Global Healthcare Gamification Market Size, Share, Trends, COVID-19 Impact & Growth Analysis Report – Segmented By Game Type (Casual Games, Serious Games and Exercise Games), Application (Fitness Management, Medical Training, Physical Therapy and Others), End-User & Region - Industry Forecast From 2024 to 2029

Updated On: January, 2024
ID: 11906
Pages: 190

Healthcare Gamification Market Size (2023 to 2028)

As per our report, the global healthcare gamification market is predicted to grow at a CAGR of 42.8% from 2023 to 2028 and be worth USD 4181 million by 2028 from USD 1859 million in 2023.

Market Drivers:

The growing use of smart devices and internet connectivity is expected to drive the global healthcare gamification market.

The global healthcare gamification market is primarily driven by the growing use of smart devices and internet connections. Healthcare gamification is growing more prominent as the Internet of Things (IoT) and smart devices such as smartphones, laptops, and tablets grow increasingly widely available. Patients may download the clinical response and get rewards by playing health games. Until March 2021, Asia had a 62 % internet penetration rate, 88 % in Europe, and 90 % in North America. Furthermore, as the number of smart device users grows, healthcare gamification applications are becoming more popular. According to Statista, there were 4.28 billion active mobile internet users in 2020, and more than 90% of the global internet population used a mobile device to access the internet. By 2020, the world's tablet users reached 1.26 billion. The healthcare gamification sector is growing as more devices with games become accessible, assisting customers with a range of healthcare fun.

The rising usage of gamification in healthcare further boosts the growth rate of the global healthcare gamification market.

The growing use of gamification in healthcare is expected to boost the market for healthcare gamification. Games have become an essential entertainment source for people of all ages. With the assistance of artificial intelligence and augmented reality, this game is now being used for medicinal purposes. These games assist experts in improving therapeutic strategy, resulting in more successful treatment outcomes. In addition, young patients accustomed to connecting with technologies regularly throughout their lives are quickly adopting healthcare games. According to 2017 PwC research on top health sector concerns, 78 % of those aged 25 to 44 stated they want to see some form of gamification used in their treatment. In addition, with the advent of augmented reality (AR) and virtual reality (VR), gamification in healthcare has exploded, notably in the mental health field. In 2019, for example, researchers created a computer game to address one of the most pressing concerns in mental health: diagnosing psychiatric diseases. As a result, the gamification market in healthcare is growing.

Emerging health consumerism will provide growth opportunities for the global healthcare gamification market.

The rise of health consumerism is likely to open lucrative opportunities for the healthcare gamification industry. People are becoming healthier as their lifestyles change and illness prevalence rises. As a result, the healthcare sector is transitioning from a sick-care to a consumer-driven business, with people taking an active role in their healthcare decisions. As a result, more individuals are turning to healthcare games to maintain their health. In addition, the healthcare gamification sector will have a bright future because of the growing popularity of fitness and mind games.

Market Restraints:

High costs and a low acceptance rate are expected to slightly hinder the growth rate of the global healthcare gamification market during the forecast period.

However, the market for healthcare gamification may be hindered by high costs and limited acceptance. The expensive investment of arranging and setting up a healthcare gamification system might impede market expansion. In addition, there has been a shortage of knowledge of healthcare gamification in emerging nations. As a result, the rate of adaptation is low.

Impact of COVID-19 on the global healthcare gamification market:

The need for healthcare gamification solutions is expected to increase because of COVID-19.

COVID-19 is influencing everyone's daily life, and it's becoming increasingly important to keep track of these pandemics to improve adaptation. However, some people who are not science learners opt to ignore news on scientific topics owing to a lack of scientific expertise. This boosted the desire for game mechanics to better understand COVID-19 by incorporating risk information into game mechanics to incentivize improved behavioral outcomes while also growing awareness and scientific information on COVID-19.

In addition, during the COVID-19 epidemic, AR games can boost physical and mental wellness. These games can benefit physical and mental health by offering virtual sociability, prolonged exercise, temporal regularity, and mental structure to isolated or distressed groups. Aside from that, professionals and players are working together to combat COVID-19. For example, Ndemic Creations worked with infection scientists from the World Health Organization (WHO), the Coalition for Epidemic Preparedness Innovations (CEPI), and the Global Outbreak Alert and Response Network to create the game (GOARN).

