Healthcare Gamification Market: By Game Type (Casual Games, Serious Games, and Exercise Games), By Application (Fitness Management, Medical Training, Physical Therapy, and Others), ByEnd 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 2023-2029. 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.

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

2024-2030

Base Year

2023

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.

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

Key Features of the Reports

  • The healthcare gamification market 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
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, 2018 - 2022 and Forecast 2023 - 2029
4.1.  Market Analysis, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast 2023 - 2029 (Sales Value USD Million)
5.1. Casual Games
5.1.1. Market Analysis, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast 2023 - 2029 (Sales Value USD Million)
6.1. Prevention
6.1.1. Market Analysis, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast 2023 - 2029 (Sales Value USD Million)
7.1. Enterprise based
7.1.1. Market Analysis, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast 2023 - 2029 (Sales Value USD Million)
8.1. North America
8.1.1. Market Analysis, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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 ,2018 - 2022 and Forecast 2023 - 2029 (Sales Value USD Million)
9.1. Game Type Analysis 2018 - 2022 and Forecast 2023 - 2029 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 2018 - 2022 and Forecast 2023 - 2029 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 2018 - 2022 and Forecast 2023 - 2029 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 2018 - 2022 and Forecast 2023 - 2029 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 ,2018 - 2022 and Forecast 2023 - 2029 (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 2018 - 2022 and Forecast 2023 - 2029 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 2018 - 2022 and Forecast 2023 - 2029 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 2018 - 2022 and Forecast 2023 - 2029 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 ,2018 - 2022 and Forecast 2023 - 2029 (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 2018 - 2022 and Forecast 2023 - 2029 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 2018 - 2022 and Forecast 2023 - 2029 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 2018 - 2022 and Forecast 2023 - 2029 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 ,2018 - 2022 and Forecast 2023 - 2029 (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 2018 - 2022 and Forecast 2023 - 2029 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 2018 - 2022 and Forecast 2023 - 2029 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 2018 - 2022 and Forecast 2023 - 2029 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 ,2018 - 2022 and Forecast 2023 - 2029 (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 2018 - 2022 and Forecast 2023 - 2029 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 2018 - 2022 and Forecast 2023 - 2029 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 2018 - 2022 and Forecast 2023 - 2029 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 
  • Fitbit, Inc.
  • Ayogo Health Inc.
  • hubbub health, inc.
  • Microsoft, Bunchball inc.
  • EveryMove.
  • Akili Interactive Labs, Inc.
  • CogniFit, Mango Health
  • Nike, Inc

Adjacent Markets