Healthcare Gamification Market Size & Share 2023 to 2032

Market Size by Game Type (Casual Games, Serious Games, Exercise Games), by Application (Prevention, Therapeutic, Education), by End Use (Enterprise Based, Consumer Based) & Forecast.
Report ID: GMI2124
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Published Date: December 2022
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Report Format: PDF

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Healthcare Gamification Market Size

Healthcare Gamification Market size was more than USD 10 billion in 2022 and is projected to observe a 10.5% CAGR from 2023 to 2032.
 

Healthcare Gamification Market

The prevalence of chronic diseases and the adoption of unhealthy and sedentary lifestyle changes are expected to drive market growth. The healthcare sector has undergone transformative growth supported by the development of digital and mobile technologies for the treatment of chronic illnesses. Proper management of diseases necessitates routine testing and monitoring. Gamification helps manage diabetic care by tracking and measuring blood glucose, insulin, and food intake while sharing progress and rewarding users. Managing diabetes through self-care is made possible for patients through gamification in the healthcare sector.
 

Challenges in long-term user engagement could impact the healthcare gamification industry growth. The gaming features and design strategies used in these solutions mostly lead to short-term behavioral changes, which makes long-term engagement an issue. The learner's engagement issue has typically been observed from a pedagogical and psychological perspective. Another significant factor that limits long-term user involvement is the lack of application interoperability.
 

Healthcare Gamification Market Analysis

Healthcare Gamification Market Share, By Game Type

Healthcare gamification market share from the serious games segment is expected to surpass nearly USD 2.9 billion by 2032. The growing use of serious games in healthcare can spark interest in the education, training, and performance evaluation of patients and healthcare professionals. There have been many serious games introduced in the e-health space over the past few years. These video games cover a wide range of topics, including radiology procedures, cardiopulmonary resuscitation (CPR), and patient care.  
 

Global Healthcare Gamification Market Share, By Application, 2022 (%)

Segment

Market share (%), 2022

Prevention

47.40%

Therapeutic

34.90%

Education

9.20%

Others

8.50%

Healthcare gamification market from the education analysis application is expected to witness 11.1% CAGR between 2023 and 2032. Raising awareness and educating users about the advantages of a healthy lifestyle is influencing the need for digital health apps. Health professions educators are increasingly using gamification to optimize students’ learning experience. Healthcare gamification is implemented in medical education as it is considered to make learning enjoyable, memorable, and more efficient.
 

Healthcare gamification market from the consumer-based end-use segment is anticipated to showcase a 10.3% CAGR from 2023 to 2032. One of the main factors driving this growth is the expanding popularity of health consumerism which makes the delivery of healthcare services more cost-effective and efficient. It transforms an employer's health benefit plan, putting economic purchasing power and decision-making in the hands of participants.
 

Healthcare Gamification Market Size, By Region

Europe healthcare gamification market is expected to surpass around USD 6.95 billion by 2032 as consumers and enterprises continue to embrace gamified business methods. The rising prevalence of chronic disorders and diseases in the region will influence regional market trends. According to the WHO, chronic diseases such as cancer, chronic respiratory diseases heart disease, stroke, and diabetes, are the leading cause of mortality in Europe, representing 86% of all deaths and 77% of the total disease burden. Awareness programs and other developments across the gamification industry will foster regional industry statistics.
 

Healthcare Gamification Market Share

Some of the prominent players in the healthcare gamification industry include :

  • Alkili Interactive labs
  • Bunchball, Inc.
  • BrainLAB AG
  • Cognifit
  • Mango Health, Inc.
  • EveryMove Inc.
  • Google LLC
  • Ayogo Health Inc.
  • Microsoft Corporation
  • and Nike, Inc.

Companies are working to improve their global standing through mergers and acquisitions.
 

Impact of COVID-19 Pandemic

A dramatic rise in COVID-19 cases forced authorities to impose restrictions on the cross-regional movement of people and products. Even though some parts of the healthcare industry are still affected by the pandemic, the demand for healthcare gamification continues to be strong. Users have turned to digital, app-based solutions midst of pandemic-like conditions. Mobile applications for health and fitness are used as an alternate method of monitoring and controlling health activities. Several developers are working to integrate medical prescription tracking elements in telehealth apps based on healthcare gamification concepts. Increasing adoption of novel solutions to improve self-care is expected to spur market growth in the post COVID-19 era.
 

