According to Stratistics MRC, the Global Healthcare Gamification Market is accounted for $4,178.60 million in 2020 and is expected to reach $43,437.94 million by 2028 growing at a CAGR of 34.0% during the forecast period. The rising implementation of gamification in healthcare and the increase in the number of technology launches are the major factors propelling the market growth. However, complications in long-term user engagement are hampering market growth.

Gamification involves relating game plan techniques, game mechanics, and/or game style to non-game applications to solve problems, engage audiences, and make otherwise mundane tasks more fun and engaging. In the context of digital health, gamification is typically employed in health and wellness apps related to self-management, disease prevention, medical education-related simulations, and some telehealth programs.

Based on the end user, the enterprise-based user segment holds the largest share of the market during the forecast period. Some employers around the world are noted to focus largely on the overall employee health and wellbeing are noted to make significant efforts towards enhancing it. The majority of the employers are noted to engage in sponsored wellness programs for their employees.

By geography, the Asia Pacific is going to have a lucrative growth during the forecast period due to the mounting use of games to improve health behaviours and supporting the delivery of care. Also, growing fitness needs, increasing incidence of chronic diseases, infrastructure developments, and treatment advances should surge the regional share.

Some of the key players profiled in the Healthcare Gamification Market include Adidas AG, Akili Interactive Labs, Inc., Apple, Ayogo Health Inc., Badgeville, Bunchball, Cardinal Health, Inc., Cognifit, Cohero Health, Inc., Fitbit, Inc., General Electric Company, Google, Higi Sh Llc, Mango Health, Medisafe, Microsoft Corporation, Mysugr, Nike, Inc., Oracle Corporation, and Under Armour.

Game Types Covered:

  • Casual Games
  • Exercise Games
  • Serious Games



Applications Covered:

  • Fitness Management
  • Medical Training
  • Physical Therapy
  • Therapeutic
  • Education
  • Prevention
  • Medication Management



End Users Covered:

  • Enterprise-Based User
  • Consumer-Based User/Individual Use
  • Hospitals
  • Clinics
  • Research



Regions Covered:

  • North America
  • ·US
  • ·Canada
  • ·Mexico
  • Europe
  • ·Germany
  • ·UK
  • ·Italy
  • ·France
  • ·Spain
  • ·Rest of Europe
  • Asia Pacific
  • ·Japan
  • ·China
  • ·India
  • ·Australia
  • ·New Zealand
  • ·South Korea
  • ·Rest of Asia Pacific
  • South America
  • ·Argentina
  • ·Brazil
  • ·Chile
  • ·Rest of South America
  • Middle East & Africa
  • ·Saudi Arabia
  • ·UAE
  • ·Qatar
  • ·South Africa
  • ·Rest of Middle East & Africa



What our report offers:

  • Market share assessments for the regional and country-level segments
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  • Covers Market data for the years 2019, 2020, 2021, 2025, and 2028
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