
North America Healthcare Gamification Market
No. of Pages: 106 | Report Code: TIPRE00022631 | Category: Technology, Media and Telecommunications
No. of Pages: 106 | Report Code: TIPRE00022631 | Category: Technology, Media and Telecommunications
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.
Strategic insights for the North America 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.
Report Attribute | Details |
---|---|
Market size in 2019 | US$ 1,260.40 Million |
Market Size by 2027 | US$ 14,986.79 Million |
Global CAGR (2020 - 2027) | 36.4% |
Historical Data | 2017-2018 |
Forecast period | 2020-2027 |
Segments Covered |
By Game Type
|
Regions and Countries Covered | North America
|
Market leaders and key company profiles |
The geographic scope of the North America 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.
The North America healthcare gamification market is expected to reach US$ 14,986.79 million by 2027 from US$ 1,260.40 million in 2019. The market is estimated to grow at a CAGR of 36.4% from 2020 to 2027. The growth of the market is attributed to factors such as increasing adoption of gamification in healthcare and rising number of technology launches. However, difficulties in long-term user engagement are 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 patients—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. In addition, the introduction of novel technologies such as augmented reality (AR) and virtual reality (VR) in healthcare sector is helping the professionals to treat mental illness of patients and assisting in counseling sessions. Various companies are entering the healthcare space by introducing novel games to bring about a remarkable change in patient-physician relationship. For instance, in January 2020, Onyx Health introduced a new digital offering that helps to bridge the digital skill gaps in the pharmaceutical and healthcare sectors. Therefore, such consistent launch of new products by market players is expected to accelerate the growth of the healthcare gamification market during the forecast period.
North America has experienced a rising number of cases of COVID-19 since its outbreak. To prevent such increasing number, Escape COVID-19 – a serious game, was created with the help of the SERES framework in order to promote safe infection prevention and control (IPC) guidelines practices among healthcare workers and other hospital employees during the COVID-19 pandemic. This serious game is free of charge for research and educational purposes. IPC guidelines help HCWs and other hospital employees to avoid infecting their colleagues, patients, friends, and relatives. Furthermore, along with the above-mentioned preventative measures, companies are launching a new app to educate and tackle the COVID-19 pandemic. Hence, this has led to a positive impact on North America healthcare gamification market.
Based on game type, the North America 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 North America 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 North America 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.
A few of the primary and secondary sources associated with this report on the North America healthcare gamification market are the U.S Centers for Disease Control and Prevention (CDC), Food and Drug Administration (FDA) and Communications and Information Technology Commission (CITC).
By Game Type
By Application
By End User
The North America Healthcare Gamification Market is valued at US$ 1,260.40 Million in 2019, it is projected to reach US$ 14,986.79 Million by 2027.
As per our report North America Healthcare Gamification Market, the market size is valued at US$ 1,260.40 Million in 2019, projecting it to reach US$ 14,986.79 Million by 2027. This translates to a CAGR of approximately 36.4% during the forecast period.
The North America Healthcare Gamification Market report typically cover these key segments-
The historic period, base year, and forecast period can vary slightly depending on the specific market research report. However, for the North America Healthcare Gamification Market report:
The North America Healthcare Gamification Market is populated by several key players, each contributing to its growth and innovation. Some of the major players include:
The North America Healthcare Gamification Market report is valuable for diverse stakeholders, including:
Essentially, anyone involved in or considering involvement in the North America Healthcare Gamification Market value chain can benefit from the information contained in a comprehensive market report.