Healthcare Gamification Market (By Type: Exercise Game, Serious Game, Casual Game; By Application: Education, Therapeutics; By End-use) - Global Industry Analysis, Size, Share, Growth, Trends, Revenue, Regional Outlook and Forecast 2023-2032

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.

Healthcare Gamification Market Size 2023 to 2032

Key Pointers

  • The exercise game segment held the largest market share of around 45.02% in 2022 and is also expected to witness the fastest CAGR during the forecast period.
  • The casual game segment is anticipated to exhibit a second fastest CAGR of 21.85% during the forecast period.
  • The education segment held the largest market share of over 50.07% in 2022.
  • The prevention segment is anticipated to grow at a CAGR of 25.16% during the forecast period from 2023 to 2032.
  • The enterprise-based segment dominated the market in terms of the revenue share of over 50.08% in 2022.
  • The consumer-based segment, on the other hand, is anticipated to show the fastest growth at a CAGR of 24.81% during the forecast period from 2023 to 2032.
  • In 2022, North America dominated the market in terms of revenue share of over 40.04% in 2022.
  • Asia Pacific is expected to witness the fastest CAGR of 24.81% over the forecast period.

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

Frequently Asked Questions

The global healthcare gamification market size was reached at USD 3.17 billion in 2022 and it is projected to hit around USD 24.42 billion by 2032.

The global healthcare gamification market is growing at a compound annual growth rate (CAGR) of 22.65% from 2023 to 2032.

The North America region has accounted for the largest healthcare gamification market share in 2022.

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Type Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Healthcare Gamification Market 

5.1. COVID-19 Landscape: Healthcare Gamification Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

Chapter 6. Market Dynamics Analysis and Trends

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Healthcare Gamification Market, By Type

8.1. Healthcare Gamification Market, by Type, 2023-2032

8.1.1 Exercise Game

8.1.1.1. Market Revenue and Forecast (2020-2032)

8.1.2. Serious Game

8.1.2.1. Market Revenue and Forecast (2020-2032)

8.1.3. Casual Game

8.1.3.1. Market Revenue and Forecast (2020-2032)

Chapter 9. Global Healthcare Gamification Market, By Application

9.1. Healthcare Gamification Market, by Application, 2023-2032

9.1.1. Education

9.1.1.1. Market Revenue and Forecast (2020-2032)

9.1.2. Therapeutics

9.1.2.1. Market Revenue and Forecast (2020-2032)

9.1.3. Prevention

9.1.3.1. Market Revenue and Forecast (2020-2032)

Chapter 10. Global Healthcare Gamification Market, By End-use 

10.1. Healthcare Gamification Market, by End-use, 2023-2032

10.1.1. Enterprise Based

10.1.1.1. Market Revenue and Forecast (2020-2032)

10.1.2. Consumer Based

10.1.2.1. Market Revenue and Forecast (2020-2032)

Chapter 11. Global Healthcare Gamification Market, Regional Estimates and Trend Forecast

