Healthcare Gamification Market Size, Share, Demand, Analysis and Forecast to 2027 Focusing on Eminent Key Vendors Fitbit, Ayogo Health, hubbub health, Microsoft, Bunchball, EveryMove and others
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.
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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 also includes the profiles of key healthcare gamification companies along with their SWOT analysis and market strategies. In addition, the report focuses on leading industry players with information such as company profiles, components and services offered, financial information of last 3 years, key development in past five years.
Companies Profiles in this Study 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.
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.
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 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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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 analyzes factors affecting healthcare gamification market from both demand and supply side and further evaluates market dynamics effecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA and South & Central America after evaluating political, economic, social and technological factors effecting the healthcare gamification market in these regions.
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Reason to Buy
– Save and reduce time carrying out entry-level research by identifying the growth, size, leading players and segments in the global Healthcare Gamification Market
– Highlights key business priorities in order to assist companies to realign their business strategies.
– The key findings and recommendations highlight crucial progressive industry trends in the Healthcare Gamification Market, thereby allowing players to develop effective long term strategies.
– Develop/modify business expansion plans by using substantial growth offering developed and emerging markets.
– Scrutinize in-depth global market trends and outlook coupled with the factors driving the market, as well as those hindering it.
– Enhance the decision-making process by understanding the strategies that underpin commercial interest with respect to products, segmentation and industry verticals.
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. We are a specialist in Technology, Healthcare, Manufacturing, Automotive and Defense.
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