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Global Healthcare Gamification Market Research Report 2024

Global Healthcare Gamification Market Research Report 2024

Publishing Date : Jan, 2024

License Type :
 

Report Code : 1805581

No of Pages : 101

Synopsis

The global Healthcare Gamification market was valued at US$ 892.2 million in 2023 and is anticipated to reach US$ 6094 million by 2030, witnessing a CAGR of 31.0% during the forecast period 2024-2030.

According to our research, the global market for medical devices is estimated at US$ 603 billion in the year 2023, and will be growing at a CAGR of 5% during next six years. The global healthcare spending contributes to occupy 10% of the global GDP and is continuously rising in recent years due to the increasing health needs of the aging population, the growing prevalence of chronic and infectious diseases and the expansion of emerging markets. The medical devices market plays a significant role in the healthcare industry. The market is driven by several factors, including the increasing demand for advanced healthcare services globally, advancements in medical technology, growing geriatric population, rising healthcare expenditure, and increasing awareness about early disease diagnosis and treatment.

This report aims to provide a comprehensive presentation of the global market for Healthcare Gamification, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Healthcare Gamification.

Report Scope

The Healthcare Gamification market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Healthcare Gamification market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided. 

For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.

The report will help the Healthcare Gamification companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.

By Company (Partial List)

  •     Microsoft
  •     Under Armour
  •     Strava
  •     Adidas AG
  •     Apple
  •     FitBit
  •     Jawbone
  •     Nike
  •     Google
  •     Ayogo Health
  •     Rally Health
  •     Badgeville
  •     Hubbub Health
  •     Zimmer Biomet
  •     Welltok
  •     Akili Interactive Labs
  •     Bunchball
  •     Fitocracy
  •     EveryMove
  •     SuperBetter
  •     Syandus
  •     Mango Health
  •     Medisafe
  •     Reflexion Health

Segment by Type

  •     Enterprise-Based Solutions
  •     Consumer-Based Solutions
  •     Other

Segment by Application

  •     Fitness Management
  •     Medical Training
  •     Medication Management
  •     Physical Therapy
  •     Other

By Region

  •     North America (United States, Canada)
  •     Europe (Germany, France, U.K., Italy, Russia)
  •     Asia-Pacific (China, Japan, South Korea, India, Australia, China Taiwan, Indonesia, Thailand, Malaysia)
  •     Latin America (Mexico, Brazil,Turkey, GCC Countries)

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Healthcare Gamification companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.

 1 Report Overview
    1.1 Study Scope
    1.2 Market Analysis by Type
        1.2.1 Global Healthcare Gamification Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
        1.2.2 Enterprise-Based Solutions
        1.2.3 Consumer-Based Solutions
        1.2.4 Other
    1.3 Market by Application
        1.3.1 Global Healthcare Gamification Market Growth by Application: 2019 VS 2023 VS 2030
        1.3.2 Fitness Management
        1.3.3 Medical Training
        1.3.4 Medication Management
        1.3.5 Physical Therapy
        1.3.6 Other
    1.4 Study Objectives
    1.5 Years Considered
    1.6 Years Considered

 2 Global Growth Trends
    2.1 Global Healthcare Gamification Market Perspective (2019-2030)
    2.2 Healthcare Gamification Growth Trends by Region
        2.2.1 Global Healthcare Gamification Market Size by Region: 2019 VS 2023 VS 2030
        2.2.2 Healthcare Gamification Historic Market Size by Region (2019-2024)
        2.2.3 Healthcare Gamification Forecasted Market Size by Region (2025-2030)
    2.3 Healthcare Gamification Market Dynamics
        2.3.1 Healthcare Gamification Industry Trends
        2.3.2 Healthcare Gamification Market Drivers
        2.3.3 Healthcare Gamification Market Challenges
        2.3.4 Healthcare Gamification Market Restraints

