The conception of the term gamification has drawn the attention of many non-gaming industries, including education, retail and consumer goods, entertainment, media and publishing, travel and logistics, banking and financial services, and healthcare. In the healthcare sector, gamification is one of the innovative ways to motivate people to influence personal health behavior. The design principles of computer games to healthcare solutions help to influence patient behaviour in order to attain better health. It also helps to promote employee training and procedural learning. This makes healthcare more personalized and user-centric, providing motivation and creating an engaging experience.
The successful application of gamification has been reported within many health applications such as fitness management, medical training, medication management, physical therapy, and others. This study analyzes the healthcare gamification market for these applications. The global healthcare gamification market is further segmented by product (Enterprise-based Solutions and consumer-based solutions), and geography (North America, Europe, Asia-Pacific, Latin America, and the Middle East and Africa). Fitness management application segment holds the largest share in the global healthcare gamification market and is expected to grow at a healthy CAGR in the forecast period, driven by the various technological advancements, increasing penetration of smartphones, tablets, and other mobile platforms; rising focus on patient-centric healthcare delivery; and changing lifestyle and thereby growing focus on the overall fitness.
8 Company Profiles (The Profile Includes Company Overview, Financials, Products and Services Portfolio, and Recent Developments) 8.1 Akili Interactive labs, Inc. 8.2 Ayogo Health, Inc. 8.3 Bunchball 8.4 EveryMove, Inc. 8.5 Fitbit, Inc. 8.6 Hubbub Health, Inc. 8.7 JawBone 8.8 Mango Health 8.9 Microsoft Corporation 8.10 Nike, Inc. 8.11 Rally Health, Inc. 8.12 Reflexion Health, Inc. 8.13 Strava, Inc. 8.14 SupperBetter, LLC 8.15 Under Armour, Inc. 8.16 Welltok, Inc.
9 Appendix 9.1 Questionnaire 9.2 Available Customization
North America commanded the major share of the global healthcare gamification market and is expected to grow at a significant pace in the coming years. Asia Pacific region also shows a substantial growth in the gamification healthcare market primarily due to the growing population, especially in India and China; increasing adoption of smartphones, and growing gamification and creative innovation initiatives in the region.
The prominent players in the global healthcare gamification market are Microsoft Corporation, Under Armour Inc., Strava Inc., Adidas AG, Apple Inc., FitBit Inc., Jawbone, Nike Inc., Google Inc., Ayogo Health Inc., Rally Health, Inc., Badgeville, Inc., Hubbub Health Inc., Welltok, Inc., Akili Interactive Labs, Inc., Bunchball, Fitocracy, EveryMove Inc., SuperBetter, LLC, Syandus Inc., Mango Health, Medisafe Inc., Reflexion Health Inc., Respond well (a part of Zimmer Biomet), and others.
Which are the high-growth market segments in terms of gamification products, applications, and regions? What is the historical market for healthcare gamification across the globe? What are the healthcare gamification market forecasts and estimates from the period 2015-2022? What are the major drivers, restraints, and opportunities in the global healthcare gamification market? Who are the major players in the global healthcare gamification market and what percentage of share do they hold in global gamification market? What are the recent developments in the global healthcare gamification market? What are the different platforms developed by the major players in the global healthcare gamification market? How are the various gamification platforms helping users to stay fit and to tackle life problems? What are the geographical trends related to gamification and high growth regions/ countries? What are the local emerging players in the global healthcare gamification market and how do they compete with the global players?
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