Press release
Healthcare Gamification Industry Will Grow in Future by Top Companies Analysis, Size, Share, Growth and Forecast to 2028
The healthcare gamification market is expected to reach US$ 35,982.7 million in 2027 from US$ 3,072.5 million in 2019. The market is estimated to grow with a CAGR of 36.2% from 2020-2027. The growth of the market is attributed to factors such as increasing adoption of gamification in healthcare and rise in number of technology launches. However, difficulties in long-term user engagement are likely to hamper the growth of the market.Download PDF Sample copy at https://www.theinsightpartners.com/sample/TIPRE00002866/?utm_source=OpenPR&utm_medium=10396
Increasing Adoption of Gamification in Healthcare
The introduction of games in health treatment was initiated in early 1975 and has played a major role in game therapy. Moreover, the games have recently caught attention in terms of therapeutic aspects with the integration of artificial intelligence and augmented reality into healthcare sector. The games offer the patients an ability to express themselves, which is not otherwise the case in majority of patient cases, thereby helping professionals to design a better therapy leading to effective treatment outcomes.
Therefore, rising prevalence of chronic diseases such as mental illness and musculoskeletal and orthopedic conditions, which are treatable to an extent with gaming technologies, is expected to escalate the demand for healthcare gamification. Gaming therapy is found to be helpful in treating young patients who are familiar to interacting with technology constantly throughout the course of their lives. In addition, the introduction of novel technologies such as augmented reality (AR) and virtual reality (VR) in healthcare sector is helping the professionals to treat mental illness of patients and assisting in counseling sessions. For instance, in 2016, a team of game designers in the US introduced a DEEP-VR experience that guides users in an underwater environment to learn and combat the symptoms of anxiety and stress. Moreover, the incorporation of physical activities in video gaming allows the integration of VR into rehabilitation therapies. For instance, in October 2017, students from Rice University created a video game called Equilibrium for pediatric physical therapy. The game uses Wii Balance Board along with custom designed balanced bars that help to get the kids excited about improving their walking ability and learn balance. Thus, the increasing adoption of gamification for therapeutic purposes is driving the growth of the healthcare gamification market
Game Type-Based Insights-
Based on game type, the healthcare gamification market is segmented into casual games, serious games, and exercise games. In 2019, casual games accounted for largest share in the market owing to increasing adoption rate among children and older adults above 50 years owing to its benefits in improving cognitive skills and growing demand is accelerating companies to offer a wide range of fun casual games. However, over the forecasted years, exercise games are expected to grow at faster space as it comprises of fitness and interactive physical motion games. On the other hand, many healthcare providers have collaborated with exercise apps to encourage healthy habits among users. For instance, healthcare giant United Healthcare collaborated on a pilot program with the makers of 'Dance, Dance Revolution' on a gym-class friendly game to keep kids on their feet and off the couch.
Company Profiles-
Cognifit
Mango Health
Bunchball
Ayogo Health Inc.
Fitbit, Inc.
Akili Interactive Labs, Inc.
Nike, Inc.
Cohero Health, Inc.
Higi Sh Llc
Mysugr
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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 Global Healthcare Gamification Market - By Game Type
1.3.2 Global Healthcare Gamification Market - By Application
1.3.3 Global Healthcare Gamification Market - By End User
1.3.4 Global Healthcare Gamification Market - By Geography
2. Healthcare Gamification Market - Key Takeaways
3. Research Methodology
3.1 Coverage
3.2 Secondary Research
3.3 Primary Research
4. Global Healthcare Gamification- Market Landscape
4.1 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 South and Central America- PEST Analysis
4.2.5 Middle East and Africa - PEST Analysis
4.3 Expert Opinions
5. Global Healthcare Gamification Market - Key Industry Dynamics
5.1 Market Drivers
5.1.1 Increasing Adoption of Gamification in Healthcare
5.1.2 Rise in Number of Technology Launches
5.2 Market Restraints
5.2.1 Difficulties in Long-Term User Engagement
5.3 Market Opportunities
5.3.1 Emergence of Health Consumerism
5.4 Future Trends
5.4.1 Rising Market Consolidation
5.5 Impact Analysis of Drivers and Restraints
6. Healthcare Gamification Market - Global Analysis
6.1 Global Healthcare Gamification Market Revenue Forecast And Analysis
6.2 Global Healthcare Gamification Market, By Geography - Forecast And Analysis
6.3 Market Positioning
7. Healthcare Gamification Market Analysis - Game Type
7.1 Overview
Continued...
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Contact Person: Sameer Joshi
E-mail: sales@theinsightpartners.com
Phone: +1-646-491-9876
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. We specialize in industries such as Semiconductor and Electronics, Aerospace and Defense, Automotive and Transportation, Biotechnology, Healthcare IT, Manufacturing and Construction, Medical Device, Technology, Media and Telecommunications, and Chemicals
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