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ヘルスケア向けゲーミフィケーションの世界市場レポート 2024年

Healthcare Gamification Global Market Report 2024

出版日: 受注後更新 | 発行: The Business Research Company | ページ情報: 英文 175 Pages | 納期: 2~10営業日

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ヘルスケア向けゲーミフィケーションの世界市場レポート 2024年
出版日: 受注後更新
発行: The Business Research Company
ページ情報: 英文 175 Pages
納期: 2~10営業日
  • 全表示
  • 概要
  • 目次
概要

ヘルスケア向けゲーミフィケーショ市場規模は、今後数年で急成長が見込まれます。2028年にはCAGR15.3%で82億2,000万米ドルに成長します。予測期間における成長予測は、人工知能のゲーミフィケーション・ヘルス・ソリューションへの統合、遠隔患者モニタリングの需要拡大、ヘルスケアにおけるゲーミフィケーションの認知度と受容度の向上、医療アプリケーション向け拡張知能の進歩、個別化ヘルスケア構想の重視の高まりなど、いくつかの要因に起因しています。予測期間中に予想される主な動向には、メンタルヘルスやストレス管理のためのゲーミフィケーションの利用、バーチャルリアリティベースのヘルスケア向けゲーミフィケーショの導入、ヘルスケア向けゲーミフィケーショにおけるブロックチェーン技術の応用、パーソナライズされたゲーミフィケーションフィットネスプランの開発、高齢者ヘルスケア向けのゲーミフィケーションソリューションの構築などがあります。

生活習慣病や慢性疾患の罹患率の増加が予想されることから、ヘルスケア向けゲーミフィケーショ市場の成長は当面続くと考えられます。生活習慣病や慢性疾患は、個人の選択や習慣、長期的な要因によって影響を受けたり、悪化したりする健康状態です。ヘルスケア向けゲーミフィケーショは、ゲームの仕組みやデザイン要素を活用することで、より健康的な行動を取り、より効果的に健康を管理するよう、個人のモチベーションを高めることができ、このような状態に対処するための効果的な戦略であることが証明されています。例えば、オーストラリアの政府機関であるオーストラリア統計局のデータによると、オーストラリアでは少なくとも1つの慢性疾患を持つ人の割合が顕著に増加しており、2020-21年から2021-22年の間に46.6%(1,160万人)から49.9%(1,260万人)に増加しています。その結果、生活習慣病や慢性疾患の罹患率が上昇し、ヘルスケア向けゲーミフィケーショ市場の成長促進要因となっています。

ヘルスケア向けゲーミフィケーショ市場で事業を展開する大手企業は、市場での存在感と収益性を高めるため、先進技術を搭載した革新的な製品の開発に力を注いでいます。そのような技術的進歩の1つが、ゲーミフィケーションを用いたAI健康コーチであり、人工知能を活用してパーソナライズされた健康コーチングとモチベーションを提供するデジタルプラットフォームです。例えば、ドイツに拠点を置く著名なIT企業であるT-Systems International GmbHは、2023年5月にMagMovesを発表しました。MagMovesは、積極的かつ予防的なヘルスケアのために、ゲーム化されたヘルスケア、カスタマイズ、パーソナライゼーションをシームレスに統合することで、バーチャルケアに革命を起こすことを目指しています。この革新的なアプリは、ゲーミフィケーション化されたバーチャルヘルスコーチ体験を提供するために人工知能を活用し、魅力的で楽しいヘルスケア体験を提供することで、ユーザーの健康管理への積極的なアプローチを促進します。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 マクロ経済シナリオ

  • 高インフレが市場に与える影響
  • ウクライナ・ロシア戦争が市場に与える影響
  • COVID-19による市場への影響

第5章 世界の市場規模と成長

  • 世界の市場促進要因と抑制要因
    • 市場促進要因
    • 市場抑制要因
  • 世界の市場規模実績と成長、2018年~2023年
  • 世界の市場規模予測と成長、2023年~2028年、2033年

第6章 市場セグメンテーション

  • 世界のヘルスケア向けゲーミフィケーショ市場:タイプ別、実績と予測, 2018-2023, 2023-2028F, 2033F
  • カジュアルゲーム
  • シリアスゲーム
  • エクササイズゲーム
  • 脳トレゲーム
  • その他のタイプ
  • 世界のヘルスケア向けゲーミフィケーショ市場:用途別、実績と予測, 2018-2023, 2023-2028F, 2033F
  • 健康とウェルネス管理
  • 医療研修と教育
  • 患者エンゲージメント
  • 理学療法とリハビリテーション
  • 行動の変化とライフスタイルの改善
  • その他の用途
  • 世界のヘルスケア向けゲーミフィケーショ市場:エンドユーザー別、実績と予測, 2018-2023, 2023-2028F, 2033F
  • 病院と診療所
  • 製薬会社
  • 医学部および研修機関
  • 患者
  • ヘルスケアのプロ
  • その他のエンドユーザー

