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Healthcare Gamification Market

Healthcare Gamification market: Global Opportunity Analysis and Industry Forecast, 2020-2027

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Dec 2021 | 258 Views
Author(s) : Onkar Sumant
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Pandemic disrupted the entire world and affected many industries.

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Gamification involves applying game design techniques, game mechanics, and/or game style to non-game applications to solve problems, engage audiences and to make otherwise mundane tasks more fun and engaging. From a management perspective, gamification can be defined as a process for enhancing a service with opportunities for gamely experiences in order to support the user's overall value creation. Gamification is increasingly being applied to many industries, including digital health, to create fun and engaging experiences, converting users into players. In the context of digital health, gamification is typically employed in health and wellness apps related to self-management, disease prevention, medication adherence, medical education-related simulations and some telehealth programs. Gamification is used in healthcare for: self-management, medication adherence, weight loss and other health and wellness apps.

Market scope and structural analysis:

Report Metric


  Market size available for years


  Base year considered


  Forecast period


  Forecast units

  Value (USD)

  Segments covered

  Type, Application, End-users, Region.

  Geographies covered

•North America (U.S., Canada, Mexico)

•Europe (France, Germany, UK, Italy, Spain, Rest of Europe)

•Asia-Pacific (Japan, China, India, Australia, South Korea, Rest of Asia-Pacific)

•LAMEA (Brazil, South Arabia, South Africa, Rest of LAMEA)

  Companies covered

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


Covid-19 Scenario analysis:

The impact of the coronavirus pandemic and the lockdown it triggered is clearly visible in financial markets. Analysis in healthcare sector. The healthcare sector is at the epicentre of this unprecedented global pandemic challenge. The healthcare industry was pretty slow in embracing the digital age. With the lack of government regulations and the way we see healthcare (more as a service than a business), there has been relatively less pressure on the healthcare industry to go digital. However, COVID-19 has changed everything. Governments around the globe have suddenly relaxed healthcare regulations and started providing healthcare industry in a more flexible way to provide essential health services to those in need. The industry received the much-needed push to go digital and embraced new challenges using technology. Hence, the gamification of the Healthcare is need of time and thus the market will see a boost in the coming season.

Top impacting factors: Market Scenario Analysis, Trends, Drivers and Impact analysis:


Technological advancements:

There has been a lot of development in technology and the Games are now not just for the purpose of entertainment but also for health development and tracking. In the healthcare sector, gamification is one of the innovative ways to motivate people to influence personal health behaviour. The design principles of computer games to healthcare solutions help to influence patient behaviour in order to attain better health. It also helps to promote employee training and procedural learning. This makes healthcare more personalized and user-centric, providing motivation and creating an engaging experience. Concurrent with advancements in behavioural economics was the cultural explosion of video gaming as entertainment that engages participants emotionally and mentally. The premise is rather simple: People enjoy playing games and winning. Popular culture, social media, and the ubiquity of smartphones have fed into the desire to play and win. For instance, the Candy Crush Saga video games, developed by the interactive media company King, have been downloaded more than 2.73 billion times since their debut in 2012 and contribute to more than 70,000 miles being “swiped” on interactive screens daily. The development of interventional strategies that combine the unparalleled success of such gaming concepts with the positive reinforcement and motivation of the nudge to overcome human irrationality and address unhealthy behaviours and undesirable clinical outcomes is a welcome approach. Enter the gamification of healthcare, defined generally as the use of game design elements in the context of positive health motivation. Hence the advancements in the gaming section has given rise to the gamification of healthcare giving the industry a market boost.

Increase in lifestyle diseases:

Cardiovascular diseases (CVD) continue to be the major cause of mortality representing about 30 per cent of all deaths worldwide. Lifestyle diseases like hypertension, diabetes mellitus, dyslipidaemia and overweight/obesity are the major risk factors for the development of CVD. With rapid economic development and increasing westernization of lifestyle in the past few decades prevalence of these diseases has reached alarming proportions among Indians in the recent years. There is a strong linear relationship between high blood pressure (BP) levels and the risk of CVD. Though the terminology “prehypertension” (systolic blood pressure 120-139 mm Hg and/ or diastolic blood pressure 80-89 mm Hg) is known for many years, its global awareness increased tremendously after the JNC (Joint National Committee on Prevention, Detection, Evaluation and Treatment of High Blood Pressure) – 7 report from the United States in 20031. Individuals with prehypertension have two-fold higher risk of mortality associated with stroke and coronary artery disease when compared with normotensives (individuals with BP less than 120/80 mm Hg)2. In addition, prehypertensives are at higher risk of developing hypertension and CVD in their later lives. Without lifestyle or pharmacological intervention these individuals were found to have more than two times higher risk (prehypertensive vs. normotensives - 37 vs. 17%) of progression to overt hypertension within four years of diagnosis. Thus because of the unprecedented growth of lifestyle diseases it has resulted in the need for apps and games to keep track of these health condition so there is an emergence of new segment of gamification in healthcare for such Lifestyle disease. Many healthcare professionals recognize gamification as a potentially vital element to patient engagement, wellness adherence, and outcome improvement. In the age of computerization, technologically updated gamification applications are helping users to solve various problems related to health and fitness.


Intense competition has developed among the producers which has resulted in over saturation of unwanted apps and thus also hampered innovation in the segment.

Low motivation and research in actual game design hamper the productivity causing a downward market growth.

Regional analysis:

North America commanded the major share of the global healthcare gamification market and is expected to grow at a significant pace in the coming years. Asia Pacific region also shows a substantial growth in the gamification healthcare market primarily due to the growing population, especially in India and China; increasing adoption of smartphones, and growing gamification and creative innovation initiatives in the region.

Key segments covered:



  Product Type

  • Enterprise-based solutions
  • Consumer-based solutions


  • Fitness management
  • Medical Training
  • Medication Management
  • Physical Therapy
  • Other Applications

  End Users

  • Hospitals
  • Clinics
  • Individual use
  • Research


  • North America
  • Europe
  • Asia-Pacific


Key benefits of the report:

  • This study presents the analytical depiction of the global Healthcare gamification industry along with the current trends and future estimations to determine the imminent investment pockets.
  • The report presents information related to key drivers, restraints, and opportunities along with detailed analysis of the global Healthcare gamification market share.
  • The current market is quantitatively analyzed from 2020 to 2027 to highlight the global Healthcare gamification market growth scenario.
  • Porter’s five forces analysis illustrates the potency of buyers & suppliers in the market.
  • The report provides a detailed global Healthcare gamification market analysis based on competitive intensity and how the competition will take shape in coming years.

Questions answered in the Healthcare gamification Market research report:

  • What are the leading market players active in the Healthcare gamification market?
  • What the current trends will influence the market in the next few years?
  • What are the driving factors, restraints, and opportunities in the market?
  • What are the projections for the future that would help in taking further strategic steps?
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