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Healthcare Gamification-Global Market Insights and Sales Trends 2025

Healthcare Gamification-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1812511

No of Pages : 123

Synopsis

The global Healthcare Gamification market size is expected to reach US$ 6094 million by 2029, growing at a CAGR of 31.0% from 2023 to 2029. The market is mainly driven by the significant applications of Healthcare Gamification in various end use industries. The expanding demands from the Fitness Management, Medical Training, Medication Management and Physical Therapy, are propelling Healthcare Gamification market. Enterprise-Based Solutions, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the Consumer-Based Solutions segment is estimated at % CAGR for the next seven-year period.

The global market for medical devices is estimated at US$ 603 billion in the year 2023, and will be growing at a CAGR of 5% during next six years. The global healthcare spending contributes to occupy 10% of the global GDP and is continuously rising in recent years due to the increasing health needs of the aging population, the growing prevalence of chronic and infectious diseases and the expansion of emerging markets. The medical devices market plays a significant role in the healthcare industry. The market is driven by several factors, including the increasing demand for advanced healthcare services globally, advancements in medical technology, growing geriatric population, rising healthcare expenditure, and increasing awareness about early disease diagnosis and treatment.

Report Objectives

This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Healthcare Gamification, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.

Key Features of The Study:

This report provides in-depth analysis of the global Healthcare Gamification market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.

This report profiles key players in the global Healthcare Gamification market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Healthcare Gamification sales data, market share and ranking.

This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.

This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.

Key companies of Healthcare Gamification covered in this report include Microsoft, Under Armour, Strava, Adidas AG, Apple, FitBit, Jawbone, Nike and Google, etc.

The global Healthcare Gamification market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.

Market Segmentation

Company Profiles:

  • Microsoft
  • Under Armour
  • Strava
  • Adidas AG
  • Apple
  • FitBit
  • Jawbone
  • Nike
  • Google
  • Ayogo Health
  • Rally Health
  • Badgeville
  • Hubbub Health
  • Zimmer Biomet
  • Welltok
  • Akili Interactive Labs
  • Bunchball
  • Fitocracy
  • EveryMove
  • SuperBetter
  • Syandus
  • Mango Health
  • Medisafe
  • Reflexion Health

Global Healthcare Gamification market, by region:

  • North America (U.S., Canada, Mexico)
  • Europe (Germany, France, UK, Italy, etc.)
  • Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
  • South America (Brazil, etc.)
  • Middle East and Africa (Turkey, GCC Countries, Africa, etc.)

Global Healthcare Gamification market, Segment by Type:

  • Enterprise-Based Solutions
  • Consumer-Based Solutions
  • Other

Global Healthcare Gamification market, by Application:

  • Fitness Management
  • Medical Training
  • Medication Management
  • Physical Therapy
  • Other

Core Chapters

Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of Healthcare Gamification companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion

Index

1 Market Overview of Healthcare Gamification
1.1 Healthcare Gamification Market Overview
1.1.1 Healthcare Gamification Product Scope
1.1.2 Healthcare Gamification Market Status and Outlook
1.2 Global Healthcare Gamification Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Healthcare Gamification Market Size by Region (2018-2029)
1.4 Global Healthcare Gamification Historic Market Size by Region (2018-2023)
1.5 Global Healthcare Gamification Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Healthcare Gamification Market Size (2018-2029)
1.6.1 North America Healthcare Gamification Market Size (2018-2029)
1.6.2 Europe Healthcare Gamification Market Size (2018-2029)
1.6.3 Asia-Pacific Healthcare Gamification Market Size (2018-2029)
1.6.4 Latin America Healthcare Gamification Market Size (2018-2029)
1.6.5 Middle East & Africa Healthcare Gamification Market Size (2018-2029)
2 Healthcare Gamification Market by Type
2.1 Introduction
2.1.1 Enterprise-Based Solutions
2.1.2 Consumer-Based Solutions
2.1.3 Other
2.2 Global Healthcare Gamification Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Healthcare Gamification Historic Market Size by Type (2018-2023)
2.2.2 Global Healthcare Gamification Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Healthcare Gamification Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Healthcare Gamification Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Healthcare Gamification Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Healthcare Gamification Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Healthcare Gamification Revenue Breakdown by Type (2018-2029)
3 Healthcare Gamification Market Overview by Application
3.1 Introduction
3.1.1 Fitness Management
3.1.2 Medical Training
3.1.3 Medication Management
3.1.4 Physical Therapy
3.1.5 Other
3.2 Global Healthcare Gamification Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Healthcare Gamification Historic Market Size by Application (2018-2023)
3.2.2 Global Healthcare Gamification Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Healthcare Gamification Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Healthcare Gamification Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Healthcare Gamification Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Healthcare Gamification Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Healthcare Gamification Revenue Breakdown by Application (2018-2029)
4 Healthcare Gamification Competition Analysis by Players
4.1 Global Healthcare Gamification Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Healthcare Gamification as of 2022)
4.3 Date of Key Players Enter into Healthcare Gamification Market
4.4 Global Top Players Healthcare Gamification Headquarters and Area Served
4.5 Key Players Healthcare Gamification Product Solution and Service
4.6 Competitive Status
4.6.1 Healthcare Gamification Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Microsoft
5.1.1 Microsoft Profile
5.1.2 Microsoft Main Business
5.1.3 Microsoft Healthcare Gamification Products, Services and Solutions
5.1.4 Microsoft Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.1.5 Microsoft Recent Developments
5.2 Under Armour
5.2.1 Under Armour Profile
5.2.2 Under Armour Main Business
5.2.3 Under Armour Healthcare Gamification Products, Services and Solutions
5.2.4 Under Armour Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.2.5 Under Armour Recent Developments
5.3 Strava
5.3.1 Strava Profile
5.3.2 Strava Main Business
5.3.3 Strava Healthcare Gamification Products, Services and Solutions
5.3.4 Strava Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.3.5 Adidas AG Recent Developments
5.4 Adidas AG
5.4.1 Adidas AG Profile
5.4.2 Adidas AG Main Business
5.4.3 Adidas AG Healthcare Gamification Products, Services and Solutions
5.4.4 Adidas AG Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.4.5 Adidas AG Recent Developments
5.5 Apple
5.5.1 Apple Profile
5.5.2 Apple Main Business
5.5.3 Apple Healthcare Gamification Products, Services and Solutions
5.5.4 Apple Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.5.5 Apple Recent Developments
5.6 FitBit
5.6.1 FitBit Profile
5.6.2 FitBit Main Business
5.6.3 FitBit Healthcare Gamification Products, Services and Solutions
5.6.4 FitBit Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.6.5 FitBit Recent Developments
5.7 Jawbone
5.7.1 Jawbone Profile
5.7.2 Jawbone Main Business
5.7.3 Jawbone Healthcare Gamification Products, Services and Solutions
5.7.4 Jawbone Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.7.5 Jawbone Recent Developments
5.8 Nike
5.8.1 Nike Profile
5.8.2 Nike Main Business
5.8.3 Nike Healthcare Gamification Products, Services and Solutions
5.8.4 Nike Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.8.5 Nike Recent Developments
5.9 Google
5.9.1 Google Profile
5.9.2 Google Main Business
