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Gamification in healthcare is gaining momentum, with attempts to apply gaming principles to improve patient clinical outcomes. This trend establishes the need for a “digital practitioner” who channels these games, monitors progress, and selects the most appropriate ones for a given patient.
Our market research experts provide qualitative and quantitative analysis of the market based on involving economic and non-economic factors in the same report with market value (million USD) data for each segment and sub-segment. This way, clients can achieve all their goals while taking advantage of emerging opportunities. Technological advancements, new product launches, and market capital flows are compared across scenarios to demonstrate their impact over the forecast period.
Data collected includes market dynamics, technology outlook, application development, and pricing trends. All of this is fed into a research model, which then produces relevant data for market research. Global market trend analysis is given including historical data, estimates to 2023 and compound annual growth rate (CAGR) forecast to 2028.
Projected and forecast revenue values are in constant U.S. dollars, unadjusted for inflation.
2023 will be a tough year for much of the global economy, as the ongoing war in Ukraine continues to strain trade, especially in Europe, and the global economy remains reeling from the fallout from the COVID-19 pandemic.
But as China moves ever closer to fully reemerging from three years of government-imposed Covid isolation and reintegrating with the world, economic expectations are high.And with the global economy now facing significant challenges, including energy shortages, slowing growth and high inflation, China’s reopening could provide a much-needed and timely boost.
The report researches and analyzes the influence of the Healthcare Gamification industry in the new era of global post-COIVD-19 economy in 2023, and provides in-depth analysis and professional suggestions on the current development.
Market Segment by Product Type
Enterprise-Based Solutions
Consumer-Based Solutions
Other
Market Segment by Product Application
Fitness Management
Medical Training
Medication Management
Physical Therapy
Other
Finally, the report provides detailed profile and data information analysis of leading company.
Microsoft
Under Armour
Strava
Adidas AG
Apple
FitBit
Jawbone
Nike
Ayogo Health
Rally Health
Badgeville
Hubbub Health
Zimmer Biomet
Welltok
Akili Interactive Labs
Bunchball
Fitocracy
EveryMove
SuperBetter
Syandus
Mango Health
Medisafe
Reflexion Health
Insights and Tools:
We follow a comprehensive process to estimate market size. Key industry dynamics, regulatory scenarios, and segmental dynamics are analyzed to understand their impact on demand over the forecast period. Macroeconomic indicators such as prices, income and demographic changes, demand changes, etc. are considered in estimating market size. We also provide an in-depth profile of the key players and discuss their market shares in the global market to derive the market value. In addition, we have an internal database that is regularly updated with key insights and press releases from key stakeholders in the relevant market.
The data is generally gathered in various arrangements such as charts, graphs, infographics, trends, documents and records from various manufacturers and retailers. Our analyst gather, collect, and interpret such data to form significant databases. Our team then works with large data volumes to analyze core developments, evaluate market estimations, and identify trends.
The market research includes historical and forecast data from like demand, application details, price trends, and company shares by geography, especially focuses on the key regions like United States, European Union, China, and other regions.
Research Objectives
1.To study and analyze the global Healthcare Gamification consumption (value) by key regions/countries, product type and application, history data from 2018 to 2022, and forecast to 2028.
2.To understand the structure of Healthcare Gamification market by identifying its various subsegments.
3.Focuses on the key global Healthcare Gamification manufacturers, to define, describe and analyze the value, market share, market competition landscape, Porter's five forces analysis, SWOT analysis and development plans in next few years.
4.To analyze the Healthcare Gamification with respect to individual growth trends, future prospects, and their contribution to the total market.
5.To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
6.To project the consumption of Healthcare Gamification submarkets, with respect to key regions (along with their respective key countries).
7.To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
8.To strategically profile the key players and comprehensively analyze their growth strategies.