 3 Competition Landscape by Key Players
    3.1 Global Top Healthcare Gamification Players by Revenue
        3.1.1 Global Top Healthcare Gamification Players by Revenue (2019-2024)
        3.1.2 Global Healthcare Gamification Revenue Market Share by Players (2019-2024)
    3.2 Global Healthcare Gamification Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
    3.3 Players Covered: Ranking by Healthcare Gamification Revenue
    3.4 Global Healthcare Gamification Market Concentration Ratio
        3.4.1 Global Healthcare Gamification Market Concentration Ratio (CR5 and HHI)
        3.4.2 Global Top 10 and Top 5 Companies by Healthcare Gamification Revenue in 2023
    3.5 Healthcare Gamification Key Players Head office and Area Served
    3.6 Key Players Healthcare Gamification Product Solution and Service
    3.7 Date of Enter into Healthcare Gamification Market
    3.8 Mergers & Acquisitions, Expansion Plans

 4 Healthcare Gamification Breakdown Data by Type
    4.1 Global Healthcare Gamification Historic Market Size by Type (2019-2024)
    4.2 Global Healthcare Gamification Forecasted Market Size by Type (2025-2030)

 5 Healthcare Gamification Breakdown Data by Application
    5.1 Global Healthcare Gamification Historic Market Size by Application (2019-2024)
    5.2 Global Healthcare Gamification Forecasted Market Size by Application (2025-2030)

 6 North America
    6.1 North America Healthcare Gamification Market Size (2019-2030)
    6.2 North America Healthcare Gamification Market Growth Rate by Country: 2019 VS 2023 VS 2030
    6.3 North America Healthcare Gamification Market Size by Country (2019-2024)
    6.4 North America Healthcare Gamification Market Size by Country (2025-2030)
    6.5 United States
    6.6 Canada

 7 Europe
    7.1 Europe Healthcare Gamification Market Size (2019-2030)
    7.2 Europe Healthcare Gamification Market Growth Rate by Country: 2019 VS 2023 VS 2030
    7.3 Europe Healthcare Gamification Market Size by Country (2019-2024)
    7.4 Europe Healthcare Gamification Market Size by Country (2025-2030)
    7.5 Germany
    7.6 France
    7.7 U.K.
    7.8 Italy
    7.9 Russia
    7.10 Nordic Countries

 8 Asia-Pacific
    8.1 Asia-Pacific Healthcare Gamification Market Size (2019-2030)
    8.2 Asia-Pacific Healthcare Gamification Market Growth Rate by Region: 2019 VS 2023 VS 2030
    8.3 Asia-Pacific Healthcare Gamification Market Size by Region (2019-2024)
    8.4 Asia-Pacific Healthcare Gamification Market Size by Region (2025-2030)
    8.5 China
    8.6 Japan
    8.7 South Korea
    8.8 Southeast Asia
    8.9 India
    8.10 Australia

 9 Latin America
    9.1 Latin America Healthcare Gamification Market Size (2019-2030)
    9.2 Latin America Healthcare Gamification Market Growth Rate by Country: 2019 VS 2023 VS 2030
    9.3 Latin America Healthcare Gamification Market Size by Country (2019-2024)
    9.4 Latin America Healthcare Gamification Market Size by Country (2025-2030)
    9.5 Mexico
    9.6 Brazil

 10 Middle East & Africa
    10.1 Middle East & Africa Healthcare Gamification Market Size (2019-2030)
    10.2 Middle East & Africa Healthcare Gamification Market Growth Rate by Country: 2019 VS 2023 VS 2030
    10.3 Middle East & Africa Healthcare Gamification Market Size by Country (2019-2024)
    10.4 Middle East & Africa Healthcare Gamification Market Size by Country (2025-2030)
    10.5 Turkey
    10.6 Saudi Arabia
    10.7 UAE

