openPR Logo
Press release

Healthcare Gamification Market to Foresee Accelerated Growth in The Upcoming Years: Fitbit Inc., Ayogo Health Inc., hubbub health inc., Microsoft, Bunchball inc., EveryMove, Akili Interactive Labs Inc., CogniFit, Mango Health, Nike Inc

03-31-2020 03:25 PM CET | Health & Medicine

Press release from: Worldwide Market Reports

Healthcare Gamification

Healthcare Gamification

Worldwide Market Reports adds "Healthcare Gamification Market 2020 Global Analysis, Growth, Trends and Opportunities Research Report Forecasting to 2025" reports to its database.

This report provides in depth study of "Healthcare Gamification Market" using SWOT analysis i.e. Strength, Weakness, Opportunities and Threat to the organisation. The Healthcare Gamification Market report also provides an in-depth survey of key players in the market which is based on the various objectives of an organisation such as profiling, the product outline, the quantity of production, required raw material, and the financial health of the organisation.

The global Healthcare Gamification market is expected to witness a promising growth in the next few years. The rising level of competition among the leading players and the rising focus on the development of new products are likely to offer promising growth opportunities throughout the forecast period. The research study on the global Healthcare Gamification market offers a detailed overview, highlighting the key aspects that are expected to enhance the growth of the market in the near future. The key segmentation and the competitive landscape of the market have also been mentioned at length in the research study.

Get More Info and PDF Sample: https://www.worldwidemarketreports.com/sample/150324

Some of the key players in the market are Fitbit Inc., Ayogo Health Inc., hubbub health inc., Microsoft, Bunchball inc., EveryMove, Akili Interactive Labs Inc., CogniFit, Mango Health, Nike Inc

Gamification includes applying game design techniques, game styles, game mechanics or non-game applications as a channel to incorporate healthy behaviours and thereby potentially transform patient outcomes. Gamified apps, therapies and devices are gradually appearing in the field of healthcare that helps to make easy behaviour 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 digitisation 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.

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.

Global Healthcare Gamification Market Report includes Detailed TOC points:
1 Industry Overview
2 Industry Environment (PEST Analysis)
3 Healthcare Gamification Market by Type
4 Major Companies List
4.1 Fitbit Inc. (Company Profile, Sales Data etc.)
4.1.1 Fitbit Inc. Profile
Table Fitbit Inc. Overview List
4.1.2 Fitbit Inc. Products & Services
4.1.3 Fitbit Inc. Business Operation Conditions
Table Business Operation of Fitbit Inc. (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)
(Continue with Key Players)
5 Market Competition
6 Demand by End Market
7 Region Operation
8 Marketing & Price
9 Research Conclusion

*If you have any special requirements, please let us know and we will offer you the report as you want.

Else place an Inquire before Purchase "Global Healthcare Gamification Market Size, Status and Forecast 2025": https://www.worldwidemarketreports.com/quiry/150324

About WMR

Worldwide Market Reports is your one-stop repository of detailed and in-depth market research reports compiled by an extensive list of publishers from across the globe. We offer reports across virtually all domains and an exhaustive list of sub-domains under the sun. The in-depth market analysis by some of the most vastly experienced analysts provide our diverse range of clients from across all industries with vital decision making insights to plan and align their market strategies in line with current market trends.

Mr. Shah
Worldwide Market Reports
1001 4th Ave,
#3200
Seattle, WA 98154,
U.S
Email:sales@worldwidemarketreports.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 Foresee Accelerated Growth in The Upcoming Years: Fitbit Inc., Ayogo Health Inc., hubbub health inc., Microsoft, Bunchball inc., EveryMove, Akili Interactive Labs Inc., CogniFit, Mango Health, Nike Inc here