REPORT COVERAGE:

REPORT METRIC

DETAILS

Market Size Available

2022 to 2028

Base Year

2022

Forecast Period

2023 to 2028

Segments Analysed

By Game Type, Application, End-User, and Region

Various Analyses Covered

Global, Regional & Country Level Analysis, Segment-Level Analysis, Drivers, Restraints, Opportunities, Challenges, PESTLE Analysis, Porter’s Five Forces Analysis, Competitive Landscape, Analyst Overview of Investment Opportunities

Regions Analysed

North America, Europe, Asia Pacific, Latin America, the Middle East, and Africa

 

This research report on the global healthcare gamification market has been segmented and sub-segmented into the following categories.

Healthcare Gamification Market – By Game Type:

  • Casual Games
  • Serious Games
  • Exercise Games

The exercise games segment had the largest share of the healthcare gamification market in 2022. This is due to factors such as increasing exercise games among young adults and the working population, rising focus on fitness, rising use of smart devices & internet connection, implementation of IoT application development, and increasing awareness about healthy well-being. In addition, exercise games are predicted to evolve quickly, other factors such as increasing population concerns about physical fitness and health, as well as hospital collaborations with applications to promote a healthier lifestyle in people.

Healthcare Gamification Market – By Application:

  • Fitness Management
  • Medical Training
  • Physical Therapy
  • Others

The fitness management segment accounted for the most dominating share of the global healthcare gamification market in 2022 due to the increased awareness of the importance of fitness, an increasing number of people opting for wellness apps to get in touch with their physicians and update their health, the increase in the usage of digitalization and the technology adoption, fitness is the most critical day-to-day activity in promoting and the need to encourage healthy lifestyles among populations.

Membrane Filters Market – By End-User:

  • Enterprise-Based Users
  • Consumer-Based Users

Based on the end-user, the enterprise-based users segment is predicted to account for a significant share of the healthcare gamification market in 2022. The companies take various activities for the health of the employee. Companies involving their employees with several online games and giving personalized feedback to keep them active is the factor expected to drive the growth of the market. Growing awareness surrounding employees’ overall health, which influences their productivity and efficiency, is the driving factor for this segment’s growth.

Membrane Filters Market - By Region:

  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • Middle East and Africa

Geographically, North America led the market for healthcare gamification worldwide in 2022 owing to factors such as higher adoption rate and increasing awareness of users are some of the primary factors leading to the regional growth. Companies are launching a new app to spread awareness about and combat the COVID-19 pandemic. As a result, the market for healthcare gamification in North America has benefited.

Asia Pacific region is expected to have growth in the gamification healthcare market primarily due to the growing population and more inclination towards technological advancements, increasing awareness about healthcare, growing expenditure on healthcare, and improving healthcare infrastructure in the region, especially in India and China, rising adoption of smartphones, and increasing gamification and creative innovation initiatives in the region. The mobile application integrates with Google Fit or Apple Health, giving clients access and experiences in their health.  The Australian quokka is used as a mascot in addition "to convey happiness.

Due to the rapid increase of COVID-19 cases across Europe, serious games have been rated as useful educational tools to teach young adults about preventative measures.  In recent years, hundreds of apps have been launched in Europe using the most basic gamification techniques to encourage users to improve their health. For example, UK-based start-up Clinicoin rewards patients in the UK with cryptocurrency when they follow recommended health steps like regular check-ups and exercise.

KEY MARKET PLAYERS:

A few of the promising companies operating in the global healthcare gamification market profiled in this report are Nike, Fitbit, Microsoft, Hubbub Health, Mango Health, Ayogo Health, Bunchball, EveryMove, Akili Interactive Labs, JawBone, Google LLC, Cognifit, Cohero Health, Inc., Mysugr, Higi Sh Llc, Rally Health, Reflexion Health Inc. and Respond well (a part of Zimmer Biomet).

These players concentrate on strategies like product launches, partnerships or collaborations, acquisitions, and mergers.

RECENT MARKET DEVELOPMENTS:

  • TrialCard Incorporated announced the launch of Mango Health version 2.0, its advanced mobile technology platform, in 2020. This latest version provides third-party health service providers access to Mango’s robust suite of patient support modules.
  • In 2020, a based company that developed medical video games designed to advance the clinical skills of physicians and surgeons was announced by Brainlab, the digital medical technology company.
  • Onyx Health launched a new digital product to bridge the digital skills gap in the pharmaceutical and healthcare sectors in 2020.

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Frequently Asked Questions

How much was the global healthcare gamification market worth in 2022?

The global healthcare gamification market size was valued at USD 1302 million in 2022.

How big is the healthcare gamification market?

The global healthcare gamification market size is estimated to value USD 4181 million by 2028.

Does this report include the impact of COVID-19 on the healthcare gamification market?

The global healthcare gamification market has seen a rise in its growth rate due to COVID-19, and the detailed impact on this market is included in this report. 

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