The healthcare gamification market research report includes in-depth coverage of the industry with estimates & forecasts in terms of revenue in USD Million from 2018 to 2032 for the following segments:

By Game Type

  • Casual Games
  • Serious Games
  • Exercise Games

By Application 

  • Prevention
  • Therapeutic
  • Education
  • Others

By End-use

  • Enterprise based
  • Consumer based

The above information is provided for the following regions and countries:

  • North America
    • U.S.
    • Canada
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • South Korea
  • Latin America
    • Brazil
    • Mexico
    • Argentina
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE
       
Authors: Mariam Faizullabhoy, Gauri Wani
Healthcare Gamification Market Scope
  • Healthcare Gamification Market Size
  • Healthcare Gamification Market Trends
  • Healthcare Gamification Market Analysis
  • Healthcare Gamification Market Share

Report Content

Chapter 1   Methodology

1.1    Methodology

1.2    Market scope & definitions

1.3    Base estimates & working

1.3.1   North America

1.3.2   Europe

1.3.3   Asia Pacific

1.3.4   Latin America

1.3.5   MEA

1.4    Forecast parameters

1.5    Data validation

1.6    Data sources

1.6.1   Secondary

1.6.1.1    Paid sources

1.6.1.2    Public sources

1.6.2   Primary

Chapter 2   Executive Summary

2.1    Healthcare gamification industry 360° synopsis, 2018-2032

2.1.1   Business trends

2.1.2   Game type trends

2.1.3   Application trends

2.1.4   End-use trends

2.1.5   Regional trends

Chapter 3   Healthcare Gamification Industry Insights

3.1    Industry segmentation

3.2    Industry landscape, 2018 - 2032

3.3    Industry impact forces

3.3.1   Growth drivers

3.3.1.1    Increasing prevalence of chronic diseases

3.3.1.2    Emergence of health consumerism

3.3.1.3    Upsurge in social media and smartphone usage

3.3.1.4    Growing acceptance of gamified models throughout the healthcare

3.3.1.5    Rising shift to business-to-consumer model and outcomes-based model

3.3.1.6    Significant influence from the millennial generation

3.3.1.7    Growing use of gamification towards HIV awareness in countries in Africa

3.3.2    Industry pitfalls & challenges

3.3.2.1    Dearth of understanding patient behavioral psychology and gamification features

3.3.2.2    Difficulty in long term user engagement

3.4    Growth potential analysis

3.4.1   By game type

3.4.2    By application

3.4.3    By end-use

3.5    COVID-19 impact analysis

3.6    Regulatory landscape

3.7    Future development and trends

3.8    Porter’s analysis

3.9    PESTEL analysis

Chapter 4   Competitive Landscape, 2022

4.1    Introduction

4.2    Company matrix analysis

4.3    Strategic dashboard

Chapter 5   Healthcare Gamification Market, By Game Type

5.1    Key game type trends

5.2    Casual games

5.2.1   Market size, by region, 2018 – 2032 (USD Mn)

5.3    Serious games

5.3.1   Market size, by region, 2018 – 2032 (USD Mn)

5.4    Exercise games

5.4.1   Market size, by region, 2018 – 2032 (USD Mn)

Chapter 6   Healthcare Gamification Market, By Application

6.1    Key application trend

6.2    Prevention

6.2.1   Market size, by region, 2018 – 2032 (USD Mn)

6.3    Therapeutic

6.3.1   Market size, by region, 2018 – 2032 (USD Mn)

6.4    Education

6.4.1   Market size, by region, 2018 – 2032 (USD Mn)

6.5    Others

Chapter 7   Healthcare Gamification Market, By End-use

7.1    Key end-use trend

7.2    Enterprise based

7.2.1   Market size, by region, 2018 – 2032 (USD Mn)

7.3    Consumer based

7.3.1   Market size, by region, 2018 – 2032 (USD Mn)

Chapter 8   Healthcare Gamification Market, By Region

8.1    Key regional trends

8.2    North America

8.2.1   Market size, by country, 2018 – 2032 (USD Mn)

8.2.2    Market size, by game type, 2018 – 2032 (USD Mn)

8.2.3    Market size, by application, 2018 – 2032 (USD Mn)

8.2.4    Market size, by end-use, 2018 – 2032 (USD Mn)

8.2.5    U.S.

8.2.5.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.2.5.2    Market size, by application, 2018 – 2032 (USD Mn)

8.2.5.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.2.6    Canada

8.2.6.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.2.6.2    Market size, by application, 2018 – 2032 (USD Mn)

8.2.6.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.3    Europe

8.3.1   Market size, by country, 2018 – 2032 (USD Mn)

8.3.2    Market size, by game type, 2018 – 2032 (USD Mn)

8.3.3    Market size, by application, 2018 – 2032 (USD Mn)

8.3.4    Market size, by end-use, 2018 – 2032 (USD Mn)

8.3.5    Germany

8.3.5.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.3.5.2    Market size, by application, 2018 – 2032 (USD Mn)

8.3.5.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.3.6    UK

8.3.6.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.3.6.2    Market size, by application, 2018 – 2032 (USD Mn)

