Global Healthcare Gamification Market - Premium Insight, Competitive News Feed Analysis, Company Usability Profiles, Market Sizing & Forecasts to 2025
The Global Healthcare Gamification Market is expected to grow from USD 654.84 Million in 2018 to USD 4,835.68 Million by the end of 2025 at a Compound Annual Growth Rate (CAGR) of 33.05%.
The positioning of the Global Healthcare Gamification Market vendors in FPNV Positioning Matrix are determined by Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) and placed into four quadrants (F: Forefront, P: Pathfinders, N: Niche, and V: Vital).
The report deeply explores the recent significant developments by the leading vendors and innovation profiles in the Global Healthcare Gamification Market including are Cohero Health, HubBub Health, Mango Health, Reflexion Health, Inc., Respond Well, Ayogo Health, Inc., Bunchball, EveryMove, Inc., Fitbit, Inc., JawBone, Microsoft Corporation, Nike, Inc., Rally Health, Inc., Strava, Inc., SupperBetter, LLC, Under Armour, Inc., and Welltok, Inc..
On the basis of Product, the Global Healthcare Gamification Market is studied across Consumer-based Solutions and Enterprise-based Solutions.
On the basis of Game Type, the Global Healthcare Gamification Market is studied across Casual games, Exercise games, and Serious games.
On the basis of Application, the Global Healthcare Gamification Market is studied across Fitness management, Medical Training & Education, Medication Management, and Physical Therapy.
For the detailed coverage of the study, the market has been geographically divided into the Americas, Asia-Pacific, and Europe, Middle East & Africa. The report provides details of qualitative and quantitative insights about the major countries in the region and taps the major regional developments in detail.
In the report, we have covered two proprietary models, the FPNV Positioning Matrix and Competitive Strategic Window. The FPNV Positioning Matrix analyses the competitive market place for the players in terms of product satisfaction and business strategy they adopt to sustain in the market. The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies. The Competitive Strategic Window helps the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. During a forecast period, it defines the optimal or favorable fit for the vendors to adopt successive merger and acquisitions strategies, geography expansion, research & development, new product introduction strategies to execute further business expansion and growth.
Research Methodology:
Our market forecasting is based on a market model derived from market connectivity, dynamics, and identified influential factors around which assumptions about the market are made. These assumptions are enlightened by fact-bases, put by primary and secondary research instruments, regressive analysis and an extensive connect with industry people. Market forecasting derived from in-depth understanding attained from future market spending patterns provides quantified insight to support your decision-making process. The interview is recorded, and the information gathered in put on the drawing board with the information collected through secondary research.
The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on sulfuric acid offered by the key players in the Global Healthcare Gamification Market
2. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and new product developments in the Global Healthcare Gamification Market
3. Market Development: Provides in-depth information about lucrative emerging markets and analyzes the markets for the Global Healthcare Gamification Market
4. Market Diversification: Provides detailed information about new products launches, untapped geographies, recent developments, and investments in the Global Healthcare Gamification Market
5. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, and manufacturing capabilities of the leading players in the Global Healthcare Gamification Market
The report answers questions such as:
1. What is the market size of Healthcare Gamification market in the Global?
2. What are the factors that affect the growth in the Global Healthcare Gamification Market over the forecast period?
3. What is the competitive position in the Global Healthcare Gamification Market?
4. Which are the best product areas to be invested in over the forecast period in the Global Healthcare Gamification Market?
5. What are the opportunities in the Global Healthcare Gamification Market?
6. What are the modes of entering the Global Healthcare Gamification Market?
The positioning of the Global Healthcare Gamification Market vendors in FPNV Positioning Matrix are determined by Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) and placed into four quadrants (F: Forefront, P: Pathfinders, N: Niche, and V: Vital).
The report deeply explores the recent significant developments by the leading vendors and innovation profiles in the Global Healthcare Gamification Market including are Cohero Health, HubBub Health, Mango Health, Reflexion Health, Inc., Respond Well, Ayogo Health, Inc., Bunchball, EveryMove, Inc., Fitbit, Inc., JawBone, Microsoft Corporation, Nike, Inc., Rally Health, Inc., Strava, Inc., SupperBetter, LLC, Under Armour, Inc., and Welltok, Inc..
On the basis of Product, the Global Healthcare Gamification Market is studied across Consumer-based Solutions and Enterprise-based Solutions.
On the basis of Game Type, the Global Healthcare Gamification Market is studied across Casual games, Exercise games, and Serious games.
On the basis of Application, the Global Healthcare Gamification Market is studied across Fitness management, Medical Training & Education, Medication Management, and Physical Therapy.
For the detailed coverage of the study, the market has been geographically divided into the Americas, Asia-Pacific, and Europe, Middle East & Africa. The report provides details of qualitative and quantitative insights about the major countries in the region and taps the major regional developments in detail.