 11 Key Players Profiles
    11.1 Microsoft
        11.1.1 Microsoft Company Detail
        11.1.2 Microsoft Business Overview
        11.1.3 Microsoft Healthcare Gamification Introduction
        11.1.4 Microsoft Revenue in Healthcare Gamification Business (2019-2024)
        11.1.5 Microsoft Recent Development
    11.2 Under Armour
        11.2.1 Under Armour Company Detail
        11.2.2 Under Armour Business Overview
        11.2.3 Under Armour Healthcare Gamification Introduction
        11.2.4 Under Armour Revenue in Healthcare Gamification Business (2019-2024)
        11.2.5 Under Armour Recent Development
    11.3 Strava
        11.3.1 Strava Company Detail
        11.3.2 Strava Business Overview
        11.3.3 Strava Healthcare Gamification Introduction
        11.3.4 Strava Revenue in Healthcare Gamification Business (2019-2024)
        11.3.5 Strava Recent Development
    11.4 Adidas AG
        11.4.1 Adidas AG Company Detail
        11.4.2 Adidas AG Business Overview
        11.4.3 Adidas AG Healthcare Gamification Introduction
        11.4.4 Adidas AG Revenue in Healthcare Gamification Business (2019-2024)
        11.4.5 Adidas AG Recent Development
    11.5 Apple
        11.5.1 Apple Company Detail
        11.5.2 Apple Business Overview
        11.5.3 Apple Healthcare Gamification Introduction
        11.5.4 Apple Revenue in Healthcare Gamification Business (2019-2024)
        11.5.5 Apple Recent Development
    11.6 FitBit
        11.6.1 FitBit Company Detail
        11.6.2 FitBit Business Overview
        11.6.3 FitBit Healthcare Gamification Introduction
        11.6.4 FitBit Revenue in Healthcare Gamification Business (2019-2024)
        11.6.5 FitBit Recent Development
    11.7 Jawbone
        11.7.1 Jawbone Company Detail
        11.7.2 Jawbone Business Overview
        11.7.3 Jawbone Healthcare Gamification Introduction
        11.7.4 Jawbone Revenue in Healthcare Gamification Business (2019-2024)
        11.7.5 Jawbone Recent Development
    11.8 Nike
        11.8.1 Nike Company Detail
        11.8.2 Nike Business Overview
        11.8.3 Nike Healthcare Gamification Introduction
        11.8.4 Nike Revenue in Healthcare Gamification Business (2019-2024)
        11.8.5 Nike Recent Development
    11.9 Google
        11.9.1 Google Company Detail
        11.9.2 Google Business Overview
        11.9.3 Google Healthcare Gamification Introduction
        11.9.4 Google Revenue in Healthcare Gamification Business (2019-2024)
        11.9.5 Google Recent Development
    11.10 Ayogo Health
        11.10.1 Ayogo Health Company Detail
        11.10.2 Ayogo Health Business Overview
        11.10.3 Ayogo Health Healthcare Gamification Introduction
        11.10.4 Ayogo Health Revenue in Healthcare Gamification Business (2019-2024)
        11.10.5 Ayogo Health Recent Development
    11.11 Rally Health
        11.11.1 Rally Health Company Detail
        11.11.2 Rally Health Business Overview
        11.11.3 Rally Health Healthcare Gamification Introduction
        11.11.4 Rally Health Revenue in Healthcare Gamification Business (2019-2024)
        11.11.5 Rally Health Recent Development
    11.12 Badgeville
        11.12.1 Badgeville Company Detail
        11.12.2 Badgeville Business Overview
        11.12.3 Badgeville Healthcare Gamification Introduction
        11.12.4 Badgeville Revenue in Healthcare Gamification Business (2019-2024)
        11.12.5 Badgeville Recent Development
    11.13 Hubbub Health
        11.13.1 Hubbub Health Company Detail
        11.13.2 Hubbub Health Business Overview
        11.13.3 Hubbub Health Healthcare Gamification Introduction
        11.13.4 Hubbub Health Revenue in Healthcare Gamification Business (2019-2024)
