openPR Logo
Press release

Healthcare Gamification Market to 2027: Innovative Growth by Top Key Players; Fitbit, Inc., Ayogo Health Inc., hubbub health inc., Microsoft, Bunchball inc., EveryMove, Akili Interactive Labs, Inc., JawBone

01-22-2019 05:33 AM CET | Health & Medicine

Press release from: The Insight Partners

Healthcare Gamification Market to 2027

Healthcare Gamification Market to 2027

North America is expected to contribute to the largest share in the healthcare gamification market in the coming years, owing to high adoption of technological advanced solutions for treatment and therapies as well as large number of population suffering with chronic diseases in the in the region that demands innovative ways for treatment of diseases. Asia Pacific is expected to witness significant growth in the healthcare gamification market during the forecast period, due to increasing use of games for health condition improvements and increasing fitness needs in the region.

Request a Brochure for Research Insights at http://bit.ly/2T8XUym

Gamification includes applying game design techniques, game styles, game mechanics or non-game applications as a channel to incorporate healthy behaviors and thereby potentially transform patient outcomes. Gamified apps, therapies and devices are gradually appearing in the field of healthcare that helps to make easy behavior changes in better and fun way. Gamification procedures in healthcare industry is still at experimental stage and majorly applied to health and wellness as an educational and training tool to encourage people for taking actions leading to health benefits.

Increasing increasing digitization in healthcare driving the market
Rising adoption of digital tools by patients and increasing digitalization in healthcare is expected to fuel the growth of the healthcare gamification market during the forecast period. Additionally, demographic shift towards millennial that are conscious regarding personal health and significantly dependent on wearable devices for fitness tracking are further expected to drive the market growth. Moreover, product innovation and development of medical device industry as well as increasing usage of mobile smartphones are likely to offer growth opportunities to the companies in the healthcare gamification market.

Healthcare Gamification Market: Scope of the Report
The global healthcare gamification market is segmented on the basis of game type, application, and end user. Based on game type, the market is segmented into casual games, serious games and exercise games. On the basis of application, the healthcare gamification market is segmented into fitness management, medical training, physical therapy and others. Based on end user, the healthcare gamification market is classified as enterprise-based users and consumer-based users.

The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides overview and forecast of the global healthcare gamification market based on product type, modality, application and end user. It also provides market size and forecast till 2027 for overall market with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South & Central America.

Request For Discount On This Report - http://bit.ly/2T7b4Mj

Healthcare Gamification Market: Competitive Dynamics
Some of the key players operating in the healthcare gamification market include, Fitbit, Inc., Ayogo Health Inc., hubbub health inc., Microsoft, Bunchball inc., EveryMove, Akili Interactive Labs, Inc., JawBone, MANGO HEALTH, and Nike, Inc. among others.

Table of Contents
1 Introduction
2 Research Methodology
3 Executive Summary
4 Premium Insights
5 Market Overview
6 Industry Trends
7 Healthcare Gamification Market, By GAME TYPE
8 Healthcare Gamification Market, By Application
9 Healthcare Gamification Market, By END USER
10 Geographic Analysis
11 INDUSTRY LANDSCAPE
12 Company Profiles
12.1. FITBIT, INC.
12.2. AYOGO HEALTH INC.
12.3. HUBBUB HEALTH INC.
12.4. MICROSOFT

If You want to Purchase the Report Directly: http://bit.ly/2Te1bMw

About Us:
The Insight Partners is a one stop industry research provider of actionable intelligence. We help our clients in getting solutions to their research requirements through our syndicated and consulting research services.

Contact Us:
Call: +1-646-491-9876
Email: sales@theinsightpartners.com

This release was published on openPR.

Permanent link to this press release:

Copy
Please set a link in the press area of your homepage to this press release on openPR. openPR disclaims liability for any content contained in this release.

You can edit or delete your press release Healthcare Gamification Market to 2027: Innovative Growth by Top Key Players; Fitbit, Inc., Ayogo Health Inc., hubbub health inc., Microsoft, Bunchball inc., EveryMove, Akili Interactive Labs, Inc., JawBone here

News-ID: 1519053 • Views:

