 Market size and forecast, by Game Type
      • 7.4.5.4.2 Market size and forecast, by Application
      • 7.4.5.4.3 Market size and forecast, by End User
      • 7.4.5.5 Australia
      • 7.4.5.5.1 Market size and forecast, by Game Type
      • 7.4.5.5.2 Market size and forecast, by Application
      • 7.4.5.5.3 Market size and forecast, by End User
      • 7.4.5.6 Rest Of Asia Pacific
      • 7.4.5.6.1 Market size and forecast, by Game Type
      • 7.4.5.6.2 Market size and forecast, by Application
      • 7.4.5.6.3 Market size and forecast, by End User
  • 7.5 LAMEA
    • 7.5.1 Key trends and opportunities
    • 7.5.2 LAMEA Market size and forecast, by Game Type
    • 7.5.3 LAMEA Market size and forecast, by Application
    • 7.5.4 LAMEA Market size and forecast, by End User
    • 7.5.5 LAMEA Market size and forecast, by country
      • 7.5.5.1 Brazil
      • 7.5.5.1.1 Market size and forecast, by Game Type
      • 7.5.5.1.2 Market size and forecast, by Application
      • 7.5.5.1.3 Market size and forecast, by End User
      • 7.5.5.2 Saudi Arabia
      • 7.5.5.2.1 Market size and forecast, by Game Type
      • 7.5.5.2.2 Market size and forecast, by Application
      • 7.5.5.2.3 Market size and forecast, by End User
      • 7.5.5.3 UAE
      • 7.5.5.3.1 Market size and forecast, by Game Type
      • 7.5.5.3.2 Market size and forecast, by Application
      • 7.5.5.3.3 Market size and forecast, by End User
      • 7.5.5.4 South Africa
      • 7.5.5.4.1 Market size and forecast, by Game Type
      • 7.5.5.4.2 Market size and forecast, by Application
      • 7.5.5.4.3 Market size and forecast, by End User
      • 7.5.5.5 Rest of LAMEA
      • 7.5.5.5.1 Market size and forecast, by Game Type
      • 7.5.5.5.2 Market size and forecast, by Application
      • 7.5.5.5.3 Market size and forecast, by End User

CHAPTER 8: COMPANY LANDSCAPE

  • 8.1. Introduction
  • 8.2. Top winning strategies
  • 8.3. Product Mapping of Top 10 Player
  • 8.4. Competitive Dashboard
  • 8.5. Competitive Heatmap
  • 8.6. Key developments

CHAPTER 9: COMPANY PROFILES

  • 9.1 Fitbit, Inc
    • 9.1.1 Company overview
    • 9.1.2 Company snapshot
    • 9.1.3 Operating business segments
    • 9.1.4 Product portfolio
    • 9.1.5 Business performance
    • 9.1.6 Key strategic moves and developments
  • 9.2 Ayogo Health Inc
    • 9.2.1 Company overview
    • 9.2.2 Company snapshot
    • 9.2.3 Operating business segments
    • 9.2.4 Product portfolio
    • 9.2.5 Business performance
    • 9.2.6 Key strategic moves and developments
  • 9.3 hubbub health, inc
    • 9.3.1 Company overview
    • 9.3.2 Company snapshot
    • 9.3.3 Operating business segments
    • 9.3.4 Product portfolio
    • 9.3.5 Business performance
    • 9.3.6 Key strategic moves and developments
  • 9.4 Microsoft
    • 9.4.1 Company overview
    • 9.4.2 Company snapshot
    • 9.4.3 Operating business segments
    • 9.4.4 Product portfolio
    • 9.4.5 Business performance
    • 9.4.6 Key strategic moves and developments
  • 9.5 Bunchball inc
    • 9.5.1 Company overview
    • 9.5.2 Company snapshot
    • 9.5.3 Operating business segments
    • 9.5.4 Product portfolio
    • 9.5.5 Business performance
    • 9.5.6 Key strategic moves and developments
  • 9.6 EveryMove
    • 9.6.1 Company overview
    • 9.6.2 Company snapshot
    • 9.6.3 Operating business segments
    • 9.6.4 Product portfolio
    • 9.6.5 Business performance
    • 9.6.6 Key strategic moves and developments
  • 9.7 Akili Interactive Labs, Inc
    • 9.7.1 Company overview
    • 9.7.2 Company snapshot
    • 9.7.3 Operating business segments
    • 9.7.4 Product portfolio
    • 9.7.5 Business performance
    • 9.7.6 Key strategic moves and developments
  • 9.8 CogniFit
    • 9.8.1 Company overview
    • 9.8.2 Company snapshot
    • 9.8.3 Operating business segments
    • 9.8.4 Product portfolio
    • 9.8.5 Business performance
    • 9.8.6 Key strategic moves and developments
  • 9.9 Mango Health
    • 9.9.1 Company overview
    • 9.9.2 Company snapshot
    • 9.9.3 Operating business segments
    • 9.9.4 Product portfolio
    • 9.9.5 Business performance
    • 9.9.6 Key strategic moves and developments
  • 9.10 Nike, Inc.
    • 9.10.1 Company overview
    • 9.10.2 Company snapshot
    • 9.10.3 Operating business segments
    • 9.10.4 Product portfolio
    • 9.10.5 Business performance
    • 9.10.6 Key strategic moves and developments