Global Healthcare Gamification Market Research Report 2023, Forecast to 2028
1 Market Study Overview
1.1 Study Objectives
1.2 Healthcare Gamification Introduce
1.3 Combined with the Analysis of Macroeconomic Indicators
1.4 Brief Description of Research methods
1.5 Market Breakdown and Data Triangulation
2 Global Trend Summary
2.1 Healthcare Gamification Segment by Type
2.1.1 Enterprise-Based Solutions
2.1.2 Consumer-Based Solutions
2.1.3 Other
2.2 Market Analysis by Application
2.2.1 Fitness Management
2.2.2 Medical Training
2.2.3 Medication Management
2.2.4 Physical Therapy
2.2.5 Other
2.3 Global Healthcare Gamification Market Comparison by Regions (2018-2028)
2.3.1 Global Healthcare Gamification Market Size (2018-2028)
2.3.2 North America Healthcare Gamification Status and Prospect (2018-2028)
2.3.3 Europe Healthcare Gamification Status and Prospect (2018-2028)
2.3.4 China Healthcare Gamification Status and Prospect (2018-2028)
2.3.5 Japan Healthcare Gamification Status and Prospect (2018-2028)
2.3.6 Southeast Asia Healthcare Gamification Status and Prospect (2018-2028)
2.4 Basic Product Information
2.4.1 Basic Product Information & Technology Development History
2.4.2 Product Manufacturing Process
2.4.3 Interview with Major Market Participants
2.4.4 High-end Market Analysis and Forecast
2.5 Coronavirus Disease 2020 (Covid-19): Healthcare Gamification Industry Impact
2.5.1 Healthcare Gamification Business Impact Assessment - Covid-19
2.5.2 Market Trends and Healthcare Gamification Potential Opportunities in the COVID-19 Landscape
2.5.3 Measures / Proposal against Covid-19
3 Competition by Manufacturer
3.1 Global Healthcare Gamification Sales and Market Share by Manufacturer (2018-2023)
3.2 Global Healthcare Gamification Revenue and Market Share by Manufacturer (2018-2023)
3.3 Global Healthcare Gamification Industry Concentration Ratio (CR5 and HHI)
3.4 Top 5 Healthcare Gamification Manufacturer Market Share
3.5 Top 10 Healthcare Gamification Manufacturer Market Share
3.6 Date of Key Manufacturers Enter into Healthcare Gamification Market
3.7 Key Manufacturers Healthcare Gamification Key Manufacturers
3.8 Mergers & Acquisitions Planning
4 Analysis of Healthcare Gamification Industry Key Manufacturers
4.1 Microsoft
4.1.1 Compan Detail
4.1.2 Microsoft Healthcare Gamification Product Introduction, Application and Specification
4.1.3 Microsoft 181 Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.1.4 Main Business Overview
4.1.5 Microsoft News
4.2 Under Armour
4.2.1 Compan Detail
4.2.2 Under Armour Healthcare Gamification Product Introduction, Application and Specification
4.2.3 Under Armour Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.2.4 Main Business Overview
4.2.5 Microsoft News
4.3 Strava
4.3.1 Compan Detail
4.3.2 Strava Healthcare Gamification Product Introduction, Application and Specification
4.3.3 Strava Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.3.4 Main Business Overview
4.3.5 Strava News
4.4 Adidas AG
4.4.1 Compan Detail
4.4.2 Adidas AG Healthcare Gamification Product Introduction, Application and Specification
4.4.3 Adidas AG Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.4.4 Main Business Overview
4.4.5 Adidas AG News
4.5 Apple
4.5.1 Compan Detail
4.5.2 Adidas AG Healthcare Gamification Product Introduction, Application and Specification
4.5.3 Apple Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.5.4 Main Business Overview
4.5.5 Apple News
4.6 FitBit
4.6.1 Compan Detail
4.6.2 FitBit Healthcare Gamification Product Introduction, Application and Specification
4.6.3 FitBit Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.6.4 Main Business Overview
4.6.5 FitBit News
4.7 Jawbone
4.7.1 Compan Detail
4.7.2 Jawbone Healthcare Gamification Product Introduction, Application and Specification
4.7.3 Jawbone Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.7.4 Main Business Overview
4.7.4 Main Business Overview
4.8 Nike
4.8.1 Compan Detail
4.8.2 Nike Healthcare Gamification Product Introduction, Application and Specification
4.8.3 Nike Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.8.4 Main Business Overview
4.8.5 Nike News
4.9 Google
4.9.1 Compan Detail
4.9.2 Google Healthcare Gamification Product Introduction, Application and Specification
4.9.3 Google Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.9.4 Main Business Overview
4.9.5 Google News
4.10 Ayogo Health
4.10.1 Compan Detail
4.10.2 Ayogo Health Healthcare Gamification Product Introduction, Application and Specification
4.10.3 Ayogo Health Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.10.4 Main Business Overview
4.10.5 Ayogo Health News
4.11 Rally Health
4.11.1 Compan Detail
4.11.2 Rally Health Healthcare Gamification Product Introduction, Application and Specification