News-ID: 1992904 • Views: 572

More Releases from Worldwide Market Reports

Global Building Management System Market Expected to Secure Notable Revenue Shar …
A building management system also known as BMS or a building automation system is a computer-based control system installed in buildings that monitors and controls the building's electrical and mechanical equipment such as lighting, ventilation, power systems, security systems, and fire systems. The primary function of BMS is to control the heating, HVAC, and ventilation systems. In terms of geography, the global building management system market is divided into six
Global Vehicle Armor Market Seeking Excellent Growth | DuPont, AT&F, DSM, The Pr …
Military vehicles are very often armor clad to resist the impact of bullets, shrapnel or other projectiles, usually protecting the crew inside from enemy fire while on duty. These vehicles include armored military trucks, aircraft, ships and tanks. Vehicle armor is essential to modern day security forces, as it provides increased protection to the crew and passengers of armored vehicles. The global vehicle armor market is expected to grow at
Global Telemedicine Technologies and Services Market: Big Changes to Have Big Im …
Telemedicine is the use of information technologies and telecommunications to share information and provide education, clinical care, administrative services, and public health. Video conferencing, wireless technologies, data monitoring, internet-based technologies, smartphone apps, interactive voice response technology, fax, and audio conferencing are technologies used in telemedicine technologies and services. The global telemedicine technologies and services market is divided into six regions, such as North America, Europe, Asia Pacific, Middle East, Africa,
Global Medical Aesthetic Devices to see Booming Business Sentiments | Zeltiq Aes …
Medical aesthetic devices help ineffective treatment and diagnosis of a variety of skin disorders. Dermatologic indications including acne, pigmented patches, wrinkles, and venous ulcers. Increasing focus on aesthetic appeal is expected to propel the growth of the global medical aesthetic devices market over the forecast period. Get a Sample Copy + All Related Graphs & Charts: https://www.worldwidemarketreports.com/sample/619482 Drivers: Increasing focus on aesthetic appeal and rising adoption of minimally invasive as well as non-invasive

All 5 Releases


More Releases for Gamification

3radical announce participation at Gamification Europe 2020
Bristol, UK (28 October, 2020) – 3radical, the leader in audience engagement and data acquisition solutions, is delighted to announce their participation at this year's Gamification Europe as Marketing & Customer Loyalty Day sponsor. The 2020 edition of the event, which is run by Gamification+, is an excellent opportunity to meet and engage with the gamification community. The event will see over 1,000 attendees, speakers, and sponsors come together to
Gamification Nation wins award for Excellence in Gamification Design
London-based Gamification Nation has won the award for Excellence in No-Tech Gamification Design at GamiCon 2018. It won the award for its design of a cybersecurity board game for an insurance client. “We enjoyed working with our client to design this collaborative board game, which was aimed at helping insurance agents understand the effects that cyberattacks could have on a business through a number of scenarios,” said An Coppens, CEO and
Gamification reaches the process industry
Neste Jacobs launches ground-breaking operator training game Operator training can be both fun and efficient when done through gamification. Finnish company Neste Jacobs has launched a new game called NAPCON Games Distiller for operator training in the process industry. The game is the first one of a completely new generation of training games. “Although the main target is to train operators, the game is still very fun and engaging to play. Gamification
Gamification Market Growth, Forecast - Industry statistics 2024
Global Gamification Market: Overview The global market for gamification, which entails deploying game mechanics into a non-game context to facilitate user engagement, is in a nascent stage waiting to explode. Points, rewards, badges, challenges, and leader boards are to name a few game mechanics. They are primarily used to enhance customer loyalty and employee productivity. Currently, a host of small and medium entities across various industries are implementing gamification solutions to
Gamification Market Forecast 2022 - Research Report
“Global Gamification Industry 2021 Market Research Report” Purchase This Report by calling ResearchnReports.com at +1-888-631-6977. The study report examines the global Gamification market in all its aspects. It reviews all key trends in the market, examines the determinant drivers and restraints acting on the market, and explains the competitive rivalry in the Gamification market in depth. This helps provide a 360-degree overview of the market to all stakeholders and participants in
Gamification Market By Type, Application, Geography
Gamification Market Size, Share, Price | Industry Report 2020 Market Research Report to It’s a Database. Download sample copy of This Report @ http://bit.ly/2qHMumf The rising adoption of Bring Your Own Device (BYOD) among enterprises will help the gamification market grow significantly MarketsandMarkets forecasts the global gamification market to grow from USD 1.65 billion in 2015 to USD 11.10 billion by2020, at a CAGR of 46.3%.The speedy growth of social