Healthcare Gamification Market worth over $65.1bn by 2027

Healthcare Gamification Market size is set to surpass USD 65.1 billion by 2027, according to a new research report by Global Market Insights, Inc.

The healthcare gamification market growth is attributed to the steady rise in smartphone penetration as well as affordable internet connectivity. Additionally, the industry has also noted significant demand as the consumer awareness surrounding overall fitness increases. Another prominent factor propelling the demand for healthcare gamification is the medication and nutrition tracking tools. As the middle-aged adults and geriatric population is noted to increase over time, these are expected to contribute to the overall market expansion during the forecast period.


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Technological advancement significantly influences the healthcare gamification market

Healthcare gamification employs gaming principles and design techniques to enhance user-engagement and creates a motivated environment for users to track their wellbeing. These largely involve fitness trackers, sleep trackers, nutrition intake as well as medication trackers, among others. As users become more aware about the effectivity and cost-efficiency of healthcare gamification solutions when compared to conventional models, the demand is anticipated to increase. Further, with the onset of COVID-19 pandemic, several users are noted to resort primarily to such applications to continue their healthy lifestyle. Such behavioral shifts fueled by the pandemic-led restrictions have created a significant demand in the market of healthcare gamification and is set to impact the industry during the forecast timeframe.

Increasing costs limit the scale of profitability for developers

The cost associated with offering an optimum healthcare gamification experience involves several components such as equipment costs, software costs, maintenance costs alongside the developmental costs. Majority of such applications are listed on digital stores for users to install and are based on a freemium model. This involves offering some free features of the application and bills the user for some additional features. Hence, the scale of profitability is limited for the suppliers in the initial years and acts as a challenging factor in the market of healthcare gamification.

Growing acceptance of casual games among kids and elderlies will augment the market revenue

The casual games segment accounted for 38.4% of the healthcare gamification market share in 2020. Casual games are noted to remain highly popular among kids and geriatric population alike as these are targeted at enhancing cognitive skills through fun modules. These are also used to create awareness surrounding several healthcare concerns.

Browse key industry insights spread across 120 pages with 175 market data tables & 16 figures & charts from the report,Healthcare Gamification Market Size By Game Type (Casual Games, Serious Games, Exercise Games), By Application (Prevention, Therapeutic, Education), By End-Use (Enterprise Based, Consumer Based), COVID-19 Impact Analysis, Regional Outlook, Application Potential, Price Trends, Competitive Market Share & Forecast, 2021 - 2027in detail along with the table of contents:

Demand for fitness applications largely contributes to the market demand

The prevention segment captured 46% of the revenue share in 2020. Several users are noted to be aware about the disadvantages of a sedentary lifestyle and seek opportunities to incorporate a healthy routine in their day-to-day activities. Hence, the demand for prevention application in the industry increases as more users incline towards fitness and nutrition tracking applications.

Consumer based segment to comprise of a sizeable proportion of the overall healthcare gamification market

The consumer-based segment is poised to register growth of 14.5% through 2027 led by the rising popularity of health consumerism. An increasing involvement of users in taking self-healthcare decision is observed across geographies, largely boosting the consumer-based industry demand. Further, as suppliers also opt for direct-to-consumer marketing strategies, these also lead to an increased consumer involvement in the market, thereby fostering the industry expansion.

Higher rate of adoption and several suppliers targeting the region make Europe one of the fastest growing regions

Europe healthcare gamification market size will reach over USD 16.1 billion by 2027 on account of the increasing acceptance of gamified models from enterprise and consumers alike. Moreover, with a rising prevalence of chronic diseases in the region, several segments of the market have witnessed high demand. Further, several startups are noted to operate in countries of Europe.

A mix of organic and inorganic growth strategies shape the supply-side market

Some of the key participants operating in the market include EveryMove Inc., Google LLC, Mango Health, Inc., Microsoft Corporation, Nike, Inc., among others. The industry leaders are noted to focus on strengthening their market presence across regions and hence engage in strategies such as acquisitions and mergers, among others.

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