        11.13.5 Hubbub Health Recent Development
    11.14 Zimmer Biomet
        11.14.1 Zimmer Biomet Company Detail
        11.14.2 Zimmer Biomet Business Overview
        11.14.3 Zimmer Biomet Healthcare Gamification Introduction
        11.14.4 Zimmer Biomet Revenue in Healthcare Gamification Business (2019-2024)
        11.14.5 Zimmer Biomet Recent Development
    11.15 Welltok
        11.15.1 Welltok Company Detail
        11.15.2 Welltok Business Overview
        11.15.3 Welltok Healthcare Gamification Introduction
        11.15.4 Welltok Revenue in Healthcare Gamification Business (2019-2024)
        11.15.5 Welltok Recent Development
    11.16 Akili Interactive Labs
        11.16.1 Akili Interactive Labs Company Detail
        11.16.2 Akili Interactive Labs Business Overview
        11.16.3 Akili Interactive Labs Healthcare Gamification Introduction
        11.16.4 Akili Interactive Labs Revenue in Healthcare Gamification Business (2019-2024)
        11.16.5 Akili Interactive Labs Recent Development
    11.17 Bunchball
        11.17.1 Bunchball Company Detail
        11.17.2 Bunchball Business Overview
        11.17.3 Bunchball Healthcare Gamification Introduction
        11.17.4 Bunchball Revenue in Healthcare Gamification Business (2019-2024)
        11.17.5 Bunchball Recent Development
    11.18 Fitocracy
        11.18.1 Fitocracy Company Detail
        11.18.2 Fitocracy Business Overview
        11.18.3 Fitocracy Healthcare Gamification Introduction
        11.18.4 Fitocracy Revenue in Healthcare Gamification Business (2019-2024)
        11.18.5 Fitocracy Recent Development
    11.19 EveryMove
        11.19.1 EveryMove Company Detail
        11.19.2 EveryMove Business Overview
        11.19.3 EveryMove Healthcare Gamification Introduction
        11.19.4 EveryMove Revenue in Healthcare Gamification Business (2019-2024)
        11.19.5 EveryMove Recent Development
    11.20 SuperBetter
        11.20.1 SuperBetter Company Detail
        11.20.2 SuperBetter Business Overview
        11.20.3 SuperBetter Healthcare Gamification Introduction
        11.20.4 SuperBetter Revenue in Healthcare Gamification Business (2019-2024)
        11.20.5 SuperBetter Recent Development
    11.21 Syandus
        11.21.1 Syandus Company Detail
        11.21.2 Syandus Business Overview
        11.21.3 Syandus Healthcare Gamification Introduction
        11.21.4 Syandus Revenue in Healthcare Gamification Business (2019-2024)
        11.21.5 Syandus Recent Development
    11.22 Mango Health
        11.22.1 Mango Health Company Detail
        11.22.2 Mango Health Business Overview
        11.22.3 Mango Health Healthcare Gamification Introduction
        11.22.4 Mango Health Revenue in Healthcare Gamification Business (2019-2024)
        11.22.5 Mango Health Recent Development
    11.23 Medisafe
        11.23.1 Medisafe Company Detail
        11.23.2 Medisafe Business Overview
        11.23.3 Medisafe Healthcare Gamification Introduction
        11.23.4 Medisafe Revenue in Healthcare Gamification Business (2019-2024)
        11.23.5 Medisafe Recent Development
    11.24 Reflexion Health
        11.24.1 Reflexion Health Company Detail
        11.24.2 Reflexion Health Business Overview
        11.24.3 Reflexion Health Healthcare Gamification Introduction
        11.24.4 Reflexion Health Revenue in Healthcare Gamification Business (2019-2024)
        11.24.5 Reflexion Health Recent Development

 12 Analyst's Viewpoints/Conclusions

 13 Appendix
    13.1 Research Methodology
        13.1.1 Methodology/Research Approach
        13.1.2 Data Source
    13.2 Disclaimer
    13.3 Author Details

Published By : QY Research

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