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ヘルスケアゲーミフィケーション市場の2030年までの予測: タイプ別、用途別、エンドユーザー別、地域別の世界分析

Healthcare Gamification Market Forecasts to 2030 - Global Analysis By Type (Casual Games, Exercise Games and Serious Games), Application (Therapeutic, Prevention, Education and Others Applications), End User and By Geography

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

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価格
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ヘルスケアゲーミフィケーション市場の2030年までの予測: タイプ別、用途別、エンドユーザー別、地域別の世界分析
出版日: 2024年01月01日
発行: Stratistics Market Research Consulting
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

Stratistics MRCによると、世界のヘルスケアゲーミフィケーション市場は2023年に39億米ドルを占め、予測期間中のCAGRは24.6%で成長し、2030年には183億米ドルに達する見込みです。

ヘルスケアゲーミフィケーションとは、患者のエンゲージメントを高め、健康的な行動を促進し、全体的なウェルネスを向上させることを目的として、ゲームの要素、仕組み、デザインの原則を医療行為に統合することを指します。このアプローチは、日常的なヘルスケア活動を楽しく目標志向の体験に変え、達成感とモチベーションを醸成します。

WHOによると、慢性疾患に苦しむ患者は2008年の39%から2030年には51%に増加すると予想されています。

遠隔モニタリングと遠隔医療サポート

遠隔医療とゲーミフィケーションの出現は、遠隔患者モニタリングにダイナミックなレイヤーを追加し、ヘルスケア交流をより魅力的で効果的なものにします。遠隔医療プラットフォームに統合されたアプリケーションの中には、リアルタイムの健康データ追跡、服薬リマインダー、パーソナライズされた健康課題などの機能を提供するものもあります。さらに、遠隔医療におけるゲーミフィケーションは、患者とヘルスケア専門家の架け橋となり、健康指標のモニタリングに積極的に参加する動機付けを与えることで、市場の拡大に寄与しています。

高コスト

ゲーム化されたヘルスケア・アプリケーションの全体的なコストは、ユーザー獲得、マーケティング、継続的なメンテナンスのコストによって増加します。ヘルスケアプロバイダーは、現在のヘルスケアインフラにゲーム化ソリューションを導入する際、財政的な困難に直面します。さらに、ゲームデザインとヘルスケアゲーミフィケーションの両方の経験を持つ有資格者が必要とされるため、競合市場や人件費の高騰が生じます。また、カスタマイズや電子カルテ(EHR)との相互運用性も、多大な開発費用の原因となり、市場開拓の妨げとなっています。

患者のコンプライアンス向上

ヘルスケアゲーミフィケーションは、報酬や課題、進捗状況の追跡といったゲームのような機能を統合することで、ゲーミフィケーションされたヘルスケアアプリケーションは患者を魅了し、治療計画に積極的に参加するよう動機付けます。このような参加意欲の向上は、患者の生活習慣の改善や処方された健康活動の健康結果に大きな影響を与えます。さらに、その結果、個人が自分の健康を管理するために積極的な対策を講じる可能性が高くなり、より良い治療結果、ひいては全体的な幸福の向上につながり、この市場の成長を後押ししています。

標準化の欠如

ゲーム化ヘルスケアソリューションの設計、実装、評価のための普遍的に受け入れられたガイドラインや標準がないため、多様なアプリケーション間での相互運用性、データの一貫性、品質の確保に課題があります。これは断片的な開発手法につながり、ヘルスケアプロバイダーと開発者がゲーミフィケーションによる介入の有効性と安全性を評価するための共通の枠組みを確立することを困難にします。さらに、標準化が行われていないため、既存のヘルスケア・エコシステムへのゲーミフィケーション・ソリューションの統合が複雑化し、この市場規模を阻害しています。

