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Global Healthcare Gamification Market Outlook: 2017-2022

May 2017 | 99 pages | ID: GB6D62ACC74EN
Meticulous Market Research Pvt. Ltd.

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Gamification is a process of using ‘gaming’ elements to motivate and engage people in non-gaming contexts. The various elements of gamification include game mechanics (eg. points, badges, leaderboards, rewards) and game experience design (eg. countdown, storyline, discovery, quests and challenges, levels). Many industries are successfully applying gaming elements in non-game contexts using a technique called gamification. It has been widely used in fields like education and military for years. However, the concept of gamification started to generate interest in the healthcare industry only in the last few years. Many healthcare professionals recognize gamification as a potentially vital element to patient engagement, wellness adherence, and outcome improvement. In the age of computerization, technologically updated gamification applications are helping users to solve various problems related to health and fitness.

The global healthcare gamification market is expected to grow at a healthy CAGR of 54.7% from 2017 to 2022 to USD 3,780.6 million by 2022, driven by the growing technological advancements, rising use of smartphones, changing lifestyle, increasing digitalization, and growing focus on wellness at workplace.

The global healthcare gamification market is segmented by product (Enterprise-based solutions and consumer-based solutions), by application (Fitness management, Medical Training, Medication Management, Physical Therapy, and others), and by geography (North America, Europe, Asia-Pacific, Latin America, and Middle East and Africa). Fitness management application segment commanded the largest share of xx% in the global healthcare gamification market in 2016. The share of this application is expected to increase further as this segment is projected to witness fastest growth during the forecast period, as a result of changing lifestyle and thereby growing focus on the overall fitness.

North America commanded the major share of the global healthcare gamification market and is expected to grow at a significant pace in the coming years. Asia Pacific region also shows a substantial growth in the gamification healthcare market primarily due to the growing population, especially in India and China; increasing adoption of smartphones, and growing gamification and creative innovation initiatives in the region.

The prominent players in the global healthcare gamification market are Microsoft Corporation, Adidas AG, Apple Inc., FitBit Inc., Jawbone, Nike Inc., Google Inc., Ayogo Health Inc., Rally Health, Inc., Badgeville, Inc., Hubbub Health Inc., Welltok, Inc., Akili Interactive Labs, Inc., Bunchball, Fitocracy, EveryMove Inc., SuperBetter, LLC, Syandus Inc., Mango Health, Medisafe Inc., Reflexion Health Inc., and Respond well (a part of Zimmer Biomet), among others.

KEY QUESTIONS ANSWERED IN THIS REPORT:
  • Which are the high growth market segments in terms of gamification products, applications, and regions?
  • What is the historical market for healthcare gamification across the globe?
  • What are the healthcare gamification market forecasts and estimates from the period 2015-2022?
  • What are the major drivers, restrains, and opportunities in the global healthcare gamification market?
  • Who are the major players in the global healthcare gamification market and what percentage of share do they hold in global gamification market?
  • What are the recent developments in the global healthcare gamification market?
  • What are the different platforms developed by the major players in the global healthcare gamification market?
  • How are the various gamification platforms helping users to stay fit and to tackle life problems?
  • What are the geographical trends related to gamification and high growth regions/ countries?
  • What are the local emerging players in the global healthcare gamification market and how do they compete with the global players?
1 INTRODUCTION

1.1 Market Ecosystem
1.2 Report Elucidation
1.3 Research Methodology
  1.3.1 Secondary Research
  1.3.2 Primary Research
  1.3.3 Market Analytics

2 EXECUTIVE SUMMARY

3 MARKET INSIGHTS

3.1 Drivers
3.2 Retraints
3.3 Opportunities
3.4 Regulatory Analysis
  3.4.1 North America
  3.4.2 Europe
  3.4.3 Asia-Pacific
  3.4.4 Latin America
  3.4.5 Middle East & Africa

4 HEALTHCARE GAMIFICATION MARKET, BY PRODUCT

4.1 Enterprise based solutions
4.2 Consumer based solutions

5 HEALTHCARE GAMIFICATION MARKET, BY APPLICATION

5.1 Fitness management
5.2 Medical Training
5.3 Medication Management
5.4 Physical Therapy
5.5 Others

6 HEALTHCARE GAMIFICATION MARKET, BY GEOGRAPHY

6.1 North America
  6.1.1 U.S.
  6.1.2 Canada
6.2 Europe
6.3 Asia-Pacific
6.4 Latin America
6.5 Middle East and Africa

7 HEALTHCARE GAMIFICATION MARKET, COMPETITIVE LANDSCAPE

7.1 Introduction
7.2 New Product Launches
7.3 Agreements, Partnerships & Collaboration
7.4 Expansions
7.5 Mergers & Acquisitions
7.6 Other Developments