5.9.3 Google Healthcare Gamification Products, Services and Solutions
5.9.4 Google Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.9.5 Google Recent Developments
5.10 Ayogo Health
5.10.1 Ayogo Health Profile
5.10.2 Ayogo Health Main Business
5.10.3 Ayogo Health Healthcare Gamification Products, Services and Solutions
5.10.4 Ayogo Health Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.10.5 Ayogo Health Recent Developments
5.11 Rally Health
5.11.1 Rally Health Profile
5.11.2 Rally Health Main Business
5.11.3 Rally Health Healthcare Gamification Products, Services and Solutions
5.11.4 Rally Health Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.11.5 Rally Health Recent Developments
5.12 Badgeville
5.12.1 Badgeville Profile
5.12.2 Badgeville Main Business
5.12.3 Badgeville Healthcare Gamification Products, Services and Solutions
5.12.4 Badgeville Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.12.5 Badgeville Recent Developments
5.13 Hubbub Health
5.13.1 Hubbub Health Profile
5.13.2 Hubbub Health Main Business
5.13.3 Hubbub Health Healthcare Gamification Products, Services and Solutions
5.13.4 Hubbub Health Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.13.5 Hubbub Health Recent Developments
5.14 Zimmer Biomet
5.14.1 Zimmer Biomet Profile
5.14.2 Zimmer Biomet Main Business
5.14.3 Zimmer Biomet Healthcare Gamification Products, Services and Solutions
5.14.4 Zimmer Biomet Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.14.5 Zimmer Biomet Recent Developments
5.15 Welltok
5.15.1 Welltok Profile
5.15.2 Welltok Main Business
5.15.3 Welltok Healthcare Gamification Products, Services and Solutions
5.15.4 Welltok Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.15.5 Welltok Recent Developments
5.16 Akili Interactive Labs
5.16.1 Akili Interactive Labs Profile
5.16.2 Akili Interactive Labs Main Business
5.16.3 Akili Interactive Labs Healthcare Gamification Products, Services and Solutions
5.16.4 Akili Interactive Labs Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.16.5 Akili Interactive Labs Recent Developments
5.17 Bunchball
5.17.1 Bunchball Profile
5.17.2 Bunchball Main Business
5.17.3 Bunchball Healthcare Gamification Products, Services and Solutions
5.17.4 Bunchball Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.17.5 Bunchball Recent Developments
5.18 Fitocracy
5.18.1 Fitocracy Profile
5.18.2 Fitocracy Main Business
5.18.3 Fitocracy Healthcare Gamification Products, Services and Solutions
5.18.4 Fitocracy Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.18.5 Fitocracy Recent Developments
5.19 EveryMove
5.19.1 EveryMove Profile
5.19.2 EveryMove Main Business
5.19.3 EveryMove Healthcare Gamification Products, Services and Solutions
5.19.4 EveryMove Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.19.5 EveryMove Recent Developments
5.20 SuperBetter
5.20.1 SuperBetter Profile
5.20.2 SuperBetter Main Business
5.20.3 SuperBetter Healthcare Gamification Products, Services and Solutions
5.20.4 SuperBetter Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.20.5 SuperBetter Recent Developments
5.21 Syandus
5.21.1 Syandus Profile
5.21.2 Syandus Main Business
5.21.3 Syandus Healthcare Gamification Products, Services and Solutions
5.21.4 Syandus Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.21.5 Syandus Recent Developments
5.22 Mango Health
5.22.1 Mango Health Profile
5.22.2 Mango Health Main Business
5.22.3 Mango Health Healthcare Gamification Products, Services and Solutions
5.22.4 Mango Health Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.22.5 Mango Health Recent Developments
5.23 Medisafe
5.23.1 Medisafe Profile
5.23.2 Medisafe Main Business
5.23.3 Medisafe Healthcare Gamification Products, Services and Solutions
5.23.4 Medisafe Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.23.5 Medisafe Recent Developments
5.24 Reflexion Health
5.24.1 Reflexion Health Profile
5.24.2 Reflexion Health Main Business
5.24.3 Reflexion Health Healthcare Gamification Products, Services and Solutions
5.24.4 Reflexion Health Healthcare Gamification Revenue (US$ Million) & (2018-2023)
5.24.5 Reflexion Health Recent Developments
6 North America
6.1 North America Healthcare Gamification Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Healthcare Gamification Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Healthcare Gamification Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Healthcare Gamification Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Healthcare Gamification Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Healthcare Gamification Market Dynamics
11.1 Healthcare Gamification Industry Trends
11.2 Healthcare Gamification Market Drivers
11.3 Healthcare Gamification Market Challenges
11.4 Healthcare Gamification Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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