COVID-19の影響

COVID-19の流行は、いくつかの点でヘルスケアゲーミフィケーション市場に悪影響を与えました。ヘルスケア機関は緊急のニーズを優先したため、ゲーミフィケーション・ソリューションの開発と採用が減速しました。パンデミック対応に関連するコストによって悪化したヘルスケアシステム内の財政的制約は、非中核的なヘルスケア技術への投資を制限しています。さらに、ライフスタイルや行動パターンの変化により、本質的でない技術革新から注意がそれるようになり、この市場の拡大が次第に妨げられるようになった。

予測期間中、エクササイズゲーム分野が最大になる見込み

エクササイズゲーム分野は、健康とウェルネスを促進するために娯楽と身体活動を組み合わせたニッチ分野が急成長しているため、最大のシェアを占めると推定されます。このセグメントは、肥満、心血管疾患、その他のライフスタイルに関連する病気に取り組む予防ヘルスケアにおいて極めて重要な役割を果たしています。これらは一般的にフィットネス・アプリ、ウェアラブル・デバイス、ゲーム・プラットフォームに統合され、ユーザーに身体活動への参加を促すゲーム化された体験を提供します。

予測期間中にCAGRが最も高くなると予想される治療分野

治療分野は、患者との関わり、教育、全体的な幸福感を高めるためにヘルスケア実践にゲーム要素を統合していることから、予測期間中に最も高いCAGRが見込まれます。このような革新的なゲームデザインは、個人がより健康的な行動を取り、慢性疾患をより効果的に管理する動機付けとなります。さらに、患者のコンプライアンス違反、モチベーションの欠如、健康教育の格差などの課題に対処し、健康上の好ましい結果を促進することで、このセグメントの拡大を大きく後押ししています。

最大のシェアを占める地域

アジア太平洋地域は、技術の進歩、ヘルスケア意識の高まり、デジタルに精通した人口の急増が相まって、予測期間中に最大の市場シェアを占めました。この地域には、Microsoft HealthVault、Hubbub Health、Ayogo Health Inc.、CogniFitなどの主要プレーヤーが存在し、差し迫った公衆衛生問題に対処し、予防医療を促進し、患者の積極的な参加を促すヘルスケアゲーミフィケーション戦略の急速な導入に貢献しています。

CAGRが最も高い地域:

欧州は、デジタル技術の融合と予防医療重視の高まりにより、予測期間中に最も高いCAGRを記録すると予想されます。英国、ドイツ、フランス、スペイン、イタリアなどの国々では、公衆衛生の課題に対処し、より健康的なライフスタイルを奨励し、慢性疾患を管理するためにゲーミフィケーションを活用しています。さらに、テクノロジー開発者、ヘルスケア機関、研究機関を含む協力的なエコシステムが、この地域の拡大を後押ししています。

無料のカスタマイズ提供:

本レポートをご購読のお客様には、以下の無料カスタマイズオプションのいずれかをご利用いただけます:

  • 企業プロファイル
    • 追加市場プレイヤーの包括的プロファイリング(3社まで)
    • 主要企業のSWOT分析(3社まで)
  • 地域セグメンテーション
    • 顧客の関心に応じた主要国の市場推計・予測・CAGR(注:フィージビリティチェックによる)
  • 競合ベンチマーキング
    • 製品ポートフォリオ、地理的プレゼンス、戦略的提携に基づく主要企業のベンチマーキング

目次

第1章 エグゼクティブサマリー

第2章 序文

  • 概要
  • ステークホルダー
  • 調査範囲
  • 調査手法
    • データマイニング
    • データ分析
    • データ検証
    • 調査アプローチ
  • 調査ソース
    • 1次調査ソース
    • 2次調査ソース
    • 前提条件

第3章 市場動向分析

  • 促進要因
  • 抑制要因
  • 機会
  • 脅威
  • アプリケーション分析
  • エンドユーザー分析
  • 新興市場
  • 新型コロナウイルス感染症(COVID-19)の影響

