Shibuya-ku, Tokyo, Japan, Japan, Jan 05, 2022, 02:28 /Comserve / -- The healthcare gamification market share was predicted to grow at a CAGR of 11.9% by generating a revenue of $47,281.5 million by 2026.
The healthcare gamification market share was predicted to grow at a CAGR of 11.9% by generating a revenue of $47,281.5 million by 2026.
Market Definition:
Gamification includes applying the techniques used in game, mechanics of game, and game style in non-gaming applications to engage the audience and make the dull task into more fun and engaging. The simple idea behind a game is to train them and motivate them to change their performance which is indirectly related to their behavior and improve the skills.
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Market Drivers:
The increase use of digitalization and the technology adoption are expected to drive the healthcare gamification market. Many companies are using the digital platform for the people to check their health data. Additionally, increasing use of technology with the help of smartphones are considered to be the driving factors in gamification in healthcare market.
Market Restrains:
Gamification seems to work best in the short term goals but it gets difficult to achieve the long term goals which eventually leads to the downfall of the business. Improper use of these games and training programs is considered to be the biggest restrains for market. These gamifications are programmed in such a way that it can help to attain the objective. Additionally, the costs associated with many of the games are also quite high, which may hinder the growth and expansion of the business to some extent.
Healthcare Gamification Market, By Game Type
On the basis of type, the market is further divided into exercise game, casual game and serious game. Casual game holds the largest market share of 42.0% in the type segment. Causal game is predicted to grow at a CAGR of 10.2 by generating a revenue of $17,541.5 million by 2026. Serious game is predicted to grow at a CAGR of 12.9% in the forecast period which was valued at $4,231.3 million in 2018.
Healthcare Gamification Market, By Applications
On the basis of application, the market is further segmented into Prevention, therapeutic, education and others. Prevention recorded the highest growth rate in the application segment. Prevention application is predicted to grow with a CAGR of 13.4% and is projected to generate a revenue of $11,584.0 million by 2026.
Healthcare Gamification Market, By End use
On the basis of end use the market is bifurcated into consumer based and enterprise based. Enterprise based was $5,577.63 million in 2018 and is predicted to grow at a CAGR of 15.7% in the forecast period. Consumer based is projected to grow at a CAGR of 10.0% by generating a revenue of $29,314.59 million by 2026.
Healthcare Gamification Market, By region
Depending on the region the market is further segmented into North America, Asia-Pacific, Europe and LAMEA. Asia Pacific accounted for the highest market share of 32.0% in the forecast period. Asia pacific is predicted to grow at a CAGR of 11.0% by generating a revenue of $14,184.5 million by 2026.
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Key participants in Healthcare Gamification Market:
The major participants in the healthcare gamification market are Nike, Ayogo Health, Fitbit, Bunchball, Akili Interactive labs, Microsoft, EveryMove, Hubbub Health, Mango Health, and JawBone among others.
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