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Healthcare Gamification Market Size, Share & Growth Forecast by 2035

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Healthcare Gamification Market

Healthcare Gamification Market Size, Share & Trends Analysis Report by Game Type (Casual Games, Serious Games, Exercise Games), by Application (Fitness Management, Medical Training, Physical Therapy, Others), by End User (Enterprise-Based Users, Consumer-Based Users), by Region (North America, Europe, Asia Pacific, Latin America, Middle East & Africa) - Global Industry Assessment (2016 - 2021) & Forecast (2022 - 2028)

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Revenue Insights

Revenue 2021

USD 24.8 Billion

Revenue 2028

USD 54.2 Billion

CAGR Revenue

23.55%

Revenue 2024

USD 3.33 Billion

Revenue 2035

USD 34.07 Billion

CAGR Revenue History

13.90%

Largest Region

North America

MSA Largest Region

34.50%

Fastest Region

Asia Pacific

Map Revenue

USD 1.14 Billion

Overview



Market Synopsis:


Global Healthcare Gamification Market is valued at USD 24.8 Billion in 2021 and is projected to reach a value of USD 54.2 Billion by 2028 at a CAGR of 23.55% over the forecast period.

The Healthcare Gamification Market is witnessing significant growth globally owing to the increasing digitalization and the increasing usage of gamification towards awareness of HIV, particularly in the developing economies. In addition, growth in the use of technology with the help of smartphones, like apps is the other factor projected to drive the growth of the Healthcare Gamification Market in the coming years. Nowadays people are highly adopting fitness and wellness apps which are available free of cost, these apps support users to get in touch directly with the physician and concerned doctors, which is expected to fuel the growth of the Healthcare Gamification Market during the forecast period. In addition, the Healthcare Gamification sets a positive attitude among clients and authorizes them to utilize the service. Furthermore, gamification in healthcare is being used for various purposes, involving medication and chronic illness management, wellbeing and fitness, physiotherapy, improvements for children, and recovery which is the important factor expected to enhance the gamification market growth in healthcare sectors. Gamification in healthcare offers propelled applications for wellness and nutrition, independent medicines, mental wellbeing, and physical therapy. Whereas, significant influence from the millennial generation, increasing preferences, and shifting of peoples towards business to consumer model and outcomes based on the model are expected to provide great opportunities for the growth of the Healthcare Gamification Market in the coming years. Besides, high costs and the improper usage of games may hamper the Healthcare Gamification Market growth during the forecast period.


Market Segmentation:


The Healthcare Gamification Market is segmented on the basis of game types, applications, end-user. Based on game type, the market is segmented as Casual Games, Serious Games, Exercise Games. On the basis of application, the market is segmented as Fitness Management, Medical Training, Physical Therapy, others. On the basis of end-user, the market is segmented as enterprise-based Users and Consumer-Based Users.


Exercise Segment is Predicted to Hold the Largest Share in Terms of Revenue


Based on game type, the exercise segment is projected to acquire the largest market share during the forecast period. It is one of the leading factors driving the demand for exercise games and is increasing the acceptance of exercise games among the youngsters, and the working population. Moreover, the increasing focus on the awareness related to fitness and surrounding healthy wellbeing is significantly increasing the demand for exercise games during the forecast period. The Healthcare Gamification models for exercise and fitness are cost-effective in comparison with traditional fitness models developed by the conventional fitness institutes, which is driving the growth of the industrial expansion.


The Enterprise-Based Segment is Projected to Dominate the Healthcare Gamification Market During the Forecast Period


The increasing focus on the health of the employees largely encourages the enterprise-based segment growth during the forecast period. Moreover, several employers globally are famous to focus on the overall health and well-being of the employee to make significant efforts towards enhancing it. Around 60% of the employers sponsored wellness programs and 20% are interested in including such features in the upcoming years.


North America Region Leads the Global



Healthcare Gamification



Market


North America region is projected to hold the major share of the global Healthcare Gamification Market during the forecast period. The early adoption of gamification and the technology-savvy user base drives the demand for Healthcare Gamification in North America. Moreover, with the higher intensity of suppliers operating in the North American region, the region is predicted to dominate the Healthcare Gamification Market during the forecast period.

Asia Pacific region is predicted to be the fastest-growing region during the forecast period among all the regions. The rapid growth of this region is mainly attributed to the increasing population, particularly in China and India, growth in the adoption of smartphones, and growth in the creative innovation initiatives in the Asia Pacific. Moreover, poor hospital accessibility is predicted to boost the growth of the Healthcare Gamification market in the Asia Pacific region during the forecast period.


Competitive Landscape:


The Healthcare Gamification market is highly fragmented in nature due to the presence of the major key-players in the market. Some of the major key players in the market are Sonoco Products Company, Cryopak Europe, Pelican BioThermal, Cold & Co, ACH Foam Technologies Inc., Saeplast, AccsA’tech, Insulated Products Corporation, TKT GmbH, Snyder Industries, Envirotainer AB.


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Market Segmentation

ParameterDetails
Game TypeBy Game Type
  • Casual Games
  • Serious Games
  • Exercise Games
ApplicationBy Application
  • Fitness Management
  • Medical Training
  • Physical Therapy
  • Others
End UserBy End User
  • Enterprise-Based Users (79.5%)
  • Consumer-Based Users (20.5%)
RegionBy Region
  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • Middle East and Africa

Historical & Forecast Data

Base Year

2023

Historic Year

2018 - 2022

Forecast Year

2023 - 2032

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