Healthcare Gamification Market Surpass to reach US$35,982.7 million in 2027 from US$ 3,072.5 , says The Insight Partners

Healthcare Gamification Market: Insight

According to our new market research study on “Healthcare Gamification Market to 2027 – COVID-19 Impact and Global Analysis – by Game Type, Application, and End User,” the market is expected to reach US$35,982.7 million in 2027 from US$ 3,072.5 million in 2019. The market is estimated to grow with a CAGR of 36.2% from 2020-2027. The growth of the market is attributed to factors such as increasing adoption of gamification in healthcare and rise in number of technology launches. However, difficulties in long-term user engagement are likely to hamper the growth of the market.

While SARS, H1N1 and other outbreaks have occurred in the healthcare sector in the last few years, the severity of COVID-19 has made the situation more complicated due to its mode of transmission. Companies are launching a new app to educate and tackle the COVID-19 pandemic. Due to COVID-19, healthcare professionals are facing difficulty reaching via in-person sales calls and medical conferences. Thus, utilization of gamification applications based on mobile tablets and laptops have witnessed a positive growth during the pandemic.

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Healthcare Gamification Market: Competition Landscape & Key Developments

Cognifit, Mango Health, Bunchball, Ayogo Health Inc., Fitbit, Inc., Akili Interactive Labs, Inc., Nike, Inc., Cohero Health, Inc., Higi Sh Llc, and Mysugr are among the leading companies in the healthcare gamification market.

Health consumerism refers to a movement, which advocates involvement of patients in self- healthcare decisions. The new and evolved working partnership model compared to “doctor says-patient does” model allows closer patient-physician communication and cooperation. Owing to increasing rate of literacy, rising importance of health through various social media platforms, campaigns, initiatives, and advertisements, millennial and young population are aware of healthcare and health parameters. In addition, increasing adoption of Internet and smartphones has made it easy for the healthcare information technology companies to reach consumers directly through online platforms. Direct-to-consumer advertising of healthcare games and technology platforms offer widened opportunities to companies for patient empowerment and participation. In various cases, patients lack the technical knowledge that is important to have valuable insights and monitor their physiological conditions. Training platforms and healthcare games help patients to gain knowledge and feel comfortable with the use of tech-based gadgets and software to keep a track of their health, thereby being a part of health consumerism. Thus, health consumerism is likely to be a driving factor of the industry and expected to offer various growth opportunities for the players involved in the healthcare gamification market.

Increasing Adoption of Gamification in Healthcare

The introduction of games in health treatment was initiated in early 1975 and has played a major role in game therapy. Moreover, the games have recently caught attention in terms of therapeutic aspects with the integration of artificial intelligence and augmented reality into healthcare sector. The games offer the patients an ability to express themselves, which is not otherwise the case in majority of patient cases, thereby helping professionals to design a better therapy leading to effective treatment outcomes. Therefore, rising prevalence of chronic diseases such as mental illness and musculoskeletal and orthopedic conditions, which are treatable to an extent with gaming technologies, is expected to escalate the demand for healthcare gamification.

Gaming therapy is found to be helpful in treating young patients who are familiar to interacting with technology constantly throughout the course of their lives. In addition, the introduction of novel technologies such as augmented reality (AR) and virtual reality (VR) in healthcare sector is helping the professionals to treat mental illness of patients and assisting in counseling sessions. For instance, in 2016, a team of game designers in the US introduced a DEEP-VR experience that guides users in an underwater environment to learn and combat the symptoms of anxiety and stress. Moreover, the incorporation of physical activities in video gaming allows the integration of VR into rehabilitation therapies. For instance, in October 2017, students from Rice University created a video game called Equilibrium for pediatric physical therapy. The game uses Wii Balance Board along with custom designed balanced bars that help to get the kids excited about improving their walking ability and learn balance. Thus, the increasing adoption of gamification for therapeutic purposes is driving the growth of the healthcare gamification market.

Healthcare Gamification Market: Segmental Overview

Based on game type, the healthcare gamification market is segmented into casual games, serious games, and exercise games. In 2019, casual games accounted for largest share in the market owing to increasing adoption rate among children and older adults above 50 years owing to its benefits in improving cognitive skills and growing demand is accelerating companies to offer a wide range of fun casual games. However, over the forecasted years, exercise games are expected to grow at faster space as it comprises of fitness and interactive physical motion games. On the other hand, many healthcare providers have collaborated with exercise apps to encourage healthy habits among users. For instance, healthcare giant United Healthcare collaborated on a pilot program with the makers of ‘Dance, Dance Revolution’ on a gym-class friendly game to keep kids on their feet and off the couch.

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