Increasing smartphone penetration and increasing internet penetration in rural parts of the world are driving the growth of the global healthcare gamification market.
PORTLAND, Ore., September 21, 2022 /PRNewswire/ — Allied Market Research released a report titled, “Healthcare Gamification Market By Game Type (Practice, Serious, Casual), By Application (Education, Therapeutics, Prevention), By End User (Enterprise Based, Consumer Based On : Global Opportunity Analysis and Industry Forecast, 2021-2031.’ According to the report, the global gamification industry generated healthcare $3.3 billion in 2021 and is expected to be generated $9.0 billion by 2031, witnessing a CAGR of 11.0% from 2022 to 2031.
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Main determinants of growth
Increasing smartphone penetration and increasing internet penetration in rural parts of the world are driving the growth of the global healthcare gamification market. However, the low adoption rate and patients’ lack of knowledge about the apps limit the market growth. In addition, the increasing spread of digital health apps will open up new opportunities in the coming years.
- The outbreak of the Covid-19 pandemic had a positive impact on the global healthcare gamification market as the demand for healthcare gamification increased due to the increasing adoption of digital healthcare apps.
- Therapy centers, fitness institutes and community centers have not been functional during the COVID-19 pandemic. These forced people to use digital health apps and tools to track their health.
- Face-to-face meetings with doctors, therapists, and counselors have been limited, so several digital health tool developers have integrated prescription and medication tracking into the digital health monitoring apps.
That casual games Segment to maintain its leadership status throughout the forecast period
Based on game type, the casual games segment held the highest market share in 2021, accounting for more than two-fifths of the global healthcare gamification market and is estimated to maintain its leading position during the forecast period. However, the serious games segment is expected to show the highest CAGR of 11.9% from 2022 to 2031 due to the associated health benefits. Doctors use serious video games to improve patient behavior and educate patients.
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That prevention Segment to maintain its leadership status throughout the forecast period
Based on application, the prevention segment held the highest market share in 2021, accounting for nearly two-fifths of the global healthcare gamification market and is estimated to maintain its leading position during the forecast period. However, the therapeutics segment is expected to register the highest CAGR of 11.5% from 2022 to 2031, driven by increased adoption of wearable devices and the incorporation of prescription tracking into health monitoring apps.
The enterprise-based segment to maintain its leading position during the forecast period
Based on end users, the enterprise-based segment accounted for the largest share and contributed nearly two-thirds of the global healthcare gamification market in 2021 and is expected to maintain its leading position during the forecast period. However, the consumer-based segment is expected to show the largest CAGR of 11.3% from 2022 to 2031. The proliferation of smartphones and the internet has fueled the development of consumer-based health gamification apps.
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Asia Pacific to maintain its dominance until 2031
Based on region, Asia Pacific had the highest market share in terms of revenue in 2021, accounting for more than a third of the global healthcare gamification market and is likely to dominate the market during the forecast period. Additionally, the same region is expected to register the fastest CAGR of 11.4% from 2022 to 2031. This is attributed to people’s increasing awareness of the benefits of gaming in improving clinical outcomes for patients.
Leading Market Players:-
- Fitbit, Inc
- Ayogo Health Inc
- Bustle Health, Inc
- Bunchball Inc
- Every movement
- Akili Interactive Labs, Inc
- mango health
- Nike, Inc.
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