In the report, we have covered two proprietary models, the FPNV Positioning Matrix and Competitive Strategic Window. The FPNV Positioning Matrix analyses the competitive market place for the players in terms of product satisfaction and business strategy they adopt to sustain in the market. The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies. The Competitive Strategic Window helps the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. During a forecast period, it defines the optimal or favorable fit for the vendors to adopt successive merger and acquisitions strategies, geography expansion, research & development, new product introduction strategies to execute further business expansion and growth.
Research Methodology:
Our market forecasting is based on a market model derived from market connectivity, dynamics, and identified influential factors around which assumptions about the market are made. These assumptions are enlightened by fact-bases, put by primary and secondary research instruments, regressive analysis and an extensive connect with industry people. Market forecasting derived from in-depth understanding attained from future market spending patterns provides quantified insight to support your decision-making process. The interview is recorded, and the information gathered in put on the drawing board with the information collected through secondary research.
The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on sulfuric acid offered by the key players in the Global Healthcare Gamification Market
2. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and new product developments in the Global Healthcare Gamification Market
3. Market Development: Provides in-depth information about lucrative emerging markets and analyzes the markets for the Global Healthcare Gamification Market
4. Market Diversification: Provides detailed information about new products launches, untapped geographies, recent developments, and investments in the Global Healthcare Gamification Market
5. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, and manufacturing capabilities of the leading players in the Global Healthcare Gamification Market
The report answers questions such as:
1. What is the market size of Healthcare Gamification market in the Global?
2. What are the factors that affect the growth in the Global Healthcare Gamification Market over the forecast period?
3. What is the competitive position in the Global Healthcare Gamification Market?
4. Which are the best product areas to be invested in over the forecast period in the Global Healthcare Gamification Market?
5. What are the opportunities in the Global Healthcare Gamification Market?
6. What are the modes of entering the Global Healthcare Gamification Market?
1. PREFACE
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. RESEARCH & FORECASTING
2.1. Research Methodology
2.1.1. Research Process
2.1.2. Research Framework
2.1.3. Research Reliability & Validity
2.1.4. Research Assumptions
2.2. Forecasting Methodology
2.3. Research Outcome
2.3.1. 360iResearch Competitive Strategic Window
2.3.1.1. Leverage Zone
2.3.1.2. Vantage Zone
2.3.1.3. Speculative Zone
2.3.1.4. Bottleneck Zone
2.3.2. 360iResearch FPNV Positioning Matrix
2.3.2.1. 360iResearch Quadrants
2.3.2.1.1. Forefront
2.3.2.1.2. Pathfinders
2.3.2.1.3. Niche
2.3.2.1.4. Vital
2.3.2.2. Business Strategy
2.3.2.2.1. Business Growth
2.3.2.2.2. Industry Coverage
2.3.2.2.3. Financial Viability
2.3.2.2.4. Channel Support
2.3.2.3. Product Satisfaction
2.3.2.3.1. Value for Money
2.3.2.3.2. Ease of Use
2.3.2.3.3. Product Features
2.3.2.3.4. Customer Support
3. EXECUTIVE SUMMARY
3.1. Outlook in the Healthcare Gamification Market
3.2. Opportunities in the Healthcare Gamification Market
4. PREMIUM INSIGHT
4.1. Market Connectivity
4.2. Market Dynamics
4.2.1. Drivers
4.2.1.1. Escalating prevalence of chronic diseases coupled with increasing boom amongst millennial generation
4.2.1.2. Emergence of health consumerism
4.2.1.3. Upsurge of social media and smartphone usage