4.11.3 Rally Health Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.11.4 Main Business Overview
4.11.5 Rally Health News
4.12 Badgeville
4.12.1 Compan Detail
4.12.2 Badgeville Healthcare Gamification Product Introduction, Application and Specification
4.12.3 Badgeville Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.12.4 Main Business Overview
4.12.5 Badgeville News
4.13 Hubbub Health
4.13.1 Company Details
4.13.2 Hubbub Health Healthcare Gamification Product Introduction, Application and Specification
4.13.3 Hubbub Health Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.13.4 Main Business Overview
4.13.5 Hubbub Health News
4.14 Zimmer Biomet
4.14.1 Compan Detail
4.14.2 Zimmer Biomet Healthcare Gamification Product Introduction, Application and Specification
4.14.3 Zimmer Biomet Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.14.4 Main Business Overview
4.14.5 Zimmer Biomet News
4.15 Welltok
4.15.1 Compan Detail
4.15.2 Welltok Healthcare Gamification Product Introduction, Application and Specification
4.15.3 Welltok Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.15.4 Main Business Overview
4.15.5 Welltok News
4.16 Akili Interactive Labs
4.16.1 Compan Detail
4.16.2 Akili Interactive Labs Healthcare Gamification Product Introduction, Application and Specification
4.16.3 Akili Interactive Labs Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.16.4 Main Business Overview
4.16.5 Akili Interactive Labs News
4.17 Bunchball
4.17.1 Compan Detail
4.17.2 Bunchball Healthcare Gamification Product Introduction, Application and Specification
4.17.3 Bunchball Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.17.4 Main Business Overview
4.17.5 Bunchball News
4.18 Fitocracy
4.18.1 Compan Detail
4.18.2 Fitocracy Healthcare Gamification Product Introduction, Application and Specification
4.18.3 Fitocracy Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.18.4 Main Business Overview
4.18.5 Fitocracy News
4.19 EveryMove
4.19.1 Compan Detail
4.19.2 EveryMove Healthcare Gamification Product Introduction, Application and Specification
4.19.3 EveryMove Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.19.4 Main Business Overview
4.19.5 EveryMove News
4.20 SuperBetter
4.20.1 Compan Detail
4.20.2 SuperBetter Healthcare Gamification Product Introduction, Application and Specification
4.20.3 SuperBetter Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.20.4 Main Business Overview
4.20.5 SuperBetter News
4.21 Syandus
4.21.1 Compan Detail
4.21.2 Syandus Healthcare Gamification Product Introduction, Application and Specification
4.21.3 Syandus Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.21.4 Main Business Overview
4.21.5 Syandus News
4.22 Mango Health
4.22.1 Compan Detail
4.22.2 Mango Health Healthcare Gamification Product Introduction, Application and Specification
4.22.3 Mango Health Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.22.4 Main Business Overview
4.22.5 Mango Health News
4.23 Medisafe
4.23.1 Compan Detail
4.23.2 Medisafe Healthcare Gamification Product Introduction, Application and Specification
4.23.3 Medisafe Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.23.4 Main Business Overview
4.23.5 Medisafe News
4.24 Reflexion Health
4.24.1 Compan Detail
4.24.2 Reflexion Health Healthcare Gamification Product Introduction, Application and Specification
4.24.3 Reflexion Health Healthcare Gamification Sales, Price, Cost, Gross Margin, and Revenue (2018-2023)
4.24.4 Main Business Overview
4.24.5 Reflexion Health News
5 Global Healthcare Gamification Market Segment by Big Type
5.1 Global Healthcare Gamification Revenue, Sales and Market Share by Big Type (2018-2023)
5.1.1 Global Healthcare Gamification Sales and Market Share by Big Type (2018-2023)
5.1.2 Global Healthcare Gamification Revenue and Market Share by Big Type (2018-2023)
5.2 Enterprise-Based Solutions Sales Growth Rate and Price
5.2.1 Global Enterprise-Based Solutions Sales Growth Rate (2018-2023)
5.2.2 Global Enterprise-Based Solutions Price (2018-2023)
5.3 Consumer-Based Solutions Sales Growth Rate and Price
5.3.1 Global Consumer-Based Solutions Sales Growth Rate (2018-2023)
5.3.2 Global Consumer-Based Solutions Price (2018-2023)
5.4 Other Sales Growth Rate and Price
5.4.1 Global Other Sales Growth Rate (2018-2023)
5.4.2 Global Other Price (2018-2023)
6 Global Healthcare Gamification Market Segment by Big Application
6.1 Global Healthcare Gamification Sales Market Share by Big Application (2018-2023)
6.2 Fitness Management Sales Growth Rate (2018-2023)
6.3 Medical Training Sales Growth Rate (2018-2023)
6.4 Medication Management Sales Growth Rate (2018-2023)
6.5 Physical Therapy Sales Growth Rate (2018-2023)
6.6 Other Sales Growth Rate (2018-2023)
7 Global Healthcare Gamification Forecast