第7章 地域別・国別分析

  • 世界のヘルスケア向けゲーミフィケーショ市場:地域別、実績と予測, 2018-2023, 2023-2028F, 2033F
  • 世界のヘルスケア向けゲーミフィケーショ市場:国別、実績と予測, 2018-2023, 2023-2028F, 2033F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • ヘルスケア向けゲーミフィケーショ市場:競合情勢
  • ヘルスケア向けゲーミフィケーショ市場:企業プロファイル
    • Google LLC
    • Microsoft Corporation
    • Nike Inc.
    • Medtronic PLC
    • Adidas AG

第31章 その他の大手企業と革新的企業

  • Cognizant
  • Aon plc
  • Spring Health Inc.
  • Omada Health Inc.
  • BioSerenity
  • Biofourmis
  • Rally Health
  • MPS Interactive Systems Limited
  • Axonify Inc.
  • Happify Inc.
  • WellDoc Inc.
  • Akili Inc.
  • Kaia Health
  • Mango Health
  • Pear Therapeutics

第32章 競合ベンチマーキング

第33章 競合ダッシュボード

第34章 主要な合併と買収

第35章 将来の見通しと潜在的な分析

第36章 付録

目次
Product Code: r16838

Healthcare gamification involves integrating elements of gaming, such as competition and rewards, into healthcare activities and platforms to promote positive behavior change and wellness. It's employed to educate patients about medical conditions, treatment plans, and medication adherence.

The primary types of healthcare gamification include casual games, serious games, exercise games, brain training games, and others. Casual games are simple and accessible video games designed for a broad audience. They find application in health and wellness management, medical education, patient engagement, physical therapy, behavior change, and more. End-users include hospitals, clinics, pharmaceutical companies, medical schools, patients, and healthcare professionals.

The healthcare gamification market research report is one of a series of new reports from The Business Research Company that provides healthcare gamification market statistics, including healthcare gamification industry global market size, regional shares, competitors with a healthcare gamification market share, detailed healthcare gamification market segments, market trends and opportunities, and any further data you may need to thrive in the healthcare gamification industry. This healthcare gamification market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The healthcare gamification market size has grown rapidly in recent years. It will grow from $4.02 billion in 2023 to $4.65 billion in 2024 at a compound annual growth rate (CAGR) of 15.4%. The growth observed during the historical period can be attributed to several factors, including an increased emphasis on preventive healthcare measures, a rising prevalence of chronic diseases, the widespread adoption of smartphones and wearable devices, the expansion of healthcare IT infrastructure, and an increasing focus on patient engagement initiatives.

The healthcare gamification market size is expected to see rapid growth in the next few years. It will grow to $8.22 billion in 2028 at a compound annual growth rate (CAGR) of 15.3%. The projected growth in the forecast period can be attributed to several factors, including the integration of artificial intelligence into gamified health solutions, a growing demand for remote patient monitoring, increased awareness and acceptance of gamification in healthcare, advancements in augmented reality for medical applications, and a heightened emphasis on personalized healthcare initiatives. Major trends anticipated in the forecast period include the use of gamification for mental health and stress management, the implementation of virtual reality-based healthcare gamification, the application of blockchain technology in healthcare gamification, the development of personalized gamified fitness plans, and the creation of gamified solutions for elderly healthcare.

The anticipated rise in the incidence rate of lifestyle-related and chronic diseases is poised to propel the growth of the healthcare gamification market in the foreseeable future. Lifestyle-related and chronic diseases are health conditions influenced or exacerbated by individual choices, habits, and long-term factors. Healthcare gamification proves to be an effective strategy in addressing these conditions by leveraging game mechanics and design elements to motivate individuals to adopt healthier behaviors and manage their health more effectively. For example, data from the Australian Bureau of Statistics, an Australia-based government agency, highlights a notable increase in the percentage of people with at least one chronic condition in Australia, rising from 46.6% (11.6 million) to 49.9% (12.6 million) between 2020-21 and 2021-22. Consequently, the escalating incidence rate of lifestyle-related and chronic diseases is serving as a key driver for the growth of the healthcare gamification market.