4.2.1.4. Growing acceptance of gamified models throughout the healthcare
4.2.2. Restraints
4.2.2.1. Difficulty in long term user engagement
4.2.3. Opportunities
4.2.3.1. Rising shift to business-to-consumer model and outcomes-based medicine
4.2.3.2. Growing use of gamification towards HIV awareness in South Africa
4.2.4. Challenges
4.3. Porter’s Five Forces Analysis
4.3.1. Threat of New Entrants
4.3.2. Threat of Substitutes
4.3.3. Bargaining Power of Customers
4.3.4. Bargaining Power of Suppliers
4.3.5. Industry Rivalry
4.4. Industry Trends
4.4.1. Regulatory Framework
5. GLOBAL HEALTHCARE GAMIFICATION MARKET, BY PRODUCT
5.1. Overview
5.2. Market Sizing & Forecasting
5.3. Consumer-based Solutions
5.4. Enterprise-based Solutions
6. GLOBAL HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE
6.1. Overview
6.2. Market Sizing & Forecasting
6.3. Casual games
6.4. Exercise games
6.5. Serious games
7. GLOBAL HEALTHCARE GAMIFICATION MARKET, BY APPLICATION
7.1. Overview
7.2. Market Sizing & Forecasting
7.3. Fitness management
7.4. Medical Training & Education
7.5. Medication Management
7.6. Physical Therapy
8. GLOBAL HEALTHCARE GAMIFICATION MARKET, BY GEOGRAPHY
8.1. Overview
8.2. Market Sizing & Forecasting
8.3. Americas
8.3.1. Overview
8.3.2. Market Sizing & Forecasting
8.3.3. Argentina
8.3.4. Brazil
8.3.5. Canada
8.3.6. Mexico
8.3.7. United States
8.4. Asia-Pacific
8.4.1. Overview
8.4.2. Market Sizing & Forecasting
8.4.3. Australia
8.4.4. China
8.4.5. India
8.4.6. Japan
8.5. Europe, Middle East & Africa
8.5.1. Overview
8.5.2. Market Sizing & Forecasting
8.5.3. France
8.5.4. Germany
8.5.5. Italy
8.5.6. Spain
8.5.7. United Kingdom
9. COMPETITIVE LANDSCAPE
9.1. 360iResearch FPNV Positioning Matrix for Global Healthcare Gamification Market
9.2. Market Vendor Ranking Analysis for Global Healthcare Gamification Market
9.3. Competitive News Feed Analysis for Global Healthcare Gamification Market
10. COMPANY USABILITY PROFILES
10.1. Cohero Health
10.1.1. Overview
10.1.2. Strategy
10.1.3. SWOT
10.2. HubBub Health
10.2.1. Overview
10.2.2. Strategy
10.2.3. SWOT
10.3. Mango Health
10.3.1. Overview
10.3.2. Strategy
10.3.3. SWOT
10.4. Reflexion Health, Inc.
10.4.1. Overview
10.4.2. Strategy
10.4.3. SWOT
10.5. Respond Well
10.5.1. Overview
10.5.2. Strategy
10.5.3. SWOT
10.6. Ayogo Health, Inc.
10.7. Bunchball
10.8. EveryMove, Inc.
10.9. Fitbit, Inc.
10.10. JawBone
10.11. Microsoft Corporation
10.12. Nike, Inc.
10.13. Rally Health, Inc.
10.14. Strava, Inc.
10.15. SupperBetter, LLC
10.16. Under Armour, Inc.
10.17. Welltok, Inc.
11. APPENDIX
11.1. Discussion Guide
11.2. Top Reports
11.2.1. Global Crane Rental Market - Premium Insight, Competitive News Feed Analysis, Company Usability Profiles, Market Sizing & Forecasts to 2025
11.2.2. Global Computer Vision Market - Premium Insight, Competitive News Feed Analysis, Company Usability Profiles, Market Sizing & Forecasts to 2025
11.2.3. Global Payment Gateway Market - Premium Insight, Competitive News Feed Analysis, Company Usability Profiles, Market Sizing & Forecasts to 2025
11.2.4. Global B2B Travel Market - Premium Insight, Competitive News Feed Analysis, Company Usability Profiles, Market Sizing & Forecasts to 2025
11.2.5. Global Varicose Vein Treatment Devices Market - Premium Insight, Competitive News Feed Analysis, Company Usability Profiles, Market Sizing & Forecasts to 2025
11.3. Author Details
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. RESEARCH & FORECASTING
2.1. Research Methodology
2.1.1. Research Process
2.1.2. Research Framework
2.1.3. Research Reliability & Validity
2.1.4. Research Assumptions
2.2. Forecasting Methodology
2.3. Research Outcome
2.3.1. 360iResearch Competitive Strategic Window
2.3.1.1. Leverage Zone
2.3.1.2. Vantage Zone
2.3.1.3. Speculative Zone
2.3.1.4. Bottleneck Zone
2.3.2. 360iResearch FPNV Positioning Matrix
2.3.2.1. 360iResearch Quadrants
2.3.2.1.1. Forefront
2.3.2.1.2. Pathfinders
2.3.2.1.3. Niche
2.3.2.1.4. Vital
2.3.2.2. Business Strategy
2.3.2.2.1. Business Growth
