Healthcare Gamification Market: By Game Type (Casual Games, Serious Games, and Exercise Games); Application (Fitness Management, Medical Training, Physical Therapy, and Others); End User (Enterprise-Based Users and Consumer-Based Users) and Geography

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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% over 2022-2028. Healthcare gamification is described as the act of integrating game mechanics, gaming ideas, and design strategies to 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 anticipated to grow at 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.

Healthcare Gamification Market Key Developments:
In January 2021, Google LLC completed its proposed acquisition of Fitbit, Inc. with the deal valued at USD 2.1 billion. The company aims to integrate the technological and hardware related expertise with Google’s AI and related software to gain a competitive advantage in fitness wearables and gamification industry.

Healthcare Gamification Market Summary

Study Period

2023– 29

Base Year

2022

CAGR

11.6%

Largest Market

Asia Pacific

Fastest Growing Market

Asia Pacific
Healthcare Gamification Market Dynamics

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.

Key Features of the Reports

  • The report provides granular level information about the market size, regional market share, historic market (2018 to 2022) and forecast (2023 to 2029)
  • The report covers in-detail insights about the competitor’s overview, company share analysis, key market developments, and their key strategies
  • The report outlines drivers, restraints, unmet needs, and trends that are currently affecting the market
  • The report tracks recent innovations, key developments and startup’s details that are actively working in the market
  • The report provides plethora of information about market entry strategies, regulatory framework and reimbursement scenario
  • The report analyses the impact of socio-political environment through PESTLE Analysis and competition through Porter’s Five Force Analysis in addition to recent technology advancements and innovations in the market

Healthcare Gamification Market Segmentation

By Game Type
  • Casual Games
  • Serious Games
  • Exercise Games
By Application
  • Prevention
  • Therapeutic
  • Education
  • Others
By End User
  • Enterprise based
  • Consumer based
By Geography
  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • MEA

Frequently Asked Questions

The healthcare gamification market is projected to expand at a CAGR of 11.6% during the forecast period

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

  • Fitbit, Inc.
  • Ayogo Health Inc.
  • hubbub health, inc.
  • Microsoft, Bunchball inc.
  • EveryMove.
  • Akili Interactive Labs, Inc.
  • CogniFit, Mango Health
  • Nike, Inc