第4章 ポーターのファイブフォース分析

  • 供給企業の交渉力
  • 買い手の交渉力
  • 代替品の脅威
  • 新規参入業者の脅威
  • 競争企業間の敵対関係

第5章 世界のヘルスケアゲーミフィケーション市場:タイプ別

  • カジュアルゲーム
  • エクササイズゲーム
  • シリアスゲーム

第6章 世界のヘルスケアゲーミフィケーション市場:用途別

  • 治療
  • 予防
  • 教育
  • その他の用途

第7章 世界の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

  • エンタープライズベース
  • 消費者ベース
  • その他のエンドユーザー

第8章 世界のヘルスケアゲーミフィケーション市場:地域別

  • 北米
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • ドイツ
    • 英国
    • イタリア
    • フランス
    • スペイン
    • その他欧州
  • アジア太平洋地域
    • 日本
    • 中国
    • インド
    • オーストラリア
    • ニュージーランド
    • 韓国
    • その他アジア太平洋地域
  • 南米
    • アルゼンチン
    • ブラジル
    • チリ
    • その他南米
  • 中東とアフリカ
    • サウジアラビア
    • アラブ首長国連邦
    • カタール
    • 南アフリカ
    • その他中東とアフリカ

第9章 主な発展

  • 契約、パートナーシップ、コラボレーション、合弁事業
  • 買収と合併
  • 新製品の発売
  • 事業拡大
  • その他の主要戦略

第10章 企業プロファイル

  • Ayogo Health
  • Nike
  • Brunchball
  • Fitbit
  • Microsoft
  • Akili Interactive Labs, Inc
  • CogniFit
  • Wellness Layers
  • Welltok
  • Kognito
図表

List of Tables

  • Table 1 Global Healthcare Gamification Market Outlook, By Region (2021-2030) ($MN)
  • Table 2 Global Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 3 Global Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 4 Global Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 5 Global Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 6 Global Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 7 Global Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 8 Global Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 9 Global Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 10 Global Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 11 Global Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 12 Global Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 13 Global Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 14 Global Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 15 North America Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 16 North America Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 17 North America Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 18 North America Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 19 North America Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 20 North America Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 21 North America Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 22 North America Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 23 North America Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 24 North America Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 25 North America Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 26 North America Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 27 North America Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 28 North America Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 29 Europe Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 30 Europe Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 31 Europe Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 32 Europe Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 33 Europe Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 34 Europe Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 35 Europe Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 36 Europe Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 37 Europe Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 38 Europe Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 39 Europe Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 40 Europe Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 41 Europe Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 42 Europe Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 43 Asia Pacific Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 44 Asia Pacific Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 45 Asia Pacific Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 46 Asia Pacific Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 47 Asia Pacific Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 48 Asia Pacific Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 49 Asia Pacific Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 50 Asia Pacific Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 51 Asia Pacific Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 52 Asia Pacific Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 53 Asia Pacific Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 54 Asia Pacific Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 55 Asia Pacific Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 56 Asia Pacific Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 57 South America Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 58 South America Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 59 South America Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 60 South America Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 61 South America Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 62 South America Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 63 South America Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 64 South America Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 65 South America Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 66 South America Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 67 South America Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 68 South America Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 69 South America Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 70 South America Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 71 Middle East & Africa Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 72 Middle East & Africa Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 73 Middle East & Africa Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 74 Middle East & Africa Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 75 Middle East & Africa Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 76 Middle East & Africa Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 77 Middle East & Africa Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 78 Middle East & Africa Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 79 Middle East & Africa Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 80 Middle East & Africa Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 81 Middle East & Africa Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 82 Middle East & Africa Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 83 Middle East & Africa Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 84 Middle East & Africa Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
目次
Product Code: SMRC24690

According to Stratistics MRC, the Global Healthcare Gamification Market is accounted for $ 3.9 billion in 2023 and is expected to reach $ 18.3 billion by 2030 growing at a CAGR of 24.6% during the forecast period. Healthcare gamification refers to the integration of game elements, mechanics, and design principles into healthcare practices with the goal of enhancing patient engagement, promoting healthy behaviors, and improving overall wellness. This approach transforms routine healthcare activities into enjoyable and goal-oriented experiences, fostering a sense of achievement and motivation.

