Sellbyville, DE -- (SBWire) -- 11/08/2018 --Global Healthcare Gamification Market to exceed USD 40 billion by 2024; according to a new research report by Global Market Insights, Inc.
Healthcare gamification market is expected to witness significant growth due to growing acceptance of gamified models throughout the healthcare system. Rising prevalence of chronic diseases and emergence of health consumerism has resulted in a higher demand for the technology. Increasing incidence of chronic disorders and rising shift to business-to-consumer model and outcomes-based medicine should serve as a high impact rendering aspect.
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Demographic shift toward millennials should increase the adoption rate. Development of strategies like optimizing employee health & performance through targeted, strategic, and value-added interventions coupled with technological advancements and improvement in design, graphics and user-friendliness will boost the product demand. Furthermore, increasing number of smartphone users in developed and developing countries should escalate the business size.
Casual games market includes easy and fun games that are played across platforms for therapy and monitoring. Serious games constitute of gaming applications used for education, training, and performance improvement.
Exercise games comprises of fitness and interactive physical motion games. Casual games will grow at a significant rate pertaining to increasing influence on patient behavior, particularly behavior surrounding adherence and cognitive health.
Company profiled in this report based on Business overview, Financial data, Product landscape, Strategic outlook & SWOT analysis:
- Microsoft Corporation
- EveryMove
- Jawbone
- Fitbit
- Rally Health
- Welltok, Inc.
- Mango Health
- Reflexion Health
- Cohero Health
- HubBub Health
- Ayogo Health
- Bunchball
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Disease prevention applications are projected to witness vigorous growth due to increase in number of players competing for fitness and encouraging the expansion of several apps that compare performances. Increasing use of gaming in the training of medical doctors will further increase the demand. Development of games that rewards individuals for sticking to medicine regimens will propel the industry share. Increasing awareness towards health and growing use of games for disease monitoring and brain health will encourage adoption.
Enterprise based segment held the major revenue share in 2016 due to increased awareness towards employee health and companies hosting walking competitions. Offering wrist worn activity trackers like Fitbits to employees will boost the enterprise based healthcare gamification market. Rising use of game scores as basis for contests on game trackers for fitness rewards, cash incentives driving competitive dieting in the workplace will boost the business share.
Comprehensive Analysis on Healthcare Gamification Market: Key Players: Microsoft Corporation, Fitbit, EveryMove, Jawbone, Rally Health, Welltok, Inc., Mango Health
Healthcare Gamification Market burst to hit USD 40 Billion by 2024