8.3.6.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.3.7    France

8.3.7.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.3.7.2    Market size, by application, 2018 – 2032 (USD Mn)

8.3.7.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.3.8    Italy

8.3.8.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.3.8.2    Market size, by application, 2018 – 2032 (USD Mn)

8.3.8.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.3.9    Spain

8.3.9.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.3.9.2    Market size, by application, 2018 – 2032 (USD Mn)

8.3.9.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.4    Asia Pacific

8.4.1   Market size, by country, 2018 – 2032 (USD Mn)

8.4.2    Market size, by game type, 2018 – 2032 (USD Mn)

8.4.3    Market size, by application, 2018 – 2032 (USD Mn)

8.4.4    Market size, by end-use, 2018 – 2032 (USD Mn)

8.4.5    Japan

8.4.5.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.4.5.2    Market size, by application, 2018 – 2032 (USD Mn)

8.4.5.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.4.6    China

8.4.6.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.4.6.2    Market size, by application, 2018 – 2032 (USD Mn)

8.4.6.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.4.7    India

8.4.7.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.4.7.2    Market size, by application, 2018 – 2032 (USD Mn)

8.4.7.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.4.8    Australia

8.4.8.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.4.8.2    Market size, by application, 2018 – 2032 (USD Mn)

8.4.8.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.4.9    South Korea

8.4.9.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.4.9.2    Market size, by application, 2018 – 2032 (USD Mn)

8.4.9.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.5    Latin America

8.5.1   Market size, by country, 2018 – 2032 (USD Mn)

8.5.2    Market size, by game type, 2018 – 2032 (USD Mn)

8.5.3    Market size, by application, 2018 – 2032 (USD Mn)

8.5.4    Market size, by end-use, 2018 – 2032 (USD Mn)

8.5.5    Brazil

8.5.5.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.5.5.2    Market size, by application, 2018 – 2032 (USD Mn)

8.5.5.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.5.6    Mexico

8.5.6.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.5.6.2    Market size, by application, 2018 – 2032 (USD Mn)

8.5.6.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.5.7    Argentina

8.5.7.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.5.7.2    Market size, by application, 2018 – 2032 (USD Mn)

8.5.7.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.6    MEA

8.6.1   Market size, by country, 2018 – 2032 (USD Mn)

8.6.2    Market size, by game type, 2018 – 2032 (USD Mn)

8.6.3    Market size, by application, 2018 – 2032 (USD Mn)

8.6.4    Market size, by end-use, 2018 – 2032 (USD Mn)

8.6.5    South Africa

8.6.5.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.6.5.2    Market size, by application, 2018 – 2032 (USD Mn)

8.6.5.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.6.6    Saudi Arabia

8.6.6.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.6.6.2    Market size, by application, 2018 – 2032 (USD Mn)

8.6.6.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.6.7    UAE

8.6.7.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.6.7.2    Market size, by application, 2018 – 2032 (USD Mn)

8.6.7.3    Market size, by end-use, 2018 – 2032 (USD Mn)

Chapter 9   Company Profiles

9.1    Alkili Interactive labs, Inc.

9.1.1   Business overview

9.1.2   Financial data

9.1.3   Service landscape

9.1.4   SWOT analysis

9.2    Ayogo Health Inc.

9.2.1   Business overview

9.2.2    Financial data

9.2.3    Service landscape

9.2.4    SWOT analysis

9.3    BrainLAB AG

9.3.1   Business overview

9.3.2    Financial data

9.3.3    Service landscape

9.3.4    SWOT analysis

9.4    Bunchball

9.4.1   Business overview

9.4.2    Financial data

9.4.3    Service landscape

9.4.4    SWOT analysis

9.5    Cognifit

9.5.1   Business overview

9.5.2    Financial data

9.5.3    Service landscape

9.5.4    SWOT analysis

9.6    EveryMove Inc.

9.6.1   Business overview

9.6.2    Financial data

9.6.3    Service landscape

9.6.4    SWOT analysis

9.7    Google LLC

9.7.1   Business overview

9.7.2    Financial data

9.7.3    Service landscape

9.7.4    SWOT analysis

9.8    Mango Health, Inc.

9.8.1   Business overview

9.8.2    Financial data

9.8.3    Service landscape

9.8.4    SWOT analysis

9.9    Microsoft Corporation

9.9.1   Business overview

9.9.2    Financial data

9.9.3    Service landscape

9.9.4    SWOT analysis

9.10    Nike, Inc.

9.10.1    Business overview

9.10.2    Financial data

9.10.3    Service landscape

9.10.4    SWOT analysis

   

Authors: Mariam Faizullabhoy, Gauri Wani

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Premium Report Details

Base Year: 2022

Companies covered: 10

Tables & Figures: 185

Countries covered: 18

Pages: 120

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