Global Healthcare Gamification Market

Healthcare Gamification Market Size, Share, Growth Analysis, By Product(Exercise games, serious games and casual games and Others), By Application(Education, Therapeutics, Prevention), By End use(Enterprise Based, Consumer Based), By Region - Industry Forecast 2024-2031


Report ID: SQMIG35G2128 | Region: Global | Published Date: February, 2024
Pages: 233 | Tables: 88 | Figures: 76

Healthcare Gamification Market News

  • In March 2022, GOQii Inc., a well-established Indian fitness technology company, collaborated with Animoca Brands, a Hong Kong-based game software company. With this collaboration, the companies aimed to provide various offerings, such as healthy behaviors and gamified fitness actions by leveraging blockchain tokens and creating a metaverse ecosystem in preventive healthcare.
  • In March 2022, GOQii Inc., a well-established Indian fitness technology company, collaborated with Animoca Brands, a Hong Kong-based game software company. With this collaboration, the companies aimed to provide various offerings, such as healthy behaviors and gamified fitness actions by leveraging blockchain tokens and creating a metaverse ecosystem in preventive healthcare.
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Healthcare Gamification Market size was valued at USD 3260 million in 2019 and is poised to grow from USD 3618.6 million in 2023 to USD 8339.2 million by 2031, growing at a CAGR of 11% in the forecast period (2024-2031).

The Global Healthcare Gamification Market is highly fragmented with the presence of several small and large market players operating all over the world. Major companies of the market are implementing several business strategies such as new product launches, acquisition & mergers, collaboration, and partnerships for the expansion of their geographical presence and their product portfolio. 'Ayogo Health Inc.', 'Akili Interactive Labs, Inc.', 'Mango Health, Inc.', 'Bunchball Inc.', 'Hubbub Health, Inc.', 'Microsoft Corporation', 'Nike Inc.', 'Google LLC', 'EveryMove, Inc.', 'Fitbit Inc.', 'Jawbone', 'Rally Health Inc.', 'Reflexion Health, Inc.', 'Syandus Inc.', 'Welltok Inc.', 'Akadeum Life Sciences', 'BreakAway Ltd.', 'CrowdJoy Inc.', 'Medisafe Inc.', 'SuperBetter, LLC'

Growing global awareness of the benefits of using gamification applications in healthcare is expected to be a major growth driver for the medical gamification market during forecast period. Additionally, the growth of the elderly population globally is expected to drive the market forward.

The market for gamification in healthcare is growing, including smartwatches, wellness applications, and fitness monitoring devices. To comply with social distancing standards while improving contact, assessing patient health, and ultimately improving outcomes, doctors and healthcare professionals are using gamification systems to monitor patient recovery. I'm starting to monitor the process. To ensure medical education and ensure patient safety, medical institutions such as hospitals and medical schools are also implementing various gamification technologies such as AR/VR reality.

Globally, North America holds the major share of the global healthcare gamification market and is expected to grow at a significant rate in the coming years. Factors such as higher adoption rate and increasingly aware user base are some of the primary factors leading to the regional growth.

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Global Healthcare Gamification Market

Report ID: SQMIG35G2128

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