Healthcare Gamification Market Size, Share, Opportunities, And Trends By Type (Casual Games, Serious Games, Exercise Games, Brain Training Games, Others), By Application (Health And Wellness Management, Medical Training And Education, Patient Engagement, Physical Therapy And Rehabilitation, Behavior Change And Lifestyle Improvement, Others), By End-User (Hospitals And Clinics, Pharmaceutical Companies, Medical Schools And Training Institutions, Patients, Healthcare Professionals, Others), And By Geography - Forecasts From 2023 To 2028

  • Published : Oct 2023
  • Report Code : KSI061615988
  • Pages : 146

The healthcare gamification market is estimated to grow at a CAGR of 21.4% during the forecast period.

At the convergence of healthcare and technology, the healthcare gamification market is quickly evolving. This industry offers interactive and engaging strategies to drive consumers towards better behaviours and higher wellness outcomes by utilising game-like aspects. Gamification approaches are used in a variety of healthcare settings, including patient education and medication adherence, as well as staff wellness programmes and rehabilitation. This market seeks to increase user engagement, develop behavioural changes, and eventually promote improved health management by incorporating fun and rewards into health-related activities. As the desire for new approaches to healthcare grows, the healthcare gamification market has enormous potential for changing how people view and engage in their own well-being journey.

Integration of Technology in Healthcare Solutions in the Healthcare Gamification Market.

The inclusion of digital tools, software, and devices to improve medical procedures, patient care, and health management is referred to as technology integration in healthcare solutions. Electronic health records (EHRs), telemedicine, wearable devices, mobile apps, and AI-driven analytics are all part of this. Technology promotes accessibility, efficiency, and accuracy in healthcare delivery by digitising medical information, enabling remote consultations, and providing real-time health monitoring. Personalised treatment, prompt interventions, and improved communication with healthcare providers benefit patients. Furthermore, technology-driven solutions simplify administrative processes, data exchange, and decision-making for healthcare practitioners, resulting in more effective, patient-centred, and data-driven healthcare practices.

Gamification Drives Positive Health Behaviours Enhances the Healthcare Gamification Market Growth.

By introducing game-like aspects to healthcare environments, gamification acts as a catalyst for encouraging excellent health behaviours. Individuals are encouraged to develop healthy behaviours and make educated decisions by using incentives, challenges, and interactive experiences. This method appeals to human psychology, eliciting intrinsic desire and engagement. Gamification improves regular exercise, medication adherence, balanced eating, and proactive disease management by converting health-related tasks into pleasurable and rewarding experiences. It fosters a sense of accomplishment, social connection, and progress monitoring, which reinforces desired behaviours. Finally, gamification uses behavioural psychology to empower people to take care of their health, resulting in long-term changes in lifestyle choices and general well-being.

Gamified Tools Aid in Managing Chronic Conditions in the  Healthcare Gamification Market.

Gamified solutions can help patients manage chronic diseases by providing interesting and helpful platforms. These programmes make use of game-like aspects to improve adherence to treatment regimens, medication schedules, and lifestyle changes. Gamification encourages self-management and enables individuals to better understand and control their conditions by giving interactive challenges, progress monitoring, and personalised feedback. These systems also make data collecting easier, allowing healthcare personnel to remotely monitor patients and intervene as required. Gamified solutions efficiently aid individuals in managing chronic diseases by creating constant engagement, knowledge, and motivation, resulting in improved health outcomes and quality of life.

North America is the Market Leader in the Healthcare Gamification Market.

North America is a market leader in the healthcare gamification market. The area has seen increasing use of gamification techniques for health-related objectives, owing to improved healthcare infrastructure, robust technology usage, and a growing focus on wellbeing. The increasing incidence of chronic illnesses, along with the growing desire for personalised healthcare solutions, has prompted the incorporation of gamification into patient engagement, disease management, and wellness programmes. Furthermore, a vibrant ecosystem of tech entrepreneurs, healthcare providers, and pharmaceutical corporations actively supports these novel techniques. North America continues to lead the adoption and growth of the healthcare gamification market, thanks to favourable regulatory conditions, strong market players, and a wellness culture.

Tailored Gamified Approaches for Individuals Bolsters the Healthcare Gamification Market Size.

Individuals benefit from tailored gamified techniques that tailor game-like experiences to their own interests, requirements, and health objectives. These methods take advantage of personal data, such as health measurements and user preferences, to create engaging experiences that are unique to each individual. These techniques assure increased engagement and motivation by tailoring challenges, incentives, and material to individual profiles. Tailored gamification instils a sense of ownership and relevance in the experience, making it more meaningful and successful in motivating beneficial health behaviours. This personalised touch increases the likelihood of long-term involvement, eventually leading to higher success in meeting health-related goals and establishing a closer bond between individuals and their health journey.

Key Developments:

  • In August 2022, Akili, a pioneer in digital medicine, has concluded its previously announced merger with Social Capital Suvretta Holdings Corp. I, a publicly listed special purpose acquisition company. Akili, Inc. ("Akili") is scheduled to begin trading on The Nasdaq Capital Market under the new ticker symbol "AKLI" shortly.
  • In November 2021, Virgin Pulse, the leading worldwide supplier of tech-enabled solutions aimed at improving its members' health and wellbeing, announced the completion of its purchase of Welltok, the award-winning health activation firm. The combination of Welltok's activation engine and Virgin Pulse's daily engagement platform will result in improved health outcomes and cost savings for the combined 4,100 worldwide employer, health plan, and health system clients.
  • In October 2022, Fitbit has launched a collaboration with the behavioural analytics firm Pretaa to enhance outcomes for the millions of Americans afflicted by substance misuse. Pretaa analyses data from wearable devices worn by patients recovering from substance misuse and alerts care professionals, friends, and family members when they may require more assistance (with patient agreement). 