11.1. North America

11.1.1. Market Revenue and Forecast, by Type (2020-2032)

11.1.2. Market Revenue and Forecast, by Application (2020-2032)

11.1.3. Market Revenue and Forecast, by End-use (2020-2032)

11.1.4. U.S.

11.1.4.1. Market Revenue and Forecast, by Type (2020-2032)

11.1.4.2. Market Revenue and Forecast, by Application (2020-2032)

11.1.4.3. Market Revenue and Forecast, by End-use (2020-2032)

11.1.5. Rest of North America

11.1.5.1. Market Revenue and Forecast, by Type (2020-2032)

11.1.5.2. Market Revenue and Forecast, by Application (2020-2032)

11.1.5.3. Market Revenue and Forecast, by End-use (2020-2032)

11.2. Europe

11.2.1. Market Revenue and Forecast, by Type (2020-2032)

11.2.2. Market Revenue and Forecast, by Application (2020-2032)

11.2.3. Market Revenue and Forecast, by End-use (2020-2032)

11.2.4. UK

11.2.4.1. Market Revenue and Forecast, by Type (2020-2032)

11.2.4.2. Market Revenue and Forecast, by Application (2020-2032)

11.2.4.3. Market Revenue and Forecast, by End-use (2020-2032)

11.2.5. Germany

11.2.5.1. Market Revenue and Forecast, by Type (2020-2032)

11.2.5.2. Market Revenue and Forecast, by Application (2020-2032)

11.2.5.3. Market Revenue and Forecast, by End-use (2020-2032)

11.2.6. France

11.2.6.1. Market Revenue and Forecast, by Type (2020-2032)

11.2.6.2. Market Revenue and Forecast, by Application (2020-2032)

11.2.6.3. Market Revenue and Forecast, by End-use (2020-2032)

11.2.7. Rest of Europe

11.2.7.1. Market Revenue and Forecast, by Type (2020-2032)

11.2.7.2. Market Revenue and Forecast, by Application (2020-2032)

11.2.7.3. Market Revenue and Forecast, by End-use (2020-2032)

11.3. APAC

11.3.1. Market Revenue and Forecast, by Type (2020-2032)

11.3.2. Market Revenue and Forecast, by Application (2020-2032)

11.3.3. Market Revenue and Forecast, by End-use (2020-2032)

11.3.4. India

11.3.4.1. Market Revenue and Forecast, by Type (2020-2032)

11.3.4.2. Market Revenue and Forecast, by Application (2020-2032)

11.3.4.3. Market Revenue and Forecast, by End-use (2020-2032)

11.3.5. China

11.3.5.1. Market Revenue and Forecast, by Type (2020-2032)

11.3.5.2. Market Revenue and Forecast, by Application (2020-2032)

11.3.5.3. Market Revenue and Forecast, by End-use (2020-2032)

11.3.6. Japan

11.3.6.1. Market Revenue and Forecast, by Type (2020-2032)

11.3.6.2. Market Revenue and Forecast, by Application (2020-2032)

11.3.6.3. Market Revenue and Forecast, by End-use (2020-2032)

11.3.7. Rest of APAC

11.3.7.1. Market Revenue and Forecast, by Type (2020-2032)

11.3.7.2. Market Revenue and Forecast, by Application (2020-2032)

11.3.7.3. Market Revenue and Forecast, by End-use (2020-2032)

11.4. MEA

11.4.1. Market Revenue and Forecast, by Type (2020-2032)

11.4.2. Market Revenue and Forecast, by Application (2020-2032)

11.4.3. Market Revenue and Forecast, by End-use (2020-2032)

11.4.4. GCC

11.4.4.1. Market Revenue and Forecast, by Type (2020-2032)

11.4.4.2. Market Revenue and Forecast, by Application (2020-2032)

11.4.4.3. Market Revenue and Forecast, by End-use (2020-2032)

11.4.5. North Africa

11.4.5.1. Market Revenue and Forecast, by Type (2020-2032)

11.4.5.2. Market Revenue and Forecast, by Application (2020-2032)

11.4.5.3. Market Revenue and Forecast, by End-use (2020-2032)

11.4.6. South Africa

11.4.6.1. Market Revenue and Forecast, by Type (2020-2032)

11.4.6.2. Market Revenue and Forecast, by Application (2020-2032)

11.4.6.3. Market Revenue and Forecast, by End-use (2020-2032)

11.4.7. Rest of MEA

11.4.7.1. Market Revenue and Forecast, by Type (2020-2032)

11.4.7.2. Market Revenue and Forecast, by Application (2020-2032)

11.4.7.3. Market Revenue and Forecast, by End-use (2020-2032)

11.5. Latin America

11.5.1. Market Revenue and Forecast, by Type (2020-2032)

11.5.2. Market Revenue and Forecast, by Application (2020-2032)

11.5.3. Market Revenue and Forecast, by End-use (2020-2032)

11.5.4. Brazil

11.5.4.1. Market Revenue and Forecast, by Type (2020-2032)

11.5.4.2. Market Revenue and Forecast, by Application (2020-2032)

11.5.4.3. Market Revenue and Forecast, by End-use (2020-2032)

11.5.5. Rest of LATAM

11.5.5.1. Market Revenue and Forecast, by Type (2020-2032)

11.5.5.2. Market Revenue and Forecast, by Application (2020-2032)

11.5.5.3. Market Revenue and Forecast, by End-use (2020-2032)

Chapter 12. Company Profiles

12.1. Fitbit, Inc.

12.1.1. Company Overview

12.1.2. Product Offerings

12.1.3. Financial Performance

12.1.4. Recent Initiatives

12.2. Ayogo Health, Inc.

12.2.1. Company Overview

12.2.2. Product Offerings

12.2.3. Financial Performance

12.2.4. Recent Initiatives

12.3. Evolv Rehabilitation Technology S.L.

12.3.1. Company Overview

12.3.2. Product Offerings

12.3.3. Financial Performance

12.3.4. Recent Initiatives

12.4. BI Worldwide (Bunchball, Inc.)

12.4.1. Company Overview

12.4.2. Product Offerings

12.4.3. Financial Performance

12.4.4. Recent Initiatives

12.5. Akili Interactive Labs, Inc.

12.5.1. Company Overview

12.5.2. Product Offerings

12.5.3. Financial Performance

12.5.4. Recent Initiatives

12.6. Cognifit, Inc.

12.6.1. Company Overview

12.6.2. Product Offerings

12.6.3. Financial Performance

12.6.4. Recent Initiatives

12.7. Mango Health

12.7.1. Company Overview

12.7.2. Product Offerings

12.7.3. Financial Performance

12.7.4. Recent Initiatives

12.8. Nike, Inc.

12.8.1. Company Overview

12.8.2. Product Offerings

12.8.3. Financial Performance

12.8.4. Recent Initiatives

Chapter 13. Research Methodology

13.1. Primary Research

13.2. Secondary Research

13.3. Assumptions

Chapter 14. Appendix

14.1. About Us

14.2. Glossary of Terms

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