Global Market Insights, Inc.

Healthcare Gamification Market to Exhibit a Lucrative Growth of 12%: Key Players: Jawbone, Fitbit, EveryMove, Microsoft Corporation

Healthcare Gamification Market Report 2019 Predicting 12% CAGR Growth by 2024

 

Sellbyville, DE -- (SBWIRE) -- 05/21/2019 -- The Healthcare Gamification Market is set to exceed USD 40 billion by 2024; according to a new research report by Global Market Insights, Inc. Increasing use of social media and smartphones coupled with rising adoption of gamified models through the healthcare should fuel industry growth over the forecast timeframe. Technological advancements for development of games for wellness adherence, patient engagement and outcome based medicine will further stimulate the business revenue.

Growing awareness towards personal health and preventive measures, rising shift from disease-curing to disease prevention approach, mounting use of wearables that continuously collect health and contextual data will fuel the healthcare gamification market size. Initiatives to improve patient medication compliance coupled with customized treatment based on result tracking to enable ongoing patient education and engagement will result to exponential growth of industry.

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Lack of understanding towards patient behavioral psychology and gamification features, difficulty in long term user engagement, low out-of-pocket healthcare spending in developing economies and cost related with some games may hinder business growth. Exercise games segment should grow at lucrative rate owing to increased awareness about fitness games and their effects on brain health and human health. Intensified use of various casual games especially in diabetes patients and patients with Alzheimer's disease should fuel the segment growth.

Company profiled in this report based on Business overview, Financial data, Product landscape, Strategic outlook & SWOT analysis:
- Welltok, Inc.
- Mango Health
- Reflexion Health
- Cohero Health
- HubBub Health
- Ayogo Health
- Bunchball
- Microsoft Corporation
- EveryMove
- Jawbone
- Fitbit
- Rally Health

Disease prevention segment will grow at a significant rate during the forecast timeline owing to increased motivation among users looking to improve their health. Increasing demand for apps that helps users interpret, understand, gain motivation and act on their data coupled with user engagement and long-term motivation will further the industry revenue. Enterprise segment will witness significant growth during the forecast period due to rising employer initiatives towards employee health and employee engagement. Motivational techniques through collaborative features from social networks, online games, and personalized feedback to encourage individuals to remain active will propel the business size.

U.S. healthcare gamification market should grow at a significant rate over the forecast period. Increasing use of gamification model that consents designing of an all-inclusive game which can work well for any system will fuel the industry share. Rising push towards electronic health record with developing mobile technology to support work force and all players in the Canadian Healthcare arena will fuel the Canada healthcare gamification market size.

Healthcare Gamification Market by Game Type

1 Casual games
2 Serious games
3 Exercise games

Healthcare Gamification Market by Application

1 Prevention
2 Therapeutic
3 Education

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Chapter 1. Methodology and Scope

1.1. Research methodology
1.1.1. Initial data exploration
1.1.2. Statistical model and forecast
1.1.3. Industry insights and validation
1.1.4. Market definition and forecast parameters

1.2. Data sources
1.2.1. Primary
1.2.2. Secondary

Chapter 2. Executive Summary

2.1. Healthcare gamification industry 3600 synopsis, 2013 - 2024 (USD Billion)
2.1.1. Business trends
2.1.2. Game type trends
2.1.3. Application trends
2.1.4. End-use trends
2.1.5. Regional trends

Chapter 3. Healthcare Gamification Industry Insights

3.1. Industry segmentation
3.2. Industry landscape, 2013 - 2024 (USD Billion)
3.3. Industry impact forces

3.3.1. Growth drivers
3.3.1.1. Escalating prevalence of chronic diseases
3.3.1.2. Emergence of health consumerism
3.3.1.3. Upsurge of social media and smartphone usage
3.3.1.4. Growing acceptance of gamified models throughout the healthcare
3.3.1.5. Rising shift to business-to-consumer model and outcomes-based medicine
3.3.1.6. Increasing boom amongst millennial generation
3.3.1.7. Growing use of gamification towards HIV awareness in South Africa

Chapter 7. Healthcare Gamification Market, By Region

7.2. North America
7.2.1. Market estimates and forecast, by country, 2013 - 2024 (USD Billion)
7.2.2. Market estimates and forecast, by game type, 2013 - 2024 (USD Billion)
7.2.3. Market estimates and forecast, by application, 2013 - 2024 (USD Billion)
7.2.4. Market estimates and forecast, by end-use, 2013 - 2024 (USD Billion)

7.3. Europe
7.3.1. Market estimates and forecast, by country, 2013 - 2024 (USD Billion)
7.3.2. Market estimates and forecast, by game type, 2013 - 2024 (USD Billion)
7.3.3. Market estimates and forecast, by application, 2013 - 2024 (USD Billion)
7.3.4. Market estimates and forecast, by end-use, 2013 - 2024 (USD Billion)

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Data Tables

TABLE 1 Healthcare gamification industry 3600 synopsis, 2013 – 2024
TABLE 2 Global healthcare gamification market estimates and forecast, 2013 – 2024 (USD Billion)
TABLE 3 Global healthcare gamification market estimates and forecast, by game type, 2013 – 2024 (USD Billion)
TABLE 4 Global healthcare gamification market estimates and forecast, by application, 2013 – 2024 (USD Billion)
TABLE 5 Global healthcare gamification market estimates and forecast, by end-use, 2013 – 2024 (USD Billion)
TABLE 6 Global healthcare gamification market estimates and forecast, by region, 2013 – 2024 (USD Billion)