Healthcare Gamification Market to be Worth $3.5 Billion by 2030 - Exclusive Report by Meticulous Research®

Healthcare Gamification Market by Offering (Solutions, Services), End User (Consumer, Enterprise), Deployment Mode (Cloud-based, On-premises) and Geography - Global Forecast to 2030


Redding, California, May 18, 2023 (GLOBE NEWSWIRE) -- According to a new market research report titled, ‘Healthcare Gamification Market by Offering (Solutions, Services), End User (Consumers, Enterprise), Deployment Mode (Cloud-based, On-premises) and Geography - Global Forecast to 2030,’ the healthcare gamification market is projected to reach $3.5 billion by 2030, at a CAGR of 21.4% during the forecast period.

Healthcare gamification is utilized in health and wellness applications that deal with disease prevention, self-management, medication adherence, and telehealth programs. Gamification improves patient engagement by making healthcare more fun and interactive. Gamification can also help motivate patients to stick with their treatment plan and take their medication as prescribed. In addition, gamification can promote healthy behaviors and help patients manage their chronic conditions.

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The growth of this market is driven by the increasing health consciousness and the growing use of healthcare gamification to empower patients’ health and medical therapy. However, difficulties in sustaining long-term user engagement restrain the growth of this market.

Furthermore, the limited effectiveness of gamification in treating chronic conditions is a major challenge for the players operating in this market. Additionally, the adoption of AI, machine learning, AR & VR in gamification and the increasing availability of smartphones, which enable easy access to healthcare and well-being apps, are some trends in the healthcare gamification market.

The healthcare gamification market is segmented by offering (solutions [health checks, fitness management, medical training, medication management, physical therapy, telemedicine, e-Pharmacy, medical rooms, and others] and services), deployment mode (cloud-based deployments and on-premise deployments), end user (consumers and enterprises), and geography. The study also evaluates industry competitors and analyses the market at the regional and country levels.

Based on offering, the healthcare gamification market is segmented into solutions and services. The solutions segment is further segmented into health checks, fitness management, medical training, medication management, physical therapy, telemedicine, e-Pharmacy, medical rooms, and other solutions. In 2023, the solutions segment is expected to account for the larger share of the healthcare gamification market. The large market share of this segment is attributed to the increasing availability of smartphones that enables easy access to healthcare and well-being apps. Furthermore, the solutions segment is projected to register the highest CAGR during the forecast period.

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Based on deployment mode, the healthcare gamification market is segmented into cloud-based deployments and on-premises deployments. In 2023, the cloud-based segment is expected to account for the larger share of the healthcare gamification market. This segment's large market share is attributed to the increasing demand for configurable gamification platforms that encourage various end users to use cloud computing technology for gamification.

Furthermore, the cloud-based segment is projected to register the highest CAGR during the forecast period. Cloud-based healthcare gamification solutions have the potential to revolutionize the healthcare industry by making healthcare more accessible, convenient, and engaging for patients and healthcare providers. However, ensuring that these solutions are developed and deployed ethically and securely is important, with patient privacy and safety as top priorities

Based on end user, the healthcare gamification market is segmented into consumers and enterprises. In 2023, the consumers segment is expected to account for the larger share of the healthcare gamification market. The large market share of this segment is attributed to the growing number of health and wellness apps that deal with disease prevention, self-management, medication adherence, and telehealth programs. Furthermore, the consumers segment is projected to register the highest CAGR during the forecast period. Healthcare gamification aimed at consumers has the potential to be a powerful tool in promoting healthy behaviors and enhancing health outcomes. Individuals are more likely to adopt and sustain healthy habits by making health-related activities more enjoyable and rewarding. These factors significantly contribute to the growing appeal of gamification among consumers.

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Based on geography, the healthcare gamification market is segmented into North America, Europe, Asia-Pacific, Latin America, and the Middle East & Africa. In 2023, North America is expected to account for the largest share of the healthcare gamification market, followed by Europe, Asia-Pacific, Latin America, and the Middle East & Africa. The increasing adoption of gamification and the technology-savvy user base drives the demand for healthcare gamification in North America. Game-based patient education programs are also gaining popularity in North America. For example, the Great Cholesterol Challenge is a game-based program designed to educate patients about cholesterol management and healthy lifestyle choices.

The report also includes an extensive assessment of the key growth strategies adopted by the leading market participants in the last three to four years. The key players operating in the healthcare gamification market are Akili Interactive Labs, Inc. (U.S.), Ayogo Health, Inc. (Canada), Schoeneckers, Inc. (U.S.), EveryMove, Inc. (U.S.), Fitbit, Inc.(U.S.), Mambo Solutions Ltd. (U.K.), CogniFit Inc. (U.S.), Mango Health, Inc. (U.S.), Microsoft Corporation (U.S.), ManagingLife, Inc. (Canada), Rally Health, Inc. (U.S.), Reflexion Health, Inc. (U.S.), Strava, Inc. (U.S.), Nike, Inc. (U.S.), Under Armour, Inc. (U.S.), Novartis AG (Switzerland).

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Scope of the report:

Healthcare Gamification Market Assessment, by Offering

  • Solutions
    • Health Checks
    • Fitness Management
    • Medical Training
    • Medication Management
    • Physical Therapy
    • Telemedicine
    • E-Pharmacy
    • Medical Rooms
    • Other Solutions
  • Services

Healthcare Gamification Market Assessment, by Deployment Mode

  • Cloud-based Deployments
  • On-premise Deployments

Healthcare Gamification Market Assessment, by End-user

  • Consumers
  • Enterprises

Healthcare Gamification Market Assessment, by Geography

  • North America
    • U.S.
    • Canada
  • Europe
    • Germany
    • U.K.
    • France
    • Italy
    • Spain
    • Sweden
    • Rest of Europe
  • Asia-Pacific
    • China
    • Japan
    • India
    • South Korea
    • Singapore
    • Indonesia
    • Australia & New Zealand
    • Rest of Asia-Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • UAE
    • Saudi Arabia
    • Israel
    • Rest of the Middle East & Africa

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