Healthcare Gamification Market Report 2023: Sector is Expected to Reach $15.9 Billion by 2030 at a CAGR of 22.6%


Dublin, May 31, 2023 (GLOBE NEWSWIRE) -- The "Healthcare Gamification Market Size, Share & Trends Analysis Report By Type (Exercise Game, Serious Game, Casual Game), By Application (Education, Therapeutics), By End-use, By Region, And Segment Forecasts, 2023 - 2030" report has been added to ResearchAndMarkets.com's offering.

The global healthcare gamification market size is expected to reach USD 15.9 billion by 2030, to expand at a CAGR of 22.6% from 2023 to 2030.

Companies Mentioned

  • Fitbit, Inc.
  • Ayogo Health, Inc.
  • Hubbub Health, Inc.
  • Evolv Rehabilitation Technologies S.L.
  • BI Worldwide (Bunchball, Inc.)
  • Akili Interactive Labs, Inc.
  • Cognifit
  • Mango Health
  • Nike, Inc.

The market growth can be attributed to the widespread adoption and applications of healthcare gamification in health monitoring. In addition, technological advancements such as virtual reality (VR) and augmented reality (AR) are contributing to enhanced gamification technology.

In the study published by MDPI in 2019, VR games showed improved compliance and a significant reduction in preoperative anxiety during the anesthetic induction in pediatric patients undergoing general anesthesia and elective surgery.

The widespread adoption of smartphones, tablets, and laptops has facilitated better access to healthcare mobile apps and games. According to a study conducted by Vicert, 350,000 healthcare applications were available as of February 2022 and are frequently used by the geriatric population.

Moreover, in terms of usage, around 35% of the total population uses these apps for monitoring exercise, over 20% use them for nutrition management, whereas 20% and 17% people use such apps for sleep and blood pressure tracking, respectively.

COVID-19 positively impacted the market growth by contributing to the rising awareness about the use of healthcare applications such as health tracking and remote patient monitoring.

Healthcare Gamification Market Report Highlights

  • Based on type, the exercise game segment held the largest revenue share of around 45% in 2022 and is also expected to witness the fastest CAGR over the forecast period owing to the increased health consciousness and rising awareness regarding the benefits associated with exercise and workouts
  • Based on the application, the education segment dominated the market in terms of the revenue share of over 50% in 2022 attributed to the ability of such apps to provide learners with realistic simulations and training scenarios that replicate real-life healthcare situations. The prevention segment is likely to witness the fastest CAGR over the forecast period.
  • Based on end use, the enterprise based segment held a majority of the market in terms of the revenue at over 50% in 2022 owing to the adoption of gamification techniques by hospitals, testing labs, and research institutes, among others. The consumer-based segment is anticipated to grow at the fastest CAGR over the forecast period.
  • North America dominated the healthcare gamification market in terms of the revenue share of over 40% in 2022 pertaining to the increased adoption of smartphones and tablets. In addition, the rising incidence rate of chronic illnesses is contributing to the demand for better care management. On the other hand, Asia Pacific is anticipated to grow at the fastest CAGR of around 25% during the forecast period.

Key Attributes:

Report AttributeDetails
No. of Pages90
Forecast Period2022 - 2030
Estimated Market Value (USD) in 2022$3.15 Billion
Forecasted Market Value (USD) by 2030$15.9 Billion
Compound Annual Growth Rate22.6%
Regions CoveredGlobal

Key Topics Covered:

Chapter 1 Report Scope and Objectives

Chapter 2 Methodology

Chapter 3 Executive Summary
3.1 Market Outlook
3.2 Segment Outlook
3.2.1 Type
3.2.2 Application
3.2.2 End-use
3.2.3 Region
3.3 Competitive Insights
3.4 Healthcare gamification Market Outlook, 2022

Chapter 4 Market Variables, Trends & Scope
4.1 Market Lineage Outlook
4.1.1 Parent Market Outlook
4.1.2 Ancillary Market Outlook
4.2 Healthcare gamification Market Dynamics
4.2.1 Market Driver Analysis
4.2.2 Market Restraint Analysis
4.3 Penetration & Growth Prospect Mapping
4.4 Regulatory Framework
4.5 Impact of COVID-19 on Healthcare gamification Market

Chapter 5 Healthcare gamification Market: Type Analysis
5.1 Healthcare gamification Type Market Share Analysis, 2022 & 2030
5.2 Healthcare gamification Type Market: Segment Dashboard
5.3 Market Size & Forecasts and Trend Analysis, 2018 to 2030 for the Type Segment
5.3.1 EXERCISE GAME
5.3.1.1 Exercise market, 2018 - 2030 (USD Million)
5.3.2 SERIOUS GAME
5.3.2.1 Serious Game market, 2018 - 2030 (USD Million)
5.3.3 CASUAL GAME
5.3.3.1 Casual market, 2018 - 2030 (USD Million)

Chapter 6 Healthcare gamification MARKET: Application Analysis
6.1 Healthcare gamification Application Market Share Analysis, 2022 & 2030
6.2 Healthcare gamification Application Market: Segment Dashboard
6.3 Market Size & Forecasts and Trend Analyses, 2018 to 2030 for the Application Segment
6.3.1 EDUCATION
6.3.1.1 Education market, 2018- 2030 (USD Million)
6.3.2 THERAPEUTICS
6.3.2.1 Therapeutics market, 2018- 2030 (USD Million)
6.3.3 PREVENTION
6.3.2.1 Prevention market, 2018- 2030 (USD Million)

Chapter 7 Healthcare gamification MARKET: End-use Analysis
7.1 Healthcare gamification End-use Market Share Analysis, 2022 & 2030
7.2 Healthcare gamification End-use Market: Segment Dashboard
7.3 Market Size & Forecasts and Trend Analyses, 2018 to 2030 for the End-use Segment
7.3.1 Enterprise based
7.3.1.1 Enterprise based market, 2018- 2030 (USD Million)
7.3.2 Consumer based
7.3.2.1 Consumer based market, 2018- 2030 (USD Million)

Chapter 8 Healthcare gamification MARKET: REGIONAL Analysis

Chapter 9 Competitive Analysis
9.1 Recent Developments & Impact Analysis, By Key Market Participants
9.2 Company Profiles

For more information about this report visit https://www.researchandmarkets.com/r/nut3cr

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Attachment

 
Global Healthcare Gamification Market

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