- Casual Games
- Serious Games
- Exercise Games
Healthcare Gamification Market is estimated to be valued at USD 4,185.2 million in 2023 and is poised to grow at a significant CAGR of 11.6% from 2024-2030. Healthcare gamification is described as the act of integrating game mechanics, gaming ideas, and design strategies into non-game applications in order to increase user engagement and significant health awareness. These primarily include daily trackers, progress indicators, and the option to share results, as well as the possibility for users to interact with others.
Healthcare gamification has mostly inspired applications aimed at self-managed medicine, fitness & nutrition, physical treatment, and mental health. Demand has increased in recent years as smartphone usage and internet affordability have increased. The Casual Games segment is anticipated to grow at a significant CAGR over the forecast years owing to increased demand While casual games were on an upward spiral, hyper-casual games started targeting an unexplored market. In 2018, the hyper-casual business model saw the light of day and enabled smaller companies to team up with large publishers and build enticing, addictive, and super-hit games. The category focused on non-gamers who weren’t even familiar with casual games like Candy Crush, Temple Run, and Subway Surfers.
The healthcare gamification market is predicted to expand because of benefits such as increased patient data value and cost-effective methods to keep patients more motivated and on track with their medicine, fitness, and training. People dread doing out for a variety of reasons, including repetition, lack of observable progress, and boredom, which gamification eliminates.
Study Period
2024-2030Base Year
2023CAGR
11.6%Largest Market
Asia PacificFastest Growing Market
Asia Pacific
According to the research, the healthcare gamification market is likely to increase over the forecast period due to rising digitization and acceptance of technology, such as the growing usage of wearable devices to monitor their pulse, footstep, sleep cycle, and other metrics. Furthermore, the growing number of consumers using wellness apps to communicate with their doctors and keep track of their health is likely to fuel market expansion throughout the forecast period. However, poor usage of healthcare games and a lack of excitement for real game creation may stymie market growth over the study period.
By Game Type
By Application
By End User
By Geography
The global healthcare gamification market size was valued at US$ 4,185.2 million in 2023 and is projected to grow at a CAGR of 11.6% from 2024-2030.
Fitbit, Inc, Ayogo Health Inc, hubbub health, inc, Microsoft, Bunchball inc., EveryMove, Akili Interactive Labs, Inc, CogniFit, Mango Health, Nike, Inc.
Asia Pacific is the fastest-growing region for healthcare gamification market
1.Executive Summary |
2.Global Healthcare Gamification Market Introduction |
2.1.Global Healthcare Gamification Market - Taxonomy |
2.2.Global Healthcare Gamification Market - Definitions |
2.2.1.Game Type |
2.2.2.Application |
2.2.3.End Users |
2.2.4.Region |
3.Global Healthcare Gamification Market Dynamics |
3.1. Drivers |
3.2. Restraints |
3.3. Opportunities/Unmet Needs of the Market |
3.4. Trends |
3.5. Product Landscape |
3.6. New Product Launches |
3.7. Impact of COVID 19 on Market |
4.Global Healthcare Gamification Market Analysis, 2019 - 2023 and Forecast 2024 - 2030 |
4.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
4.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) |
4.3. Market Opportunity Analysis |
5.Global Healthcare Gamification Market By Game Type, 2019 - 2023 and Forecast 2024 - 2030 (Sales Value USD Million) |
5.1. Casual Games |
5.1.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
5.1.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.1.3. Market Opportunity Analysis |
5.2. Serious Games |
5.2.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
5.2.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.2.3. Market Opportunity Analysis |
5.3. Exercise Games |
5.3.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
5.3.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.3.3. Market Opportunity Analysis |
6.Global Healthcare Gamification Market By Application, 2019 - 2023 and Forecast 2024 - 2030 (Sales Value USD Million) |
6.1. Prevention |
6.1.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
6.1.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
6.1.3. Market Opportunity Analysis |
6.2. Therapeutic |
6.2.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
6.2.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
6.2.3. Market Opportunity Analysis |
6.3. Education |
6.3.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
6.3.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
6.3.3. Market Opportunity Analysis |
6.4. Others |
6.4.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
6.4.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
6.4.3. Market Opportunity Analysis |
7.Global Healthcare Gamification Market By End Users, 2019 - 2023 and Forecast 2024 - 2030 (Sales Value USD Million) |
7.1. Enterprise based |
