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市場調査レポート
商品コード
1518443
ヘルスケアゲーミフィケーション市場:オファリング別、エンドユーザー別、展開モード別、地域別 - 2030年までの世界予測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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ヘルスケアゲーミフィケーション市場:オファリング別、エンドユーザー別、展開モード別、地域別 - 2030年までの世界予測 |
出版日: 2024年06月01日
発行: Meticulous Research
ページ情報: 英文 230 Pages
納期: 5~7営業日
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Meticulous Research(R)の調査レポート「ヘルスケアゲーミフィケーション市場:オファリング別(ソリューション、サービス)、エンドユーザー別(消費者、企業)、展開モード別(クラウドベース、オンプレミス)、地域別 - 2031年までの世界予測」は、主要5地域のヘルスケア市場を詳細に分析し、現在の市場動向、市場規模、市場シェア、最近の動向、2031年までの予測などに焦点を当てています。
ヘルスケアゲーミフィケーション市場は、2024年から2031年までのCAGRが21.9%で、2031年までに43億米ドルに達すると予測されます。
この市場の成長を促進しているのは、健康意識の高まりと、患者の健康増進と医療治療のためにヘルスケアゲーミフィケーションの利用が拡大していることです。しかし、ユーザーとの長期的なエンゲージメントを維持することの難しさが、この市場の成長を抑制しています。
さらに、ゲーミフィケーション・ツールの利用による医学生の定期的な知識の更新や、疾病予防に対する意識の高まりは、市場の成長機会を生み出すと期待されています。しかし、慢性疾患の治療におけるゲーミフィケーションの効果が限定的であることは、この市場で事業を展開する企業にとって大きな課題です。さらに、ゲーミフィケーションにおけるAI、ML、AR、VRの採用の高まりや、ヘルスケアやウェルビーイングのアプリに簡単にアクセスできるスマートフォンユーザーの増加は、ヘルスケアゲーミフィケーション市場の動向の一部です。
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).
Healthcare Gamification Market Assessment-by Offering
Healthcare Gamification Market Assessment-by Deployment Mode
Healthcare Gamification Market Assessment-by End User
Healthcare Gamification Market Assessment-by Geography