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Healthcare Gamification Market by Offering (Solutions, Services), End User (Consumer, Enterprise), Deployment Mode (Cloud-based, On-premises) and Geography - Global Forecast to 2030
Report ID: MRICT - 104109 Pages: 230 Jun-2024 Formats*: PDF Category: Information and Communications Technology Delivery: 24 to 72 Hours Download Free Sample ReportThe growth of this market is driven by the increasing health consciousness and the growing use of healthcare gamification to empower patients’ health and medical therapy. However, difficulties in sustaining long-term user engagement restrain the growth of this market.
Furthermore, the use of gamification tools to update the periodic knowledge of medical students and rising awareness of disease prevention are expected to create market growth opportunities. However, the limited effectiveness of gamification in treating chronic conditions is a major challenge for the players operating in this market. Additionally, the adoption of AI, machine learning, AR & VR in gamification and the increasing availability of smartphones, which enable easy access to healthcare and well-being apps, are some trends in the healthcare gamification market.
Gamification has been proven to significantly affect patients’ health by promoting adherence to treatment, fostering resilience, and increasing motivation to fight diseases. At the preventive and monitoring stage, gamification makes users aware of the implications of their lifestyle and guides them toward healthy behavior change. Gamification is a powerful tool for increasing patient engagement in healthcare. With the addition of game elements to the treatment process, patients can become more invested in their care and feel more motivated to stick to their medication plans.
Gamification in health apps helps people stay on top of healthy habits. Staying fit and healthy becomes simpler when the health goals are broken down into mini-goals using a mobile health app. Games give the user a choice to follow a self-journey, which is one of the most appealing aspects of gamification. The game levels used in the app can be personalized for each user, including the balance between rewards and user fatigue. These settings are controlled and individualized by the user. Gamification techniques facilitate users to engage with the app more often. When the patient engages with a gamified app, their engagement and drive are based on their need for achievement and satisfaction, which a gamified app fulfills.
Gamification techniques have great potential for improving patient education in healthcare. By incorporating games and interactive apps, patients can become more engaged in their healthcare and better understand their health needs. By improving medication adherence, gamification can potentially improve healthcare outcomes by reducing hospitalizations, disease management, and healthcare costs. Healthcare gamification has the main purpose of motivating users to stick to their medication schedule. Users gain points by adhering to their medication schedules, answering quizzes on disease specifics, and refilling their prescriptions. Gamification helps to improve efficiency across the board by making treatment more accessible on an anytime basis, increasing patient motivation and engagement levels, reducing stigma, and encouraging greater well-being through achievement.
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Based on offering, the healthcare gamification market is segmented into solutions and services. The solutions segment is further segmented into health checks, fitness management, medical training, medication management, physical therapy, telemedicine, e-pharmacy, medical rooms, and other solutions. In 2024, the solutions segment is projected to register the highest CAGR during the forecast period. The growth of this segment is attributed to the increasing availability of smartphones that enable easy access to healthcare and well-being apps. There are a variety of mobile apps that use gamification to promote healthy behaviors and track progress toward health goals. For example, the Zombies, Run! app encourages users to go for runs by immersing them in a post-apocalyptic world where they must outrun zombies.
Based on deployment mode, the healthcare gamification market is segmented into cloud-based deployments and on-premises deployments. In 2024, the cloud-based deployments segment is projected to register the highest CAGR during the forecast period. The large market share of this segment is attributed to the increasing demand for configurable gamification platforms that encourage various end users to use cloud computing technology for gamification. Cloud-based healthcare gamification solutions have the potential to revolutionize the healthcare industry by making healthcare more accessible, convenient, and engaging for patients and healthcare providers. However, ensuring that these solutions are developed and deployed ethically and securely is important, with patient privacy and safety as top priorities.
Based on end user, the healthcare gamification market is segmented into consumers and enterprises. In 2024, the consumers segment is projected to register the highest CAGR during the forecast period. Healthcare gamification aimed at consumers has the potential to be a powerful tool in promoting healthy behaviors and enhancing health outcomes. Individuals are more likely to adopt and sustain healthy habits by making health-related activities more enjoyable and rewarding. These factors significantly contribute to the growing appeal of gamification among consumers.
Based on geography, the healthcare gamification market is segmented into North America, Europe, Asia-Pacific, Latin America, and the Middle East & Africa. Asia-Pacific is slated to register the highest CAGR during the forecast period due to the region's rapid technological and economic development. The demand for healthcare gamification in Asia is growing as more people become interested in improving their health through technology and engagement. With the rise of mobile technology and increased access to smartphones and other mobile devices, healthcare gamification has become an attractive option for individuals looking to improve their health and wellness. Many people in Asia are becoming more interested in taking preventative measures to maintain their health and reduce the risk of illness. Gamification offers an engaging way to motivate people to change their lifestyle habits positively.
Key Players
The report includes a competitive landscape based on an extensive assessment of the key growth strategies adopted by the leading market participants in the healthcare gamification market in the last three to four years. The key players profiled in the healthcare gamification market report are Akili Interactive Labs, Inc. (U.S.), Ayogo Health, Inc. (Canada), Schoeneckers, Inc. (U.S.), EveryMove, Inc. (U.S.), Fitbit, Inc.(U.S.), Mambo Solutions Ltd. (U.K.), CogniFit Inc. (U.S.), Mango Health, Inc. (U.S.), Microsoft Corporation (U.S.), ManagingLife, Inc. (Canada), Rally Health, Inc. (U.S.), Reflexion Health, Inc. (U.S.), Strava, Inc. (U.S.), Nike, Inc. (U.S.), Under Armour, Inc. (U.S.), Novartis AG (Switzerland).
Key questions answered in the report:
The healthcare gamification market is projected to reach $3.5 billion by 2030 at a CAGR of 21.4% during the forecast period.
In 2024, the solutions segment is expected to account for the larger share of the healthcare gamification market.
The growth of this market is driven by the increasing health consciousness and the growing use of healthcare gamification to empower patients’ health and medical therapy. Improving patient outcomes, enhancing patient engagement, and reducing healthcare costs further leverage the latest technological advances and promote a culture of wellness.
The key players operating in the healthcare gamification market are Akili Interactive Labs, Inc. (U.S.), Ayogo Health, Inc. (Canada), Schoeneckers, Inc. (U.S.), EveryMove, Inc. (U.S.), Fitbit, Inc.(U.S.), Mambo Solutions Ltd. (U.K.), CogniFit Inc. (U.S.), Mango Health, Inc. (U.S.), Microsoft Corporation (U.S.), ManagingLife, Inc. (Canada), Rally Health, Inc. (U.S.), Reflexion Health, Inc. (U.S.), Strava, Inc. (U.S.), Nike, Inc. (U.S.), Under Armour, Inc. (U.S.), and Novartis AG (Switzerland).
Published Date: Jun-2023
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