7.1.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
7.1.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.1.3. Market Opportunity Analysis |
7.2. Consumer based |
7.2.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
7.2.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.2.3. Market Opportunity Analysis |
8.Global Healthcare Gamification Market By Region, 2019 - 2023 and Forecast 2024 - 2030 (Sales Value USD Million) |
8.1. North America |
8.1.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
8.1.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.1.3. Market Opportunity Analysis |
8.2. Europe |
8.2.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
8.2.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.2.3. Market Opportunity Analysis |
8.3. Asia Pacific (APAC) |
8.3.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
8.3.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.3.3. Market Opportunity Analysis |
8.4. Middle East and Africa (MEA) |
8.4.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
8.4.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.4.3. Market Opportunity Analysis |
8.5. Latin America |
8.5.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
8.5.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.5.3. Market Opportunity Analysis |
9.North America Healthcare Gamification Market ,2019 - 2023 and Forecast 2024 - 2030 (Sales Value USD Million) |
9.1. Game Type Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
9.1.1.Casual Games |
9.1.2.Serious Games |
9.1.3.Exercise Games |
9.2. Application Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
9.2.1.Prevention |
9.2.2.Therapeutic |
9.2.3.Education |
9.2.4.Others |
9.3. End Users Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
9.3.1.Enterprise based |
9.3.2.Consumer based |
9.4. Country Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
9.4.1.United States of America (USA) |
9.4.2.Canada |
10.Europe Healthcare Gamification Market ,2019 - 2023 and Forecast 2024 - 2030 (Sales Value USD Million) |
10.1. Game Type Analysis and Forecast by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
10.1.1.Casual Games |
10.1.2.Serious Games |
10.1.3.Exercise Games |
10.2. Application Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
10.2.1.Prevention |
10.2.2.Therapeutic |
10.2.3.Education |
10.2.4.Others |
10.3. End Users Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
10.3.1.Enterprise based |
10.3.2.Consumer based |
10.4. Country Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
10.4.1.Germany |
10.4.2.France |
10.4.3.Italy |
10.4.4.United Kingdom (UK) |
10.4.5.Spain |
10.4.6.Rest of EU |
11.Asia Pacific (APAC) Healthcare Gamification Market ,2019 - 2023 and Forecast 2024 - 2030 (Sales Value USD Million) |
11.1. Game Type Analysis and Forecast by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
11.1.1.Casual Games |
11.1.2.Serious Games |
11.1.3.Exercise Games |
11.2. Application Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
11.2.1.Prevention |
11.2.2.Therapeutic |
11.2.3.Education |
11.2.4.Others |
11.3. End Users Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
11.3.1.Enterprise based |
11.3.2.Consumer based |
11.4. Country Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
11.4.1.China |
11.4.2.India |
11.4.3.Australia and New Zealand (ANZ) |
11.4.4.Japan |
11.4.5.Rest of APAC |
12.Middle East and Africa (MEA) Healthcare Gamification Market ,2019 - 2023 and Forecast 2024 - 2030 (Sales Value USD Million) |
12.1. Game Type Analysis and Forecast by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
12.1.1.Casual Games |
12.1.2.Serious Games |
12.1.3.Exercise Games |
12.2. Application Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
12.2.1.Prevention |
12.2.2.Therapeutic |
12.2.3.Education |
12.2.4.Others |
12.3. End Users Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
12.3.1.Enterprise based |
12.3.2.Consumer based |
12.4. Country Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
12.4.1.GCC Countries |
12.4.2.South Africa |
12.4.3.Rest of MEA |
13.Latin America Healthcare Gamification Market ,2019 - 2023 and Forecast 2024 - 2030 (Sales Value USD Million) |
13.1. Game Type Analysis and Forecast by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
13.1.1.Casual Games |
13.1.2.Serious Games |
13.1.3.Exercise Games |
13.2. Application Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
13.2.1.Prevention |
13.2.2.Therapeutic |
13.2.3.Education |
13.2.4.Others |
13.3. End Users Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
13.3.1.Enterprise based |
13.3.2.Consumer based |
13.4. Country Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
13.4.1.Brazil |
13.4.2.Mexico |
13.4.3.Rest of LA |
14. Competition Landscape |
14.1. Market Player Profiles (Introduction, Brand/Product Sales, Financial Analysis, Product Offerings, Key Developments, Collaborations, M & A, Strategies, and SWOT Analysis) |
14.2.1.Fitbit, Inc. |
14.2.2.Ayogo Health Inc. |
14.2.3.hubbub health, inc. |
14.2.4.Microsoft, Bunchball inc. |
14.2.5.EveryMove. |
14.2.6.Akili Interactive Labs, Inc. |
14.2.7.Nike, Inc |
15. Research Methodology |
16. Appendix and Abbreviations |