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Healthcare Gamification Market Expected to Reach $9 Billion by 2031—Allied Market Research

 
2022
Healthcare Gamification Market

Report Code : A10988

quote The Healthcare Gamification market is expected to be driven by the increasing usage of smart devices and internet connections by people and their growing interest in maintaining their health through the digital application as it not only saves their time but also entertains them. Also, digital applications provide various new tools and features which can help people regularly monitor their health and hygiene like blood pressure and sugar monitoring. All such features are likely to increase major market players' customer base which in turn is anticipated to generate huge healthcare gamification market revenue in the future. quote

Vitika Verma - Manager
Life Sciences at Allied Market Research

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According to a new report published by Allied Market Research, titled, “Healthcare Gamification Market," The healthcare gamification market was valued at $3.3 billion in 2021, and is estimated to reach $9 billion by 2031, growing at a CAGR of 11% from 2022 to 2031.

Gamification is the technique of incorporating game features into non-gaming environments in order to engage and encourage individuals. It is mostly employed in defense, healthcare, and academics. Gamification is a key determinant for behavioral improvement, medication adherence, and patient engagement, according to a number of healthcare experts. The use of gamification, technological innovation in the computer age, is helping people solve fitness and health-related problems. The global adoption of gamification in the healthcare sector is growing as a result of technological advancement, lifestyle modifications, mobile use, and increased use of digitalization for health tracking.

One of the key factors likely to fuel the worldwide healthcare gamification market growth over the forecast period is the rise in smartphone usage. Throughout the projection period, ongoing technological improvements will have a beneficial impact on market growth. Technology has advanced significantly, and games are now used to track and develop people's health as well as for amusement. Gamification is one of the cutting-edge strategies used in the healthcare sector to impact individual behavior and clinical outcomes. Gamification in healthcare facilities supports procedural learning and employee training. This improves healthcare by making it more individualized and user-centric, motivating patients and producing an enjoyable experience.

The producers have become increasingly competitive, which has led to an overabundance of undesired apps, which is predicted to stifle innovation in the market. Low motivation and research into the real game design also limit productivity, which has a negative impact on target market growth.

The demand for games in the healthcare sector is steadily increasing due to their several benefits. Gamification in the healthcare industry is often used for patient education, engagement, entertainment, and channeling information between patients, digital consultants, and caretakers. Increasing internet penetration and adoption of the smartphone is the main factor driving the global healthcare gamification market during the forecast period. Besides, mobile healthcare apps and tools developers are incorporating prescription and medication tracking functions into digital healthcare monitoring apps and tools. Such an initiative will propel the demand for the healthcare gamification market in the upcoming years.

The global Healthcare Gamification market share is segmented based on game type, application, end-use and region. By game type, it is classified into Exercise Games, Serious Games, and Casual Games. By application, it is classified into Education, Therapeutic, Prevention, and Others. By end-use, it is classified into Consumer Based and Enterprise Based. By region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The key players profiled in the Healthcare Gamification industry report include Nike, Ayogo Health, Fitbit, Bunchball, Microsoft, EveryMove, Hubbub Health, Akili Interactive labs, Mango Health, and JawBone, among others.

The report offers a comprehensive analysis of the global Healthcare Gamification market trends by thoroughly studying different aspects of the market including major segments, market statistics, market dynamics, regional market outlook, investment opportunities, and top players working towards the growth of the market. The report also sheds light on the present scenario and upcoming trends & developments that are contributing to the growth of the market. Moreover, restraints and challenges that hold power to obstruct the market growth are also profiled in the report along with Porter’s five forces analysis of the market to elucidate factors such as competitive landscape, bargaining power of buyers and suppliers, threats of new players, and the emergence of substitutes in the market.

    Key Findings of the Study

    • Based on game type, the casual game sub-segment emerged as a dominating in 2021 and the serious game sub-segment is anticipated to be the fastest growing sub-segment during the forecast period.
    • Based on application, the preventions application sub-segment is anticipated to be dominating in the market and the therapeutic application sub-segment is predicted to show the fastest growth in the upcoming years.
    • Based on end-use, the consumer-based sub-segment is expected to be the fastest growing in the market and the enterprise-based sub-segment is anticipated to have dominating share in 2021.
    • Based on region, the Asia-Pacific market had the highest market share in 2021 and Europe is anticipated to be the fastest growing region during the forecast period.

    Impact of Covid-19 on the Global Healthcare Gamification Market

    • COVID-19 has impacted the growth of several industrial sectors. However, the global healthcare gamification market showed positive growth during the COVID-19 pandemic.
    • The authorities have had to impose restrictions on the movement of people and products due to the rising number of COVID-19 cases globally. Furthermore, the community centers and other exercise facilities have stayed closed in many countries since the pandemic's start.
    • Due to the restricted movement of people and limited access to healthcare facilities and consultants, people turn towards digital healthcare monitoring apps and tools to track prescriptions, medication adherence, and therapies.
    • Additionally, because there are fewer opportunities for in-person doctor consultations, some developers are known to incorporate medical prescription monitoring systems in the telehealth apps based on healthcare gamification concepts.

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    quote Healthcare Gamification Market By Game Type (Exercise Games, Serious Games, Casual Games), By Application (Education, Therapeutics, Prevention), By End User (Enterprise Based, Consumer Based): Global Opportunity Analysis and Industry Forecast, 2021-2031 quote

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