Company Products:

  • Gamification Platform: Bunchball offers a framework for incorporating gamification features into a variety of digital activities, including healthcare and wellness applications.
  • Health Engagement Platform: Hubbub Health is a complete digital platform that blends gamification, social networking, and health counselling. The platform is intended to encourage people to adopt better behaviours and accomplish their health objectives.
  • Activity Tracker Device: Zamzee offers wearable activity trackers that are particularly developed for children. Throughout the day, these gadgets track movement and physical activity levels.
  • Employee Wellness Programs: Employee Wellness Programmes: Welltok creates and administers wellness programmes for businesses in order to engage and drive employees to adopt healthier behaviours. Gamification components are frequently used in these programmes to stimulate engagement, measure progress, and reward accomplishments.
  • Online Platform: Zamzee's web platform works in tandem with the activity tracker. Users may connect their devices to the platform to measure their activity progress, set goals, and take part in challenges.

Key Segment:

  • By Type
    • Casual Games
    • Serious Games
    • Exercise Games
    • Brain Training Games
    • Others     
  • By Application
    • Health And Wellness Management
    • Medical Training And Education
    • Patient Engagement
    • Physical Therapy And Rehabilitation
    • Behavior Change And Lifestyle Improvement
    • Others
  • By End-User
    • Hospitals And Clinics
    • Pharmaceutical Companies
    • Medical Schools And Training Institutions
    • Patients
    • Healthcare Professionals
    • Others 
  • By Geography
    • North America
      • United States
      • Canada
      • Mexico
    • South America
      • Brazil
      • Argentina
      • Others
    • Europe
      • United Kingdom
      • Germany
      • France
      • Italy
      • Spain   
      • Others
    • Middle East and Africa
      • Saudi Arabia
      • UAE
      • Others
    • Asia Pacific
      • Japan
      • China
      • India
      • South Korea
      • Taiwan
      • Thailand
      • Indonesia
      • Others

1. INTRODUCTION

1.1. Market Overview

1.2. Market Definition

1.3. Scope of the Study

1.4. Market Segmentation

1.5. Currency

1.6. Assumptions

1.7. Base, and Forecast Years Timeline

2. RESEARCH METHODOLOGY  

2.1. Research Data

2.2. Sources

2.3. Research Design

3. EXECUTIVE SUMMARY

3.1. Research Highlights

4. MARKET DYNAMICS

4.1. Market Drivers

4.2. Market Restraints

4.3. Porters Five Forces Analysis

4.3.1. Bargaining Power of Suppliers

4.3.2. Bargaining Power of Buyers

4.3.3. Threat of New Entrants

4.3.4. Threat of Substitutes

4.3.5. Competitive Rivalry in the Industry

4.4. Industry Value Chain Analysis

5.  HEALTHCARE GAMIFICATION MARKET, BY TYPE

5.1. Introduction

5.2. Casual Games

5.3. Serious Games

5.4. Exercise Games

5.5. Brain Training Games

5.6. Others                   

6. HEALTHCARE GAMIFICATION MARKET, BY APPLICATION

6.1. Introduction

6.2. Health and Wellness Management

6.3. Medical Training and Education

6.4. Patient Engagement

6.5. Physical Therapy and Rehabilitation

6.6. Behavior Change and Lifestyle Improvement

6.7. Others                

7. HEALTHCARE GAMIFICATION MARKET, BY END-USER

7.1. Introduction

7.2. Hospitals and Clinics

7.3. Pharmaceutical Companies

7.4. Medical Schools and Training Institutions

7.5. Patients

7.6. Healthcare Professionals

7.7. Others  

8.  HEALTHCARE GAMIFICATION MARKET, BY GEOGRAPHY

8.1. Introduction

8.2. North America

8.2.1. United States

8.2.2. Canada

8.2.3. Mexico

8.3. South America

8.3.1. Brazil

8.3.2. Argentina

8.3.3. Others

8.4. Europe

8.4.1. United Kingdom

8.4.2. Germany

8.4.3. France

8.4.4. Italy

8.4.5. Spain 

8.4.6. Others

8.5. Middle East and Africa

8.5.1. Saudi Arabia

8.5.2. UAE

8.5.3. Others

8.6. Asia Pacific

8.6.1. Japan

8.6.2. China

8.6.3. India

8.6.4. South Korea

8.6.5. Indonesia 

8.6.6. Taiwan

8.6.7. Others

9. COMPETITIVE ENVIRONMENT AND ANALYSIS

9.1. Major Players and Strategy Analysis

9.2. Emerging Players and Market Lucrativeness

9.3. Mergers, Acquisitions, Agreements, and Collaborations

9.4. Vendor Competitiveness Matrix

10. COMPANY PROFILES

10.1. Ayogo Health Inc.

10.2. Akili Interactive Labs

10.3. Mango Health, Inc.

10.4. Fitbit, Inc.

10.5. Jawbone Health Hub

10.6. Welltok, Inc.

10.7. EveryMove (a subsidiary of Rally Health)

10.8. Nike, Inc.

10.9. SuperBetter, LLC

10.10. Reflexion Health, Inc.        


Ayogo Health Inc.

Akili Interactive Labs

Mango Health, Inc.

Fitbit, Inc.

Jawbone Health Hub

Welltok, Inc.

Everymove (A Subsidiary Of Rally Health)

Nike, Inc.

Superbetter, Llc

Reflexion Health, Inc.