Leading companies operating in the healthcare gamification market are directing their efforts towards developing innovative products equipped with advanced technologies to bolster their market presence and profitability. One such technological advancement is AI health coaches with gamification, digital platforms that utilize artificial intelligence to deliver personalized health coaching and motivation, incorporating game-like elements to engage and encourage users in achieving their health and fitness objectives. For instance, T-Systems International GmbH, a prominent Germany-based IT company, introduced MagMoves in May 2023. MagMoves aims to revolutionize virtual care by seamlessly integrating gamified healthcare, customization, and personalization for proactive and preventative healthcare. This innovative app offers an engaging and enjoyable healthcare experience, utilizing artificial intelligence to deliver a gamified virtual health coach experience, thereby promoting a proactive approach to health management among users.

In January 2021, Google LLC, a prominent technology company based in the United States, finalized the acquisition of Fitbit Inc. for an undisclosed sum. This strategic move positions Google to enhance its product offerings by integrating cutting-edge wearables and wellness solutions. Fitbit Inc., headquartered in the US, specializes in consumer electronics and fitness products, leveraging gamification to promote health and wellness through its devices and applications.

Major companies operating in the healthcare gamification market report are Google LLC, Microsoft Corporation, Nike Inc., Medtronic PLC, Adidas AG, Cognizant, Aon plc, Spring Health Inc., Omada Health Inc., BioSerenity, Biofourmis, Rally Health, MPS Interactive Systems Limited, Axonify Inc., Happify Inc., WellDoc Inc., Akili Inc., Kaia Health, Mango Health, Pear Therapeutics, CogniFit Inc., Ayogo Health Inc., Freespira, Syandus Inc., Badgeville Inc.

North America was the largest region in the healthcare gamification market in 2023. Europe was the fastest-growing region in the forecast period. The regions covered in the healthcare gamification market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the healthcare gamification market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The healthcare gamification market includes revenues earned by entities by providing services such as corporate wellness programs, stress management and community health initiatives. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Healthcare Gamification Global Market Report 2024 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on healthcare gamification market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the COVID-19 and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war's impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for healthcare gamification ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The healthcare gamification market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.

The impact of higher inflation in many countries and the resulting spike in interest rates.

The continued but declining impact of COVID-19 on supply chains and consumption patterns.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Type: Casual Games; Serious Games; Exercise Games; Brain Training Games; Other Types
  • 2) By Application: Health And Wellness Management; Medical Training And Education; Patient Engagement; Physical Therapy And Rehabilitation; Behavior Change And Lifestyle Improvement; Other Applications
  • 3) By End User: Hospitals And Clinics; Pharmaceutical Companies; Medical Schools And Training Institutions; Patients; Healthcare Professionals; Other End Users
  • Companies Mentioned: Google LLC; Microsoft Corporation; Nike Inc.; Medtronic PLC; Adidas AG
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Healthcare Gamification Market Characteristics

3. Healthcare Gamification Market Trends And Strategies

4. Healthcare Gamification Market - Macro Economic Scenario

  • 4.1. Impact Of High Inflation On The Market
  • 4.2. Ukraine-Russia War Impact On The Market
  • 4.3. COVID-19 Impact On The Market

5. Global Healthcare Gamification Market Size and Growth

  • 5.1. Global Healthcare Gamification Market Drivers and Restraints
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints Of The Market
  • 5.2. Global Healthcare Gamification Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
  • 5.3. Global Healthcare Gamification Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)

6. Healthcare Gamification Market Segmentation

  • 6.1. Global Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Casual Games
  • Serious Games
  • Exercise Games
  • Brain Training Games
  • Other Types
  • 6.2. Global Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Health And Wellness Management
  • Medical Training And Education
  • Patient Engagement
  • Physical Therapy And Rehabilitation
  • Behavior Change And Lifestyle Improvement
  • Other Applications
  • 6.3. Global Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Hospitals And Clinics
  • Pharmaceutical Companies
  • Medical Schools And Training Institutions
  • Patients
  • Healthcare Professionals
  • Other End Users

7. Healthcare Gamification Market Regional And Country Analysis

  • 7.1. Global Healthcare Gamification Market, Split By Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 7.2. Global Healthcare Gamification Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

8. Asia-Pacific Healthcare Gamification Market

  • 8.1. Asia-Pacific Healthcare Gamification Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.3. Asia-Pacific Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.4. Asia-Pacific Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

9. China Healthcare Gamification Market

  • 9.1. China Healthcare Gamification Market Overview
  • 9.2. China Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.3. China Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.4. China Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion

10. India Healthcare Gamification Market

  • 10.1. India Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.2. India Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.3. India Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

11. Japan Healthcare Gamification Market

  • 11.1. Japan Healthcare Gamification Market Overview
  • 11.2. Japan Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.3. Japan Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.4. Japan Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

12. Australia Healthcare Gamification Market

  • 12.1. Australia Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.2. Australia Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.3. Australia Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

13. Indonesia Healthcare Gamification Market

  • 13.1. Indonesia Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.2. Indonesia Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.3. Indonesia Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