2.3.2.2.2. Industry Coverage
2.3.2.2.3. Financial Viability
2.3.2.2.4. Channel Support
2.3.2.3. Product Satisfaction
2.3.2.3.1. Value for Money
2.3.2.3.2. Ease of Use
2.3.2.3.3. Product Features
2.3.2.3.4. Customer Support
3. EXECUTIVE SUMMARY
3.1. Outlook in the Healthcare Gamification Market
3.2. Opportunities in the Healthcare Gamification Market
4. PREMIUM INSIGHT
4.1. Market Connectivity
4.2. Market Dynamics
4.2.1. Drivers
4.2.1.1. Escalating prevalence of chronic diseases coupled with increasing boom amongst millennial generation
4.2.1.2. Emergence of health consumerism
4.2.1.3. Upsurge of social media and smartphone usage
4.2.1.4. Growing acceptance of gamified models throughout the healthcare
4.2.2. Restraints
4.2.2.1. Difficulty in long term user engagement
4.2.3. Opportunities
4.2.3.1. Rising shift to business-to-consumer model and outcomes-based medicine
4.2.3.2. Growing use of gamification towards HIV awareness in South Africa
4.2.4. Challenges
4.3. Porter’s Five Forces Analysis
4.3.1. Threat of New Entrants
4.3.2. Threat of Substitutes
4.3.3. Bargaining Power of Customers
4.3.4. Bargaining Power of Suppliers
4.3.5. Industry Rivalry
4.4. Industry Trends
4.4.1. Regulatory Framework
5. GLOBAL HEALTHCARE GAMIFICATION MARKET, BY PRODUCT
5.1. Overview
5.2. Market Sizing & Forecasting
5.3. Consumer-based Solutions
5.4. Enterprise-based Solutions
6. GLOBAL HEALTHCARE GAMIFICATION MARKET, BY GAME TYPE
6.1. Overview
6.2. Market Sizing & Forecasting
6.3. Casual games
6.4. Exercise games
6.5. Serious games
7. GLOBAL HEALTHCARE GAMIFICATION MARKET, BY APPLICATION
7.1. Overview
7.2. Market Sizing & Forecasting
7.3. Fitness management
7.4. Medical Training & Education
7.5. Medication Management
7.6. Physical Therapy
8. GLOBAL HEALTHCARE GAMIFICATION MARKET, BY GEOGRAPHY
8.1. Overview
8.2. Market Sizing & Forecasting
8.3. Americas
8.3.1. Overview
8.3.2. Market Sizing & Forecasting
8.3.3. Argentina
8.3.4. Brazil
8.3.5. Canada
8.3.6. Mexico
8.3.7. United States
8.4. Asia-Pacific
8.4.1. Overview
8.4.2. Market Sizing & Forecasting
8.4.3. Australia
8.4.4. China
8.4.5. India
8.4.6. Japan
8.5. Europe, Middle East & Africa
8.5.1. Overview
8.5.2. Market Sizing & Forecasting
8.5.3. France
8.5.4. Germany
8.5.5. Italy
8.5.6. Spain
8.5.7. United Kingdom
9. COMPETITIVE LANDSCAPE
9.1. 360iResearch FPNV Positioning Matrix for Global Healthcare Gamification Market
9.2. Market Vendor Ranking Analysis for Global Healthcare Gamification Market
9.3. Competitive News Feed Analysis for Global Healthcare Gamification Market
10. COMPANY USABILITY PROFILES
10.1. Cohero Health
10.1.1. Overview
10.1.2. Strategy
10.1.3. SWOT
10.2. HubBub Health
10.2.1. Overview
10.2.2. Strategy
10.2.3. SWOT
10.3. Mango Health
10.3.1. Overview
10.3.2. Strategy
10.3.3. SWOT
10.4. Reflexion Health, Inc.
10.4.1. Overview
10.4.2. Strategy
10.4.3. SWOT
10.5. Respond Well
10.5.1. Overview
10.5.2. Strategy
10.5.3. SWOT
10.6. Ayogo Health, Inc.
10.7. Bunchball
10.8. EveryMove, Inc.
10.9. Fitbit, Inc.
10.10. JawBone
10.11. Microsoft Corporation
10.12. Nike, Inc.
10.13. Rally Health, Inc.
10.14. Strava, Inc.
10.15. SupperBetter, LLC
10.16. Under Armour, Inc.
10.17. Welltok, Inc.
11. APPENDIX
11.1. Discussion Guide
11.2. Top Reports
11.2.1. Global Crane Rental Market - Premium Insight, Competitive News Feed Analysis, Company Usability Profiles, Market Sizing & Forecasts to 2025
11.2.2. Global Computer Vision Market - Premium Insight, Competitive News Feed Analysis, Company Usability Profiles, Market Sizing & Forecasts to 2025
11.2.3. Global Payment Gateway Market - Premium Insight, Competitive News Feed Analysis, Company Usability Profiles, Market Sizing & Forecasts to 2025
11.2.4. Global B2B Travel Market - Premium Insight, Competitive News Feed Analysis, Company Usability Profiles, Market Sizing & Forecasts to 2025
11.2.5. Global Varicose Vein Treatment Devices Market - Premium Insight, Competitive News Feed Analysis, Company Usability Profiles, Market Sizing & Forecasts to 2025
11.3. Author Details