The global healthcare gamification market was estimated at USD 3.17 billion in 2022 and it is expected to surpass around USD 24.42 billion by 2032, poised to grow at a CAGR of 22.65% from 2023 to 2032.
Key Pointers
Report Scope of the Healthcare Gamification Market
Report Coverage | Details |
Market Size in 2022 | USD 3.17 billion |
Revenue Forecast by 2032 | USD 24.42 billion |
Growth rate from 2023 to 2032 | CAGR of 22.65% |
Base Year | 2022 |
Forecast Period | 2023 to 2032 |
Regions Covered | North America, Europe, Asia Pacific, Latin America, Middle East & Africa |
Companies Covered | Fitbit, Inc.; Ayogo Health, Inc.; Evolv Rehabilitation Technology S.L.; BI Worldwide (Bunchball, Inc.); Akili Interactive Labs, Inc.; Cognifit, Inc.; Mango Health; Nike, Inc. |
The increasing incidence rate of lifestyle related diseases and chronic diseases is expected to drive the demand for better health management by patients and healthcare providers. In addition, the rising adoption of smartphones and increasing internet penetration worldwide are driving the demand for healthcare gamification. According to Groupe Speciale Mobile Association, the total number of mobile subscribers is expected to rise to 5.7 billion by 2025 and internet penetration will increase by 60% around the globe. Healthcare gamification shows wide range of applications in the management of chronic diseases. Gamification can motivate patients to administer medication as prescribed by the physician. According to National Diabetes Statistics Report published by CDC, over 35 million people had diabetes in 2022. According to WHO, patients suffering from chronic diseases are anticipated to increase from 39% in 2008 to 51% by 2030. Furthermore, chronic illnesses are responsible for over 85% of the total deaths in the U.S. Hence, the increasing prevalence of disorders such as diabetes and obesity is likely to drive the need for gamification.
The COVID-19 pandemic positively impacted the global healthcare gamification market pertaining to the increased penetration of digital health solutions. The pandemic led to a surge in demand for healthcare apps for at-home use. The healthcare providers and patients turned to technology to stay connected and engage remotely. COVID-19 affected people's mental health, thereby increasing the need for healthcare mobile applications to manage mental and physical health at home. Healthcare gamification has emerged as an effective way to address this issue. Healthcare apps show wide application in promoting mindfulness, relaxation, and other therapeutic activities that can help reduce stress and anxiety.
Regional Insights
In 2022, North America dominated the market in terms of revenue share of over 40.04% in 2022 due to increasing access to smartphones, the rise in internet penetration, and features of gamification applications such as notification about medication adherence, exercise modules, and telehealth appointments. Moreover, major market players are engaging in various strategic initiatives such as new product launches and partnerships, further fueling the market growth in this region. In November 2019, Ayogo Health Inc., a behavior science-based digital health, and Baxter International Inc., launched an app called CKD&Me across the U.S. The new mobile application is capable of providing relevant, personalized, and real-time support to patients suffering from kidney failure.
Asia Pacific is expected to witness the fastest CAGR of 24.81% over the forecast period owing to the technological advancements in the field of digital health. Market players in this region are investing in R&D to offer enhanced healthcare solutions to their customer base. For instance, in August 2019, Astellas, a pharmaceutical company, collaborated with the Tokyo University of the Arts and Yokohama City University to develop and introduce innovative gamified virtual healthcare solutions.
Healthcare Gamification Market Segmentations:
By Type | By Application | By End-use |
Exercise Game Serious Game Casual Game |
Education Therapeutics Prevention |
Enterprise Based Consumer Based |