Europe Healthcare Gamification Market

Historic Data: 2017-2018   |   Base Year: 2019   |   Forecast Period: 2020-2027

Analysis By Game Type (Casual Games, Serious Games, and Exercise Games), Application (Fitness Management, Medical Training, Physical Therapy, and Others) and End User (Enterprise-Based Users and Consumer-Based Users)


No. of Pages: 106    |    Report Code: TIPRE00022632    |    Category: Technology, Media and Telecommunications

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Europe Healthcare Gamification Market

Market Introduction

Gamification is employed in health and wellness apps related to disease prevention, self-management, medical education-related simulations, medication adherence, and telehealth programs. In healthcare, it is primarily useful for behavioural changes, incentivizing people to increase their wellness by performing game-like tasks and receiving rewards.

 


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Europe Healthcare Gamification Strategic Insights

Strategic insights for the Europe Healthcare Gamification provides data-driven analysis of the industry landscape, including current trends, key players, and regional nuances. These insights offer actionable recommendations, enabling readers to differentiate themselves from competitors by identifying untapped segments or developing unique value propositions. Leveraging data analytics, these insights help industry players anticipate the market shifts, whether investors, manufacturers, or other stakeholders. A future-oriented perspective is essential, helping stakeholders anticipate market shifts and position themselves for long-term success in this dynamic region. Ultimately, effective strategic insights empower readers to make informed decisions that drive profitability and achieve their business objectives within the market.

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Europe Healthcare Gamification Report Scope

Report Attribute Details
Market size in 2019 US$ 863.78 Million
Market Size by 2027 US$ 9,762.10 Million
Global CAGR (2020 - 2027) 35.6%
Historical Data 2017-2018
Forecast period 2020-2027
Segments Covered By Game Type
  • Casual Games
  • Serious Games
  • Exercise Games
By Application
  • Fitness Management
  • Medical Training
  • Physical Therapy
By End User
  • Enterprise-Based Users
  • Consumer-Based Users
Regions and Countries Covered Europe
  • UK
  • Germany
  • France
  • Russia
  • Italy
  • Rest of Europe
Market leaders and key company profiles
  • BUNCHBALL
  • Ayogo Health Inc.
  • Fitbit, Inc
  • Nike, Inc.
  • mySugr
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    Europe Healthcare Gamification Regional Insights

    The geographic scope of the Europe Healthcare Gamification refers to the specific areas in which a business operates and competes. Understanding local distinctions, such as diverse consumer preferences (e.g., demand for specific plug types or battery backup durations), varying economic conditions, and regulatory environments, is crucial for tailoring strategies to specific markets. Businesses can expand their reach by identifying underserved areas or adapting their offerings to meet local demands. A clear market focus allows for more effective resource allocation, targeted marketing campaigns, and better positioning against local competitors, ultimately driving growth in those targeted areas.

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    Market Overview and Dynamics

    The Europe healthcare gamification market is expected to reach US$ 9,762.10 million by 2027 from US$ 863.78 million in 2019; it is estimated to grow at a CAGR of 35.6% from 2020 to 2027. The growth of the market is attributed to factors such as growing acceptance of gamified models throughout the healthcare system, rising prevalence of chronic diseases, and emerging health consumerism. However, low motivation and research in actual game design on the behavioral result is likely to hamper the growth of the market.

    In healthcare, gamification is primarily useful for behavioral changes, incentivizing people to increase their wellness by performing game-like tasks and receiving rewards. The games offer the patients an ability to express themselves—which is not otherwise the case in majority of patient cases—thereby helping professionals to design a better therapy, leading to effective treatment outcomes. Therefore, the rising prevalence of chronic diseases such as mental illness and musculoskeletal and orthopedic conditions, which are treatable to an extent with gaming technologies, is expected to escalate the demand for healthcare gamification. Owing to increasing rate of literacy and rising importance of health through various social media platforms, campaigns, initiatives, and advertisements, millennial and young population are aware of healthcare and health parameters. In addition, the increasing adoption of Internet and smartphones has made it easy for the healthcare information technology companies to reach consumers directly through online platforms. Direct-to-consumer advertising of healthcare games and technology platforms offers widened opportunities to companies for patient empowerment and participation. Training platforms and healthcare games help patients to gain knowledge and feel comfortable with the use of tech-based gadgets and software to keep a track of their health, thereby being a part of health consumerism. Thus, health consumerism is likely to be a driving factor of the industry and expected to offer various growth opportunities for the players involved in the healthcare gamification market.

    In Europe, there is exponential growth of COVID-19 cases. Some research articles published aims at evaluating serious games as an effective educational tool to teach young adults about prevention measures that could mitigate the spread of COVID-19. Hundreds of apps have been developed in the past years in Europe that used the simplest of gamification strategies to motivate users to enhance their health. For instance, for check-ups, UK-based start-up Clinicoin rewards patients with crypto currency when they follow recommended health steps like regular check-ups and exercise. Hence, COVID-19 has a positive impact on Europe healthcare gamification market.

