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Healthcare Gamification Market Emerging Technologies and 2027 Forecast by Key Players - Fitbit, Ayogo Health, hubbub health, Microsoft, Bunchball, EveryMove, Akili Interactive Labs, JawBone, MANGO HEALTH, and Nike

01-24-2019 01:13 PM CET | IT, New Media & Software

Press release from: ReportsWeb

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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.

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.

Top Companies Covered in this Report:
Fitbit, Inc., Ayogo Health Inc., hubbub health inc., Microsoft, Bunchball inc., EveryMove, Akili Interactive Labs, Inc., JawBone, MANGO HEALTH, and Nike, Inc.

Get sample copy of “Healthcare Gamification Market” at: https://www.reportsweb.com/inquiry&RW00012427473/sample

The "Global Healthcare Gamification Market Analysis to 2027" is a specialized and in-depth study of the medical device industry with a focus on the global market trend. The report aims to provide an overview of global market with detailed market segmentation by game type, application, end user, and geography. The global healthcare gamification market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading healthcare gamification market players and offers key trends and opportunities in the market.

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. The healthcare gamification market by each region is later sub-segmented by respective countries and segments. The report covers analysis and forecast of 13 counties globally along with current trend and opportunities prevailing in the region.

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Fundamentals of Table of Content:

1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.5 Market by Application
1.6 Study Objectives
1.7 Years Considered

2 Global Growth Trends
2.1 Healthcare Gamification Market Size
2.2 Healthcare Gamification Growth Trends by Regions
2.3 Industry Trends

3 Market Share by Key Players
3.1 Healthcare Gamification Market Size by Manufacturers
3.2 Healthcare Gamification Key Players Head office and Area Served
3.3 Key Players Healthcare Gamification Product/Solution/Service
3.4 Date of Enter into Healthcare Gamification Market
3.5 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Product
4.1 Global Healthcare Gamification Sales by Product
4.2 Global Healthcare Gamification Revenue by Product
4.3 Healthcare Gamification Price by Product

5 Breakdown Data by End User
5.1 Overview
5.2 Global Healthcare Gamification Breakdown Data by End User

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