According to WHO, patients suffering from chronic diseases are anticipated to increase from 39% in 2008 to 51% by 2030.

Market Dynamics:

Driver:

Remote monitoring and telehealth support

The advent of telehealth and gamification adds a dynamic layer to remote patient monitoring, making healthcare interactions more engaging and effective. Some of the applications integrated into telehealth platforms offer features like real-time health data tracking, medication reminders, and personalized health challenges. In addition, gamification in telehealth contributes to the growth by creating a bridge between patients and healthcare professionals and motivating individuals to actively participate in monitoring their health metrics, which is propelling this market's expansion.

Restraint:

High cost

The overall costs of gamified healthcare applications are increased by the costs of user acquisition, marketing, and continuous maintenance. Healthcare providers face financial difficulties when introducing gamified solutions into their current healthcare infrastructures. Furthermore, a competitive job market and higher labor costs result from the need for qualified individuals with experience in both game design and healthcare gamification. Customization and interoperability with electronic health records (EHRs) also contribute to significant development expenses, which thereby hinder market growth.

Opportunity:

Improved patient compliance

Healthcare gamification by integrating game like features such as rewards, challenges, and progress tracking, gamified healthcare applications captivate and motivate patients to actively engage in their treatment plans. This enhanced engagement has profound effects on the health outcomes of patients' lifestyle modifications and prescribed health activities. Furthermore, as a result, individuals are more likely to take proactive measures in managing their health, leading to better treatment outcomes and, ultimately, improved overall well-being, which is boosting this market growth.

Threat:

Lack of standardization

The absence of universally accepted guidelines and standards for designing, implementing, and evaluating gamified healthcare solutions creates challenges in ensuring interoperability, data consistency, and quality across diverse applications. This can lead to fragmented development practices, making it difficult for healthcare providers and developers to establish a common framework for evaluating the effectiveness and safety of gamification interventions. Furthermore, the absence of standardization complicates the integration of gamified solutions into existing healthcare ecosystems, which is impeding this market size.

COVID-19 Impact

The COVID-19 pandemic has had a negative impact on the healthcare gamification market in several ways. Healthcare organizations prioritized urgent needs, leading to a slowdown in the development and adoption of gamified solutions. Financial constraints within healthcare systems, exacerbated by the costs associated with the pandemic response, limit investment in non-core healthcare technologies. Furthermore, the altered lifestyle and behavioral patterns diverted attention from non-essential technological innovations, which gradually hampered this market's expansion.

The exercise games segment is expected to be the largest during the forecast period

The exercise games segment is estimated to hold the largest share due to a burgeoning niche that combines entertainment and physical activity to promote health and wellness. This segment plays a pivotal role in preventive healthcare, tackling obesity, cardiovascular diseases, and other lifestyle-related ailments. These are commonly integrated into fitness apps, wearable devices, and gaming platforms and offer a gamified experience that encourages users to participate in physical activities.

The therapeutic segment is expected to have the highest CAGR during the forecast period

The therapeutic segment is anticipated to have highest CAGR during the forecast period due to its integration of gaming elements into healthcare practices to enhance patient engagement, education, and overall well-being. These innovative gaming designs motivate individuals to adopt healthier behaviors and manage chronic conditions more effectively. Furthermore, it addresses challenges like patient non-compliance, lack of motivation, and health education gaps and promotes positive health outcomes, which significantly boosts this segment's expansion.

Region with largest share:

Asia Pacific commanded the largest market share during the extrapolated period owing to a combination of technological advancements, increasing healthcare awareness, and a burgeoning digital-savvy population. This region is home to some of the major key players, such as Microsoft HealthVault, Hubbub Health, Ayogo Health Inc., and CogniFit, contributing to the rapid adoption of healthcare gamification strategies to address pressing public health issues, promote preventive care, and encourage active patient participation.