     

    Key Market Segments

    Based on game type, the Europe healthcare gamification market is segmented into casual games, exercise games, and serious games. The casual games segment held the largest share of the market in 2019. However, the exercise games segment is anticipated to register the highest CAGR in the market during the forecast period.

    In terms of application, the Europe healthcare gamification market is segmented into fitness management, medical training, physical therapy, and others. The fitness management segment held the largest share of the market in 2019. Also, the same segment is anticipated to register the highest CAGR in the market during the forecast period.

    Based on end user, the Europe healthcare gamification market is segmented into enterprise-based users and consumer-based users. The enterprise-based users segment held the largest share of the market in 2019 and is estimated to register the highest CAGR in the market during the forecast period.

     

    Major Sources and Companies Listed

    A few of the primary and secondary sources associated with this report on the Europe healthcare gamification market are the European Center for Disease Prevention and Control (ECDC), European Medicines Agency (EMA) and European Union (EU).

     

    Reasons to buy the report

    • Determine prospective investment areas based on a detailed trend analysis of Europe healthcare gamification market over the next years.
    • Gain an in-depth understanding of the underlying factors driving demand for different addictions therapeutics segments in the top spending countries and identify the opportunities offered by each of them.
    • Strengthen your knowledge of the market in terms of demand drivers, industry trends, and the latest technological developments, among others.
    • Identify the major channels driving the Europe healthcare gamification market, providing a clear picture of future opportunities that will help Analyze, resulting in revenue expansion.
    • Channelize resources by focusing on the ongoing programs undertaken by the different countries within the Europe healthcare gamification market.

     

    EUROPE HEALTHCARE GAMIFICATION MARKET SEGMENTATION

    By Game Type

    • Casual Games
    • Serious Games
    • Exercise Games

     

    By Application

    • Fitness Management
    • Medical Training
    • Physical Therapy
    • Others

    By End User

    • Enterprise-Based Users
    • Consumer-Based Users

    By Country

    • UK
    • Germany
    • France
    • Italy
    • Spain
    • Rest of Europe

    Company Profiles

    • BUNCHBALL
    • Ayogo Health Inc.
    • Fitbit, Inc
    • Nike, Inc.
    • mySugr

    The List of Companies - Europe Healthcare Gamification Market

    • BUNCHBALL
    • Ayogo Health Inc.
    • Fitbit, Inc
    • Nike, Inc.
    • mySugr

     

    Frequently Asked Questions
    How big is the Europe Healthcare Gamification Market?

    The Europe Healthcare Gamification Market is valued at US$ 863.78 Million in 2019, it is projected to reach US$ 9,762.10 Million by 2027.

    What is the CAGR for Europe Healthcare Gamification Market by (2020 - 2027)?

    As per our report Europe Healthcare Gamification Market, the market size is valued at US$ 863.78 Million in 2019, projecting it to reach US$ 9,762.10 Million by 2027. This translates to a CAGR of approximately 35.6% during the forecast period.

    What segments are covered in this report?

    The Europe Healthcare Gamification Market report typically cover these key segments-

    • Game Type (Casual Games, Serious Games, Exercise Games)
    • Application (Fitness Management, Medical Training, Physical Therapy)
    • End User (Enterprise-Based Users, Consumer-Based Users)

    What is the historic period, base year, and forecast period taken for Europe Healthcare Gamification Market?

    The historic period, base year, and forecast period can vary slightly depending on the specific market research report. However, for the Europe Healthcare Gamification Market report:

  • Historic Period : 2017-2018
  • Base Year : 2019
  • Forecast Period : 2020-2027
  • Who are the major players in Europe Healthcare Gamification Market?

    The Europe Healthcare Gamification Market is populated by several key players, each contributing to its growth and innovation. Some of the major players include:

  • BUNCHBALL
  • Ayogo Health Inc.
  • Fitbit, Inc
  • Nike, Inc.
  • mySugr
  • Who should buy this report?

    The Europe Healthcare Gamification Market report is valuable for diverse stakeholders, including:

    • Investors: Provides insights for investment decisions pertaining to market growth, companies, or industry insights. Helps assess market attractiveness and potential returns.
    • Industry Players: Offers competitive intelligence, market sizing, and trend analysis to inform strategic planning, product development, and sales strategies.
    • Suppliers and Manufacturers: Helps understand market demand for components, materials, and services related to concerned industry.
    • Researchers and Consultants: Provides data and analysis for academic research, consulting projects, and market studies.
    • Financial Institutions: Helps assess risks and opportunities associated with financing or investing in the concerned market.

    Essentially, anyone involved in or considering involvement in the Europe Healthcare Gamification Market value chain can benefit from the information contained in a comprehensive market report.