Global Healthcare Gamification Market- Industry Trends
& Forecast Report 2027
The global healthcare gamification market was worth USD 3,948.5 Million and is further projected to reach USD 32,542.4 Million by 2027, at a CAGR
of 36.1%during 2021-2027
(forecast period). Increasing digitization, the use of IT tools in healthcare,
changing lifestyle, rising chronic diseases, technological advancements, and the substantial rise in using smartphones for tracking health are some of the key
factors responsible for the growth of the global gamification market. Moreover,
people are becoming more mindful of their health, which is fueling the
healthcare industry. Gamified solutions in healthcare, such as wearable devices
and wellness apps help people track their health besides assisting people in
making informed decisions about everyday activities that lead to their
Global Healthcare Gamification Market Overview
Gamification means applying
game elements to the non-gaming scenario. It assists in increasing or inducing
people's participation or interaction. Gamification generally means adding
rewards, earning points, leaderboards, etc.that attract and hold the user's
attention.It is a proven and effective way of tracking human behavior and how they
respond to the competition and benefits of winning. Gamification strategies
used in healthcare assist patients in tracking their health and developing a
Global Gamification Market Forecast and Trends
Increasing Health Awareness Driving the Healthcare
Gamification Market Forward
People nowadays are becoming more conscious of their well-being.
Millennials and Generation Z are increasingly concerned about their mental
wellbeing and, understandably, place a higher priority on it than work. This
growing awareness is propelling the healthcare gamification market forward, as
users are now capable of monitoring their health vitals through
various devices and applications. Furthermore, it helps healthcare
practitioners to enhance patient involvement and improve overall outcomes.
Rising Adoption of Healthcare Devices
Will Propel the Global Healthcare Gamification Market
The rise in demand for healthcare devices like Fitbit, the
use of fitness and wellness apps, physical therapy, and rehabilitation apps are
playing a major role in driving the growth of the healthcare gamification
market. People are increasingly trusting and accepting of gamified solutions.
Furthermore, digitized wellness has now become a trend in which people wear
Fitbits and smartwatches as accessories, which is a key factor in the
increasing demand for these products. The global healthcare gamification market
will pick up momentum in the forecast period as a result of digital health
Risk of Addiction May Become the Cause of Concern for
Global Healthcare Gamification Market
Even though games are tried-and-true methods of skill development,
they are extremely addictive and can lead to a number of health problems.
Anyone may easily become addicted to fun and engaging casual games.
Additionally, the stimulus given by AR/VR to the brain can lead to long-term
addictions, similar to the effects that smartphones have on many people. Furthermore,
long-term use of AR/VR equipment can impair vision and cause headaches, which
is not ideal, especially in the healthcare industry. Unless and until this
issue is resolved, or even controlled, the growth of the healthcare
gamification market will fluctuate.
Impact of COVID-19 on Global Healthcare Gamification
When the COVID-19 crisis erupted and the World Health
Organization declared it a public health emergency, the world was placed on
lockdown. As a result of nationwide lockdowns, factories were forced to close,
bringing the economy to a halt. Thus, businesses in many industries had to face
a very tough situation surviving through these times. On the other hand, many
industries witnessed growth up to several folds because of the pandemic. Healthcare
gamification is one such industry. Although, the pandemic has primarily
affected the market by hindering the production of AR/VR gears and several
other devices, however, its market soon picked up as consumers as well as
professionals shifted from conventional healthcare to telemedicine. Gamification
in healthcare, such as surgical theatres, virtual reality headgear, and so on,
has allowed clinicians to perform operations virtually, without having to come
into contact with the actual human body. This ensures their safety, which is
particularly important in times when social distance is the norm.
Global Healthcare Gamification Market: By Application
Based on application, the market is segmented into medical
management, medical training, fitness management, physical therapy, and others.
The medical management segment accounted for the largest share in the year
2020. It is also estimated to grow during the forecast period because of various
factors like the increasing use of IT in health and disease management.
Consumers are constantly gravitating more towards convenient options for
managing their health and gamification. Furthermore, medical training is also
rising as a potential segment in the healthcare gamification market because of
the constant surge in the application of gamification solutions in the
Global Healthcare Gamification Market: By Game-Type
Based on game type, the healthcare gamification market is
categorized into casual games, serious games, and exercise games. The casual
game segment leads the market and has the largest share with overall revenue of USD 3,948.5 Million in 2020. It also has
higher market growth as compared to other segments because of wide
acceptability and demand for fun games among kids and senior citizens.
Gamification in healthcare helps in developing cognitive skills, especially
among younger minds. However, people are engaging more in exercise and serious
games, which is going to push their market demand during the forecast period.
