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Increasing Possibilities in Healthcare Gamification Market 2020 Led by Nike, Fitbit, Ayogo Health, hubbub health, Microsoft, Bunchball, EveryMove, Akili Interactive Labs

02-07-2020 06:07 PM CET | Health & Medicine

Press release from: The Insight Partners

Healthcare Gamification Market

Healthcare Gamification Market

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.

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Some of the leading 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.

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 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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Table of Contents

1. INTRODUCTION
1.1. SCOPE OF THE STUDY
1.2. THE INSIGHT PARTNERS RESEARCH REPORT GUIDANCE
1.3. MARKET SEGMENTATION
1.3.1. Healthcare Gamification Market- By Game Type
1.3.2. Healthcare Gamification Market- By Application
1.3.3. Healthcare Gamification Market- By End User
1.3.4. Healthcare Gamification Market- By Region
1.3.4.1. By Country

2. KEY TAKEAWAYS
3. RESEARCH METHODOLOGY
4. HEALTHCARE GAMIFICATION MARKET LANDSCAPE
4.1. MARKET OVERVIEW
4.2. PEST ANALYSIS
4.2.1. North America - PEST Analysis
4.2.2. Europe - PEST Analysis
4.2.3. Asia Pacific - PEST Analysis
4.2.4. Middle East & Africa - PEST Analysis
4.2.5. South and Central America - PEST Analysis

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Phone: +1-646-491-9876
Email Id: sales@theinsightpartners.com
Website: www.theinsightpartners.com

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.

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