More Releases from The Insight Partners

A Complete Guide to Wireless Testing Industry [PDF E-Book]
A Complete Guide to Wireless Testing Industry [PDF E-Book]
Wireless testing service providers are essential players in the ecosystem of the wireless testing market. They ensure that devices and networks must be within the stated performance, interoperability, and security standards. In the wireless testing market ecosystem, providers offer specialized expertise and resources needed for an extensive evaluation. Anritsu Corporation, EXFO, Intertek Group Plc, and SGS SA are the key providers offering wireless testing services. These testing services employ advanced
Biopesticides Market Trends, Share, Comprehensive Analysis, Opportunity Assessment, Future Estimations and Key Industry Segments Poised for Strong Growth in Future to 2031
Biopesticides Market Trends, Share, Comprehensive Analysis, Opportunity Assessme …
The scope of the Advanced Biopesticides Market Report: The research report focuses on the current market trends, opportunities, future potential of the market, and competition in the Advanced Biopesticides in North America, Europe, Asia-Pacific, Middle East & Africa, and South America. The study also provides market insights and analysis of the Advanced Biopesticides, highlighting the technological market trends, adoption rate, industry dynamics, and competitive analysis of major players in the
Animal Feed Additives Market: Industry Development Challenges, Opportunities, Entry Strategies, Key Manufacturers Analysis to 2031
Animal Feed Additives Market: Industry Development Challenges, Opportunities, En …
The Proposed Animal Feed Additives Market report will encompass all the qualitative & quantitative aspects including the market size, market estimates, growth rates & forecasts & hence will give you a holistic view of the market. The study also includes detailed analysis of market drivers, restraints, technological advancements & competitive landscape along with various micro & macro factors influencing the market dynamics. Request Sample Pages of this research at -
Contract Research Organization - Top Companies Regional and Data Analysis
Contract Research Organization - Top Companies Regional and Data Analysis
A Contract Research Organization (CRO) is a company that provides outsourced research services to pharmaceutical, biotechnology, and medical device firms, helping them conduct clinical trials, preclinical studies, data analysis, and regulatory submissions. CROs reduce the cost, time, and complexity of developing new drugs or medical products by offering specialized expertise, advanced technology, and global research infrastructure. They ensure studies comply with international regulatory standards and high-quality practices, allowing sponsor companies

All 5 Releases


More Releases for Gamification

Education Gamification Market Size Analysis by Application, Type, and Region: Fo …
USA, New Jersey- According to Market Research Intellect, the global Education Gamification market in the Internet, Communication and Technology category is projected to witness significant growth from 2025 to 2032. Market dynamics, technological advancements, and evolving consumer demand are expected to drive expansion during this period. The education gamification market has seen rapid growth as educational institutions and organizations recognize the benefits of incorporating game elements into the learning process. By
Healthcare Gamification Market Size to Hit $54.2 Billion by 2028 | Healthcare Ga …
Market Overview: According to our experience research team, Healthcare Gamification Market was valued at USD 24.8 Billion in 2021, and the global Healthcare Gamification industry is projected to reach a value of USD 54.2 Billion by 2028, at a CAGR of 13.9% during the forecast period 2022-2028 Vantage Market Research is a collection of market research studies on several industries, such as Chemicals, semiconductors & Electronics, Food & Beverages Technology, Energy &
Healthcare Gamification Market Size to Hit $54.2 Billion by 2028 | Healthcare Ga …
Market Overview: According to our experience research team, Healthcare Gamification Market was valued at USD 24.8 Billion in 2021, and the global Healthcare Gamification industry is projected to reach a value of USD 54.2 Billion by 2028, at a CAGR of 13.9% during the forecast period 2022-2028 Vantage Market Research is a collection of market research studies on several industries, such as Chemicals, semiconductors & Electronics, Food & Beverages Technology, Energy &
Benefits of Gamification in Learning
‘All work and no play make Jack a dull boy.’ In this world of online education, computerised learning and video games, children are always hooked onto one device or another. The era of outdoor games is gone whereas online screen time is increasing every day. With every passing day, technology is evolving in a manner that heralds a day, not far away, when every educational component will be
Gamification Industry Outlook and Forecast 2020-2027| Faya Corporation, Gamifica …
The research report provides deep insights into the global market revenue, parent market trends, macro-economic indicators, and governing factors, along with market attractiveness per market segment. The report provides an overview of the growth rate of the Gamification market during the forecast period, i.e., 2020–2027. Most importantly, the report further identifies the qualitative impact of various market factors on market segments and geographies. The research segments the market on the
Gamification Market With Emerging Factors 2020 | Alive Mobile, Badgeville, BigDo …
Humans possess tendency to influence their own behavior due to experiences while playing games, reading novels, receiving rewards, etc. Gamification makes use of this human tendency of influencing own thinking process due to games to engage users for effective problem solving in real world. Gamification proves its advantages in activities such as rewards to people, customer experience enrichment, employee engagement, etc. Report delivers detailed analysis about market dynamics, top winning strategies