14. South Korea Healthcare Gamification Market

  • 14.1. South Korea Healthcare Gamification Market Overview
  • 14.2. South Korea Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.3. South Korea Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.4. South Korea Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

15. Western Europe Healthcare Gamification Market

  • 15.1. Western Europe Healthcare Gamification Market Overview
  • 15.2. Western Europe Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.3. Western Europe Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.4. Western Europe Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

16. UK Healthcare Gamification Market

  • 16.1. UK Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.2. UK Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.3. UK Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

17. Germany Healthcare Gamification Market

  • 17.1. Germany Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.2. Germany Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.3. Germany Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

18. France Healthcare Gamification Market

  • 18.1. France Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.2. France Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.3. France Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

19. Italy Healthcare Gamification Market

  • 19.1. Italy Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.2. Italy Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.3. Italy Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

20. Spain Healthcare Gamification Market

  • 20.1. Spain Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.2. Spain Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.3. Spain Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

21. Eastern Europe Healthcare Gamification Market

  • 21.1. Eastern Europe Healthcare Gamification Market Overview
  • 21.2. Eastern Europe Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.3. Eastern Europe Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.4. Eastern Europe Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

22. Russia Healthcare Gamification Market

  • 22.1. Russia Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.2. Russia Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.3. Russia Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

23. North America Healthcare Gamification Market

  • 23.1. North America Healthcare Gamification Market Overview
  • 23.2. North America Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.3. North America Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.4. North America Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

24. USA Healthcare Gamification Market

  • 24.1. USA Healthcare Gamification Market Overview
  • 24.2. USA Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.3. USA Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.4. USA Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

25. Canada Healthcare Gamification Market

  • 25.1. Canada Healthcare Gamification Market Overview
  • 25.2. Canada Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.3. Canada Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.4. Canada Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

26. South America Healthcare Gamification Market

  • 26.1. South America Healthcare Gamification Market Overview
  • 26.2. South America Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.3. South America Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.4. South America Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

27. Brazil Healthcare Gamification Market

  • 27.1. Brazil Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.2. Brazil Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.3. Brazil Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

28. Middle East Healthcare Gamification Market

  • 28.1. Middle East Healthcare Gamification Market Overview
  • 28.2. Middle East Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.3. Middle East Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.4. Middle East Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

29. Africa Healthcare Gamification Market

  • 29.1. Africa Healthcare Gamification Market Overview
  • 29.2. Africa Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.3. Africa Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.4. Africa Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

30. Healthcare Gamification Market Competitive Landscape And Company Profiles

  • 30.1. Healthcare Gamification Market Competitive Landscape
  • 30.2. Healthcare Gamification Market Company Profiles
    • 30.2.1. Google LLC
      • 30.2.1.1. Overview
      • 30.2.1.2. Products and Services
      • 30.2.1.3. Strategy
      • 30.2.1.4. Financial Performance
    • 30.2.2. Microsoft Corporation
      • 30.2.2.1. Overview
      • 30.2.2.2. Products and Services
      • 30.2.2.3. Strategy
      • 30.2.2.4. Financial Performance
    • 30.2.3. Nike Inc.
      • 30.2.3.1. Overview
      • 30.2.3.2. Products and Services
      • 30.2.3.3. Strategy
      • 30.2.3.4. Financial Performance
    • 30.2.4. Medtronic PLC
      • 30.2.4.1. Overview
      • 30.2.4.2. Products and Services
      • 30.2.4.3. Strategy
      • 30.2.4.4. Financial Performance
    • 30.2.5. Adidas AG
      • 30.2.5.1. Overview
      • 30.2.5.2. Products and Services
      • 30.2.5.3. Strategy
      • 30.2.5.4. Financial Performance

31. Healthcare Gamification Market Other Major And Innovative Companies

  • 31.1. Cognizant
  • 31.2. Aon plc
  • 31.3. Spring Health Inc.
  • 31.4. Omada Health Inc.
  • 31.5. BioSerenity
  • 31.6. Biofourmis
  • 31.7. Rally Health
  • 31.8. MPS Interactive Systems Limited
  • 31.9. Axonify Inc.
  • 31.10. Happify Inc.
  • 31.11. WellDoc Inc.
  • 31.12. Akili Inc.
  • 31.13. Kaia Health
  • 31.14. Mango Health
  • 31.15. Pear Therapeutics

32. Global Healthcare Gamification Market Competitive Benchmarking

33. Global Healthcare Gamification Market Competitive Dashboard

34. Key Mergers And Acquisitions In The Healthcare Gamification Market

35. Healthcare Gamification Market Future Outlook and Potential Analysis

  • 35.1 Healthcare Gamification Market In 2028 - Countries Offering Most New Opportunities
  • 35.2 Healthcare Gamification Market In 2028 - Segments Offering Most New Opportunities
  • 35.3 Healthcare Gamification Market In 2028 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer