Market Overview
The Global Healthcare Gamification Market is expected to reach a value of
USD 4.2 billion in 2023, and it is further anticipated to reach a market value of
USD 28.1 billion by 2032 at a
CAGR of 23.4%.
Gamification involves using gaming elements in non-gaming situations to motivate & engage people. It's an effective strategy to improve accessibility & motivation in healthcare programs. Features like point systems, instant rewards, positive reviews, & real-time feedback are used. Gamification is majorly applied in various industries like healthcare, the military, and education to make tasks more engaging & enjoyable.
Key Takeaways
- By End User, the Enterprise segment takes the lead in 2023 & is anticipated to dominate throughout the forecasted period.
- In addition, the Consumer segment is expected to have significant growth over the forecasted period.
- By Type, Exercise Game take the lead & drive the market in 2023.
- North America, has a 41.2% share of revenue in the Global Healthcare Gamification Market in 2023.
Market Dynamic
The global market for gamified
healthcare solutions is experiencing substantial growth, mainly fueled by the rise in the number of smartphone users across the globe. The adoption of digital tools by patients, the current digitalization in healthcare, & an increasing preference among health-conscious millennials for wearable devices contribute highly. Further, strong R&D activities aimed at improving the effectiveness of these solutions with better elements are major drivers. Further, the market benefits from growing product innovation within the
medical device industry & the overall modernization of healthcare practices, creating new opportunities in the forecasted period.
However, challenges like rising market complications & lower return on investment (ROI), could impede the market's growth. These factors pose hurdles & may affect the growth of the gamified healthcare solutions market in the forecast period.
Research Scope and Analysis
By Type
The healthcare gamification market is segmented by type into exercise games, serious games, and casual games. In 2023, the exercise game segment leads with the largest market share & is expected to experience rapid growth in the forecast period, which is attributed to the rise in adoption of digital platforms by physicians, who are using these games to prove clinical outcomes by prescribing personalized health plans for patients.
Further, the casual game segment is predicted to witness the second-fastest growth during the forecast period, as these games are favored for their user-friendly interfaces & are proving effective in despair & trauma therapy for adults. In addition, they are being utilized among children to control depression, anxiety, & stress through individually customized gamification modules. Further, a study published by MDPI stated that virtual games contributed to minimal preoperative anxiety during anesthetic induction in pediatric patients.
By Application
The healthcare gamification market is categorized by application into education, therapeutics, & prevention. In 2023, the education segment dominates, securing the largest market share, which is primarily driven by its role in educating patients through engaging gaming modules & simulations, providing an effective & interactive approach to learning about healthcare.
Further, the prevention segment is expected to grow in the forecast period, which is attributed to the rise in the adoption of
digital technology & games for lifestyle management. The healthcare landscape is highly emphasizing preventive measures, & the use of digital technology & gamification is playing a vital role in improving overall well-being. As the medical sector continues to prioritize preventive treatments, the use of gamification for lifestyle management is anticipated to contribute significantly to the growth of the prevention segment in the healthcare gamification market.
By End User
The market is divided into two segments based on end-use: enterprise-based and consumer-based. In 2023, the enterprise-based segment leads in revenue share, as various enterprises, including clinics, hospitals, testing labs, & research institutes, are highly acknowledging serious healthcare digital games. These tools are used to educate & train professionals in surgery, diagnostics, & preventive healthcare procedures, contributing to the segment's dominance.
Further, the consumer-based segment is expected to rapid growth in the forecast period, which is fueled by the extensive adoption of mobile health apps by individuals. These apps provide advanced monitoring features like oxygen levels, heart rate, & exercise modules, along with enticing incentives. The convenience & personalized health insights provided by these apps contribute to the anticipated fast growth in the consumer-based segment.
The Healthcare Gamification Market Report is segmented on the basis of the following:
By Type
- Exercise Game
- Serious Game
- Causal Game
By Application
- Education
- Therapeutics
- Prevention
By End User
Regional Analysis
North America leads in the market, holding a substantial 41.2% revenue share in 2023, which is attributed to the expanding use of smartphones, higher internet access, & the gamification features in applications. These apps not only deliver notifications for medication adherence but also contain exercise modules & facilitate
telehealth appointments. The region's market growth is further driven by major players adopting strategic initiatives like product launches & partnerships.
Moreover, the Asia Pacific region is expected to experience quick growth during the forecast period, owing to significant technological development in digital health. Also, market players in this region are highly investing in R&D to provide advanced healthcare solutions to their customer base, showcasing a dynamic landscape & promising growth for the future.
By Region
North America
Europe
- Germany
- The U.K.
- France
- Italy
- Russia
- Spain
- Benelux
- Nordic
- Rest of Europe
Asia-Pacific
- China
- Japan
- South Korea
- India
- ANZ
- ASEAN
- Rest of Asia-Pacific
Latin America
- Brazil
- Mexico
- Argentina
- Colombia
- Rest of Latin America
Middle East & Africa
- Saudi Arabia
- UAE
- South Africa
- Israel
- Egypt
- Rest of MEA
Competitive Landscape
Companies are aiming at teaming up with tech providers & advancing product development. Further, therapists recommend exercise games to keep tabs on patients' adherence & performance remotely through the system, which highlights a switch towards strategic partnerships & innovative approaches, combining technology & healthcare to improve patient monitoring & engagement.
In December 2022, Harley International Medical Clinic, part of the multinational AppCorp Global, reported a collaboration with GOQii, a healthcare innovation firm, which brings a new digital diabetes care program to residents in the UAE. The announcement took place at GOQii's annual event, 'Reimagine Health in the Metaverse,' held at the Jio World Convention Centre in Mumbai.
Some of the prominent players in the global Healthcare Gamification Market are:
- Nike
- Fitbit
- Cognifit
- Evolv Rehabilitation Technology
- Mango Health
- Ayogo Health Inc
- BI Worldwide
- EveryMove
- Microsoft
- Bunchball
- Other Key Players
COVID-19 Pandemic & Recession: Impact on the Global Healthcare Gamification Market:
The global healthcare gamification market experienced a complex scenario during the COVID-19 pandemic & following the recession. While the pandemic highlighted the need for innovative healthcare solutions, economic uncertainties impacted market dynamics. Further, the increased focus on digital health & remote patient engagement provided opportunities, with gamification being a valuable tool for motivating individuals in their health journeys. However, financial constraints & switching priorities in healthcare spending created challenges. The market experienced resilience as the industry adapted to new norms, with the intersection of technology & healthcare gaining importance despite economic pressures, highlighting both challenges & opportunities in the evolving landscape.
Recent Developments
- In April 2023, Intellum unveiled integrating Reputation-Based Gamification into its core platform, which sets Intellum apart as an education technology leader, moving beyond traditional game mechanics to improve learner motivation. Unlike other systems, it connects content consumption & skill acquisition to peer recognition, ensuring that recognition aligns with actual content mastery & effectiveness, going beyond just awarding badges or points.
- In February 2023, Indegene introduced metaverse capabilities, which support various uses for life sciences organizations, like interactions with healthcare providers (HCPs), HCP education, & patient education. supporting their expertise, it allows these organizations to navigate the complexities of emerging metaverse technology, creating personalized virtual worlds, that facilitate immersive healthcare experiences, like virtual medical congresses, educational lectures, and interactions within virtual patient hubs.
Report Details
Report Characteristics |
Market Size (2023) |
USD 4.2 Bn |
Forecast Value (2032) |
USD 28.1 Bn |
CAGR (2023-2032) |
23.4% |
Historical Data |
2017 - 2022 |
Forecast Data |
2023 - 2032 |
Base Year |
2022 |
Estimate Year |
2023 |
Report Coverage |
Market Revenue Estimation, Market Dynamics, Competitive Landscape, Growth Factors and etc. |
Segments Covered |
By Type (Exercise Game, Serious Game, and Causal
Game), By Application (Education, Therapeutics and
Prevention), By End User (Enterprise and Consumer) |
Regional Coverage |
North America – The US and Canada; Europe – Germany, The UK, France, Russia, Spain, Italy, Benelux, Nordic, & Rest of Europe; Asia- Pacific– China, Japan, South Korea, India, ANZ, ASEAN, Rest of APAC; Latin America – Brazil, Mexico, Argentina, Colombia, Rest of Latin America; Middle East & Africa – Saudi Arabia, UAE, South Africa, Turkey, Egypt, Israel, & Rest of MEA
|
Prominent Players |
Nike, Fitbit, Cognifit, Evolv Rehabilitation Technology,
Mango Health, Ayogo Health Inc, BI Worldwide,
EveryMove, Microsoft, Bunchball, and Other Key
Players |
Purchase Options |
We have three licenses to opt for: Single User License (Limited to 1 user), Multi-User License (Up to 5 Users), and Corporate Use License (Unlimited User) along with free report customization equivalent to 0 analyst working days, 3 analysts working days and 5 analysts working days respectively. |
Frequently Asked Questions
The Global Healthcare Gamification Market size is estimated to have a value of USD 4.2 billion in 2023
and is expected to reach USD 28.1 billion by the end of 2032.
North America has the largest market share for the Global Healthcare Gamification Market with a share
of about 41.2% in 2023.
Some of the major key players in the Global Healthcare Gamification Market are Nike, Fitbit, Cognifit,
and many others.
The market is growing at a CAGR of 23.4 percent over the forecasted period.