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Healthcare Gamification Market Current and Future Industry Trends, 2017 – 2024

04-19-2018 02:42 PM CET | Health & Medicine

Press release from: marketstudyreport.com

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Healthcare Gamification Market Current and Future Industry

Market Study Report adds a new report Healthcare Gamification Market Research Report for the period of 2017-2024 that shows the growth of the market is rising at a Steady CAGR to 2024. The report spread across 120 pages with table and figures in it.

Healthcare Gamification Market size is set to exceed USD 40 billion by 2024; according to a new research report.

Increasing use of social media and smartphones coupled with rising adoption of gamified models through the healthcare should fuel industry growth over the forecast timeframe. Technological advancements for development of games for wellness adherence, patient engagement and outcome based medicine will further stimulate the business revenue.

Growing awareness towards personal health and preventive measures, rising shift from disease-curing to disease prevention approach, mounting use of wearables that continuously collect health and contextual data will fuel the healthcare gamification market size. Initiatives to improve patient medication compliance coupled with customized treatment based on result tracking to enable ongoing patient education and engagement will result to exponential growth of industry.

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Lack of understanding towards patient behavioral psychology and gamification features, difficulty in long term user engagement, low out-of-pocket healthcare spending in developing economies and cost related with some games may hinder business growth.

Exercise games segment should grow at lucrative rate owing to increased awareness about fitness games and their effects on brain health and human health. Intensified use of various casual games especially in diabetes patients and patients with Alzheimer's disease should fuel the segment growth.
Disease prevention segment will grow at a significant rate during the forecast timeline owing to increased motivation among users looking to improve their health. Increasing demand for apps that helps users interpret, understand, gain motivation and act on their data coupled with user engagement and long-term motivation will further the industry revenue.

Enterprise segment will witness significant growth during the forecast period due to rising employer initiatives towards employee health and employee engagement. Motivational techniques through collaborative features from social networks, online games, and personalized feedback to encourage individuals to remain active will propel the business size.

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U.S. healthcare gamification market should grow at a significant rate over the forecast period. Increasing use of gamification model that consents designing of an all-inclusive game which can work well for any system will fuel the industry share. Rising push towards electronic health record with developing mobile technology to support work force and all players in the Canadian Healthcare arena will fuel the Canada healthcare gamification market size.

Australia healthcare gamification market will witness robust growth over the forecast period. Growing impact of online interventions for mental health, effectiveness of games for depression and improved engagement through game-based motivational dynamics in the country should augment the market growth in the coming years.

Some of the major players in the business are Microsoft, Fitbit, Bunchball, Ayogo Health, EveryMove, Hubbub Health, Nike, JawBone, Akili Interactive labs and Mango Health. Companies adopt various strategies such as planned investments, new product development and technological advancement to expand their market position and increase the product portfolio.

Table of Contents:

Chapter 1. Methodology and Scope

1.1. Research methodology

1.1.1. Initial data exploration

1.1.2. Statistical model and forecast

1.1.3. Industry insights and validation

1.1.4. Market definition and forecast parameters

1.2. Data sources

1.2.1. Primary

1.2.2. Secondary

Chapter 2. Executive Summary

2.1. Healthcare gamification industry 360 degree synopsis, 2013 - 2024 (USD Billion)

2.1.1. Business trends

2.1.2. Game type trends

2.1.3. Application trends

2.1.4. End-use trends

2.1.5. Regional trends

Chapter 3. Healthcare Gamification Industry Insights

3.1. Industry segmentation

3.2. Industry landscape, 2013 - 2024 (USD Billion)

3.3. Industry impact forces

3.3.1. Growth drivers

3.3.1.1. Escalating prevalence of chronic diseases

3.3.1.2. Emergence of health consumerism

3.3.1.3. Upsurge of social media and smartphone usage

3.3.1.4. Growing acceptance of gamified models throughout the healthcare

3.3.1.5. Rising shift to business-to-consumer model and outcomes-based medicine

3.3.1.6. Increasing boom amongst millennial generation

3.3.1.7. Growing use of gamification towards HIV awareness in South Africa

3.3.2. Industry pitfalls & challenges

3.3.2.1. Dearth of understanding towards patient behavioral psychology and gamification features

3.3.2.2. Difficulty in long term user engagement

3.3.3. Growth potential analysis

3.3.3.1. By game type

3.3.3.2. By application

3.3.3.3. By end-use

3.4. Technology landscape

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