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2021
Neurorehabilitation Gaming Systems Market

Neurorehabilitation Gaming Systems Market by Product Type (Cortical Simulation Systems, Neural Reeducation Systems, and Others), Component (Hardware and Software), Application (Brain Stroke, Spinal Cord Injury, Traumatic Brain Injury, Dystonia, Schizophrenia, Cerebral Palsy, Parkinson’s, Multiple Sclerosis, and Others), and Modality (PC, Tablet, and Smartphone): Global Opportunity Analysis and Industry Forecast, 2021–2030

A12671
Pages: NA
Oct 2021 | 63 Views
   
Author(s) : Onkar Sumant
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COVID-19

Pandemic disrupted the entire world and affected many industries.

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Neurorehabilitation is a procedure of aiding patients into recovering from injuries to central nervous system. Past 10 years have witnessed increasing surge in number of people suffering from neurological disorders, thus providing impetus to the neurorehabilitation gaming systems market for exponential market growth. The system makes use of virtual reality-based gaming software combined with specific rehabilitative principles to provide personalized and automated training.

Rehabilitation of neurological disorders requires repetitive, goal-oriented therapy, and the idea of virtual reality (VR) has the ability to fulfil the prerequisites.

Market Scope and Structure Analysis

Report Metric

Details

 Market Size Available for Years

 2020–2030

 Base Year Considered

 2020

 Forecast Period

 2021–2030

 Forecast Unit

 Value (USD)

 Segments Covered

 Product Type, Component, Application, Modality, and Region

 Regions Covered

 North America, Europe, Asia-Pacific, and LAMEA

 Companies Covered

Nintendo, Jintronix, MindMaze, XRHealth USA Ltd.,Barrow Neurological Institute, Neofect, Bioness Inc., Hocoma, Medtronic, Ekso Bionics, Aretech LLC, Rehabilitation Robotics Bioextreme, AlterG Inc.

 

COVID-19 Impact Analysis

The global outbreak of COVID-19 leads to an ongoing downturn of the healthcare market. Apart from communities, COVID-19 was equally disastrous for major world economies, especially the healthcare sector. Prominent stakeholders are continuing to adapt their strategies to the rapidly changing situation. COVID-19 is projected to have significant long-term impacts on the healthcare industry. Countries and major players would have to undertake critical healthcare changes until the crisis takes a back seat.

 Technological progress, cost containment, and increased access are projected to be an integral part of healthcare reforms in the near future. Digital health and telehealth have taken a front seat in the ongoing outbreak. COVID-19 re-emphasized the importance of remote diagnosis, care, and consultation. Over the past few years, regulatory and behavioral barriers have slowed telehealth growth. However, since many healthcare providers are currently working on video conferencing and telephone calls, the segment is anticipated to experience growth over the next two years. Social distancing measure mandated online consultation of patients with moderate symptoms. In addition, it reduced the burden on hospitals already swamped by counts of COVID-19 patients. Medical IoT devices are now being used for optimizing outpatient treatment and minimizing repeat visits, and these devices can be further used in a crisis situation. The pandemic led to severe resource constraints. This is expected to result in the development of competitive pricing and value-based pricing models, which boosts the growth of the neurorehabilitation gaming systems market.

Top Impacting Factors

  • Rising neurological disorders across Europe, Asia, and North America is the major market growth factor.
  • Increasing neurorehabilitation product launches supported by efficient government regulations has had a positive impact on the market growth.
  • Plethora of private sector investments in healthcare IT especially huge chunks of dollars being pushed into research and development to explore the possible relationship between use of virtual reality and neurological disorders will further create potential opportunities for the market penetration.
  • Various research and clinical trials have shown that there is a positive connection between neurorehabilitation, patient motivation, and the use of virtual reality as a technique. Concerned patients have repeatedly shown better results on instances when gaming systems were integrated in the rehabilitation therapy.
  • Unavailability of skilled IT professionals in carrying out the technique hampers the market growth. Third world economies lack established courses and certification programs, thus losing out on the leverage of skilled professionals.

Key Market Trends

  • Europe is on the verge of becoming the largest market for neurorehabilitation gaming systems in the coming five years, owing to rising number of people suffering from multiple sclerosis due to autoimmune diseases occurring all across the continent.
  • Nintendo has come up with a new console technology known as “Wii” to help patients suffering from stroke and moderate UL impairments with appropriate strapping and supervision. The “Wii-habilitation” assimilates various components of the technology to aid patients fulfil neurorehabilitation goals through a playful, enhanced interface technology.
  • Owing to COVID-19 pandemic and its visible impact on neural systems, many global players have been collaborating especially on sharing research and development intelligence and system description intelligence to leverage the current scenario and the subsequent need of such a technology.

Key Segments Covered

Segment

Subsegment

 Product Type

  • Cortical Simulation Systems
  •  Neural Reeducation Systems
  • Others

 Modality

  • PC
  •  Tablet
  • Smartphone

 Application

 

  • Brain Stroke
  •  Spinal Cord Injury
  • Traumatic Brain Injury
  •  Dystonia
  •  Schizophrenia
  • Cerebral Palsy
  •  Parkinson’s
  • Multiple Sclerosis
  •  Others

 Component

  • Hardware
  • Software

 Region

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • UK
    • Italy
    • Spain
    • Rest of Europe
  • Asia-Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Rest of Asia-Pacific
  • LAMEA
    • Brazil
    • Saudi Arabia
    • South Africa
    • Rest of LAMEA


Key Benefits of the Report

  • This study presents the analytical depiction of the neurorehabilitation gaming systems market 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 a detailed analysis of the market share.
  • The current market is quantitatively analyzed from 2020 to 2030 to highlight the growth scenario.
  • Porter’s five forces analysis illustrates the potency of buyers & suppliers in the market.
  • The report provides a detailed analysis depending on competitive intensity and how the competition will take shape in the coming years.

Questions Answered in the Neurorehabilitation Gaming Systems Report

  • Which are the leading players active in the neurorehabilitation gaming systems market?
  • How is each segment of the market expected to grow during the forecast period?
  • What are the adoption trends for the neurorehabilitation gaming systems market in emerging economies and established economies across the world?
  • What are the current trends that will influence the market in the next few years?
  • What are the driving factors, restraints, and opportunities of the market?
  • What future projections would help in taking further strategic steps?
  • What are the impacts of COVID-19 in the industry?
  • What is neurorehabilitation gaming systems?
  • What is the neurorehabilitation gaming systems market prediction in the future?
  • What are the current trends and predicted trends?
 
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