7.1 Global Healthcare Gamification Revenue, Sales and Growth Rate (2023-2028)
7.2 Healthcare Gamification Market Forecast by Regions (2023-2028)
7.2.1 North America Healthcare Gamification Market Forecast (2023-2028)
7.2.2 Europe Healthcare Gamification Market Forecast (2023-2028)
7.2.3 China Healthcare Gamification Market Forecast (2023-2028)
7.2.4 Japan Healthcare Gamification Market Forecast (2023-2028)
7.2.5 Southeast Asia Healthcare Gamification Market Forecast (2023-2028)
7.2.6 Other Regions Healthcare Gamification Market Forecast (2023-2028)
7.3 Healthcare Gamification Market Forecast by Type (2023-2028)
7.3.1 Global Healthcare Gamification Sales Forecast by Type (2023-2028)
7.3.2 Global Healthcare Gamification Market Share Forecast by Type (2023-2028)
7.4 Healthcare Gamification Market Forecast by Application (2023-2028)
7.4.1 Global Healthcare Gamification Sales Forecast by Application (2023-2028)
7.4.2 Global Healthcare Gamification Market Share Forecast by Application (2023-2028)
8 Market Analysis
8.1.1 Market Overview
8.1.2 Market Opportunities
8.1.3 Market Risk
8.1.4 Market Driving Force
8.1.5 Porter's Five Forces Analysis
8.1.6 SWOT Analysis
9 Healthcare Gamification Related Market Analysis
9.1 Upstream Analysis
9.1.1 Macro Analysis of Upstream Markets
9.1.2 Key Players in Upstream Markets
9.1.3 Upstream Market Trend Analysis
9.1.4 Healthcare Gamification Manufacturing Cost Analysis
9.2 Downstream Market Analysis
9.2.1 Macro Analysis of Down Markets
9.2.2 Key Players in Down Markets
9.2.3 Downstream Market Trend Analysis
9.2.4 Sales Channel, Distributors, Traders and Dealers
10 Research Findings and Conclusion
Tables & Figures:
Microsoft
Under Armour
Strava
Adidas AG
Apple
FitBit
Jawbone
Nike
Ayogo Health
Rally Health
Badgeville
Hubbub Health
Zimmer Biomet
Welltok
Akili Interactive Labs
Bunchball
Fitocracy
EveryMove
SuperBetter
Syandus
Mango Health
Research Methodology:
Global Healthcare Gamification Market Size Estimation
To estimate market size and trends, we use a combination of top-down and bottom-up methods. This allows us to evaluate the market from various perspectives—by company, region, product type, and end users.
Our estimates are based on actual sales data, excluding any discounts. Segment breakdowns and market shares are calculated using weighted averages based on usage rates and average prices. Regional insights are determined by how widely a product or service is adopted in each area.
Key companies are identified through secondary sources like industry reports and company filings. We then verify revenue estimates and other key data points through primary research, including interviews with industry experts, company executives, and decision-makers.
We take into account all relevant factors that could influence the market and validate our findings with real-world input. Our final insights combine both qualitative and quantitative data to provide a well-rounded view. Please note, these estimates do not account for unexpected changes such as inflation, economic downturns, or policy shifts.
Data Source
Secondary Sources
This study draws on a wide range of secondary sources, including press releases, annual reports, non-profit organizations, industry associations, government agencies, and customs data. We also referred to reputable databases and directories such as Bloomberg, Wind Info, Hoovers, Factiva, Trading Economics, Statista, and others. Additional references include investor presentations, company filings (e.g., SEC), economic data, and documents from regulatory and industry bodies.
These sources were used to gather technical and market-focused insights, identify key players, analyze market segmentation and classification, and track major trends and developments across industries.
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Primary Sources
As part of our primary research, we interviewed a variety of stakeholders from both the supply and demand sides to gather valuable qualitative and quantitative insights.
On the supply side, we spoke with product manufacturers, competitors, industry experts, research institutions, distributors, traders, and raw material suppliers. On the demand side, we engaged with business leaders, marketing and sales heads, technology and innovation directors, supply chain executives, and end users across key organizations.
These conversations helped us better understand market segmentation, pricing, applications, leading players, supply chains, demand trends, industry outlook, and key market dynamics—including risks, opportunities, barriers, and strategic developments.
Key Data Information from Primary Sources
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Total Market |
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