Region with highest CAGR:

Europe is expected to witness highest CAGR over the projection period, owing to the convergence of digital technologies and a growing emphasis on preventive healthcare. Countries including the UK, Germany, France, Spain, and Italy are leveraging gamification to address public health challenges, encourage healthier lifestyles, and manage chronic conditions. In addition, a collaborative ecosystem involving technology developers, healthcare institutions, and research organizations is boosting this region's expansion.

Key players in the market:

Some of the key players in the Healthcare Gamification Market include Ayogo Health, Nike, Brunchball, Fitbit, Microsoft , Akili Interactive Labs, Inc, CogniFit, Wellness Layers, Welltok and Kognito.

Key Developments:

In May 2023, Fujitsu Limited and Microsoft Corporation announced a five-year strategic partnership to significantly expand their existing collaboration. The two companies will enable more organizations to quickly respond to rapid changes in the environment, help transform how hospitals operate to enhance patient experiences.

In April 2023, Cognizant announced a new agreement to transform and support the technology operations of Nike, the world's leading designer, marketer, and distributor of authentic athletic footwear, apparel, equipment, and accessories.

In April 2023, Microsoft Corp. and Epic announced they are expanding their long-standing strategic collaboration to develop and integrate generative AI into healthcare by combining the scale and power of Azure OpenAI Service1 with Epic's industry-leading electronic health record (EHR) software.

Types Covered:

  • Casual Games
  • Exercise Games
  • Serious Games

Applications Covered:

  • Therapeutic
  • Prevention
  • Education
  • Others Applications

End Users Covered:

  • Enterprise Based
  • Consumer Based
  • Other End Users

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2021, 2022, 2023, 2026, and 2030
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Application Analysis
  • 3.7 End Userr Analysis
  • 3.8 Emerging Markets
  • 3.9 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Healthcare Gamification Market, By Type

  • 5.1 Introduction
  • 5.2 Casual Games
  • 5.3 Exercise Games
  • 5.4 Serious Games

6 Global Healthcare Gamification Market, By Application

  • 6.1 Introduction
  • 6.2 Therapeutic
  • 6.3 Prevention
  • 6.4 Education
  • 6.5 Others Applications

7 Global Healthcare Gamification Market, By End User

  • 7.1 Introduction
  • 7.2 Enterprise Based
  • 7.3 Consumer Based
  • 7.4 Other End Users

8 Global Healthcare Gamification Market, By Geography

  • 8.1 Introduction
  • 8.2 North America
    • 8.2.1 US
    • 8.2.2 Canada
    • 8.2.3 Mexico
  • 8.3 Europe
    • 8.3.1 Germany
    • 8.3.2 UK
    • 8.3.3 Italy
    • 8.3.4 France
    • 8.3.5 Spain
    • 8.3.6 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 Japan
    • 8.4.2 China
    • 8.4.3 India
    • 8.4.4 Australia
    • 8.4.5 New Zealand
    • 8.4.6 South Korea
    • 8.4.7 Rest of Asia Pacific
  • 8.5 South America
    • 8.5.1 Argentina
    • 8.5.2 Brazil
    • 8.5.3 Chile
    • 8.5.4 Rest of South America
  • 8.6 Middle East & Africa
    • 8.6.1 Saudi Arabia
    • 8.6.2 UAE
    • 8.6.3 Qatar
    • 8.6.4 South Africa
    • 8.6.5 Rest of Middle East & Africa

9 Key Developments

  • 9.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 9.2 Acquisitions & Mergers
  • 9.3 New Product Launch
  • 9.4 Expansions
  • 9.5 Other Key Strategies

10 Company Profiling

  • 10.1 Ayogo Health
  • 10.2 Nike
  • 10.3 Brunchball
  • 10.4 Fitbit
  • 10.5 Microsoft
  • 10.6 Akili Interactive Labs, Inc
  • 10.7 CogniFit
  • 10.8 Wellness Layers
  • 10.9 Welltok
  • 10.10 Kognito