Global Healthcare Gamification Market: By Product Type
Based on product type, the healthcare gamification market
is categorized into enterprise-based solutions and consumer-based solutions.
Between these two, enterprise-based solutions had
the largest share in the revenue in the year 2020 and are expected to witness
significant growth in the forecast period with a CAGR of 36.1%.The consumption of healthcare gamification technology is more
prevalent among enterprises, including hospitals, research organizations,
surgeons, and specialists. Therefore, companies design products targeting
enterprises more, which is driving the healthcare gamification market growth
Global Healthcare Gamification Market: By Region
Based on region, the global healthcare gamification market
is segmented into North America, Europe, the
Asia-Pacific, Latin America, and the Middle East and Africa. North America is
the leading region in the healthcare gamification market and is expected to
drive the market further during in the forecast period. This is because this
region is more technologically advanced and economically developed. However,
the healthcare gamification market in the Asia-Pacific region is also growing
at a considerable rate due to increasing population and rising health concerns.
The leading market players of global healthcare
gamification are Fitbit Inc., Ayogo Health Inc., Microsoft, Akili Interactive
Labs, Hubbub Health, JawBone, Mango Health, Nike, Brunchball, EveryMove Inc.,
Cognifit, Cohero Health, Inc., Higi SH, LLC, MySugr, Rally Health, Inc.,
SuperBetter, LLC, Welltok, Inc., Reflexion Health, Inc., Syandus, and other
In the healthcare gamification market, the key players
dominate based on innovation and advanced technology they offer. Therefore,
they often enter into partnerships with medical research firms to expand their
services. Furthermore, small & medium-sized companies too are making a
stronghold in the market. Additionally, regional companies are constantly expanding
their capital investment to aim for global expansion as well as creating a
brand reputation. Therefore, competition in the healthcare gamification market
is quite tough but still promising for the new entrants.
l In 2020, OxfordVR won an award at MedTech Visionaries
Award under the Apps and Software category for Best Mental Health Immersive
Technology. OxfordVR is a UK-based virtual reality therapy provider, providing
mental health services through the application of virtual reality. It primarily
focuses on treating disorders and phobias. The research surrounding the use of
VR in mental health treatments is headed by Danial Freeman, Prof. Of Clinical
Psychology and NIHR Research Professor at the University of Oxford.
l Technology giant, Apple Inc, is speculated to launch AR
for eyes. These AR contact lenses by Apple will offer customized power lenses
for your eyes, which will give you the experience of both the real and the AR
worlds. But since there is no official confirmation regarding the AR lenses, it
is estimated to reach the hands of the general public sometime around 2030.
Scope of Report
Historical data – 2017-2020
Base Year – 2021
Forecast – 2021 – 2027
Revenue in USD Million
North America, Europe, the Asia-Pacific, Latin America,
and the Middle East and Africa
By Application, By Game-Type, By Product Type, By Region
Fitbit Inc., Ayogo Health Inc., Microsoft, Akili
Interactive Labs, Hubbub Health, JawBone, Mango Health, Nike, Brunchball,
EveryMove Inc., Cognifit, Cohero Health, Inc., Higi SH, LLC, MySugr, Rally
Health, Inc., SuperBetter, LLC, Welltok, Inc., Reflexion Health, Inc.,
Syandus, and other prominent Players.
Ø Medical Management
Ø Medical Training
Ø Fitness Management
Ø Physical Therapy
Ø Casual Games
Ø Serious Games
Ø Exercise Games
By Product Type
Ø Enterprise-Based Solutions
Ø Consumer-Based Solutions
Ø North America
Ø Asia-Pacific (APAC)
Ø Latin America (LATAM)
Ø Middle-East & Africa (MEA)
1. What is the current size of the
global healthcare gamification market?
global healthcare gamification market reached USD 3,948.5 Million in 2020.
2. What are the major factors driving
the growth of the global gamification market?
major factors driving the growth of the global gamification market are;
Increasing health awareness amongst the masses and rising demand for fitness
and healthcare devices.
3. Who are the key players in the
global healthcare gamification market?
key players in the global gamification market are: Fitbit Inc., Ayogo Health
Inc., Microsoft, Akili Interactive Labs, Hubbub Health, JawBone, Mango Health,
Nike, Bunchball, EveryMove Inc., Cognifit, Cohero Health, Inc., Higi SH, LLC,
MySugr, Rally Health, Inc., SuperBetter, LLC, Welltok, Inc., Reflexion Health,
Inc., Syandus, and other prominent players.
4. Which product-type segment
accounted for the largest share in the global gamification market?
The enterprise-based segment accounted for the largest share in the global
5. Which region is at the highest
growth rate in the global healthcare gamification market?
North America has the largest share in the global healthcare gamification