8 COMPANY PROFILES

(The Profile Includes Company Overview, Financials, Products and Services Portfolio, and Recent Developments)

8.1 Akili Interactive labs, Inc.
8.2 Ayogo Health, Inc.
8.3 Bunchball
8.4 EveryMove, Inc.
8.5 Fitbit, Inc.
8.6 Hubbub Health, Inc.
8.7 JawBone
8.8 Mango Health
8.9 Microsoft Corporation
8.10 Nike, Inc.
8.11 Rally Health, Inc.
8.12 Reflexion Health, Inc.
8.13 SupperBetter, LLC
8.14 Welltok, Inc.

LIST OF TABLES

Table 1 The Major Companies Providing Enterprise-Based Healthcare Gamification Solutions
Table 2 The Major Companies Providing Consumer-Based Healthcare Gamification Solutions
Table 3 U.S.: Macroeconomic Healthcare IT indicators
Table 4 Canada: Macroeconomic Healthcare IT indicators
Table 5 Diabetes Population in Canada
Table 6 Healthcare Gamification Market Size, By Product, 2015–2022 (USD Million)
Table 7 Healthcare Gamification Solutions Market, By Region, 2015-2022 (USD Million)
Table 8 Healthcare Gamification Enterprise-Based Solution, By Region, 2015- 2022 (USD Million)
Table 9 Healthcare Gamification Consumer-based solution, By Region, 2015-2022 (USD Million)
Table 10 Healthcare Gamification Market Size, By Application, 2015-2022 (USD Million)
Table 11 Healthcare Gamification Market Size for Fitness Management, By Region, 2015-2022 (USD Million)
Table 12 Healthcare Gamification Market Size for Medical Training, By Region, 2015-2022 (USD Million)
Table 13 Healthcare Gamification Market Size for Physical Therapy, By Region, 2015-2022 (USD Million)
Table 14 Healthcare Gamification Market Size for Medication Management, By Region, 2015-2022 (USD Million)
Table 15 Healthcare Gamification Market Size for others, By Region, 2015-2022 (USD Million)
Table 16 North America: Healthcare Gamification Market, By Country, 2015-2022 (USD Million)
Table 17 North America: Healthcare Gamification Market Size, By Product, 2015-2022 (USD Million)
Table 18 North America: Healthcare Gamification Market Size, By Application, 2015-2022 (USD Million)
Table 19 U.S.: Healthcare Gamification Market Size, By Product, 2015-2022 (USD Million)
Table 20 U.S.: Healthcare Gamification Market Size, By Application, 2015-2022 (USD Million)
Table 21 Canada: Healthcare Gamification Market Size, By Product, 2015-2022 (USD Million)
Table 22 Canada: Healthcare Gamification Market Size, By Application, 2015-2022 (USD Million)
Table 23 Europe: Healthcare Gamification Market Size, By Product, 2015-2022 (USD Million)
Table 24 Europe: Healthcare Gamification Market Size, By Application, 2015-2022 (USD Million)
Table 25 APAC: Healthcare Gamification Market Size, By Product, 2015-2022 (USD Million)
Table 26 APAC: Healthcare Gamification Market Size, By Application, 2015-2022 (USD Million)
Table 27 Latin America: Healthcare Gamification Market Size, By Product, 2015-2022 (USD Million)
Table 28 Latin America: Healthcare Gamification Market Size, By Application, 2015-2022 (USD Million)
Table 29 Middle East and Africa: Healthcare Gamification Market Size, By Product, 2015-2022 (USD Million)
Table 30 Middle East and Africa: Healthcare Gamification Market Size, By Application, 2015-2022 (USD Million)

LIST OF FIGURES

Figure 1 Research process
Figure 2 Key executives interviewed
Figure 3 Primary Research Techniques
Figure 4 Market Size estimation
Figure 5 Porter’s Five Forces Analysis
Figure 6 World Obesity Statistics
Figure 7 World Diabetes Sstatistics
Figure 8 State-wise obesity rate in the U.S. out of total population
Figure 9 Cardiovascular disease by age group in Canada
Figure 10 Percentage of Population over 65 in Europe
Figure 11 Age population graph of Europe
Figure 12 Europe Healthcare expenditure, 2012
Figure 13 Per – Capita healthcare expenditure, 2013
Figure 14 Brazilian diabetes statistics, 2016
Figure 15 Brazilian Respiratory and Heart Disease statistics, 2014


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