
欧洲医疗保健游戏化市场预测至 2027 年 - 按游戏类型(休闲游戏、严肃游戏和锻炼游戏)、应用程序(健身管理、医疗培训、物理治疗等)和最终用户(企业)划分的 COVID-19 影响和区域分析基于用户和基于消费者的用户)
No. of Pages: 106 | Report Code: TIPRE00022632 | Category: Technology, Media and Telecommunications
No. of Pages: 106 | Report Code: TIPRE00022632 | Category: Technology, Media and Telecommunications
游戏化应用于疾病预防、自我管理、医学教育相关的健康保健应用模拟、药物依从性和远程医疗计划。在医疗保健领域,它主要用于行为改变,激励人们通过执行类似游戏的任务和获得奖励来提高健康水平。
欧洲医疗保健游戏化市场预计到 2027 年将从 10 亿美元增至 97.621 亿美元2019年86378万;预计 2020 年至 2027 年复合年增长率为 35.6%。市场的增长归因于整个医疗保健系统对游戏化模式的接受度不断提高、慢性病患病率上升以及健康消费主义的兴起等因素。然而,实际游戏设计中对行为结果的积极性和研究不足可能会阻碍市场的增长。
在医疗保健领域,游戏化主要用于行为改变、激励人们通过执行类似游戏的任务和获得奖励来提高健康水平。这些游戏为患者提供了表达自己的能力——而大多数患者病例并非如此——从而帮助专业人士设计更好的治疗方法,从而获得有效的治疗结果。因此,精神疾病、肌肉骨骼和骨科疾病等慢性疾病的患病率不断上升,这些疾病在一定程度上可以通过游戏技术来治疗,预计将增加对医疗保健游戏化的需求。由于通过各种社交媒体平台、活动、倡议和广告,识字率不断提高,健康的重要性不断提高,千禧一代和年轻人意识到医疗保健和健康参数。此外,互联网和智能手机的日益普及使医疗保健信息技术公司可以轻松地通过在线平台直接接触消费者。医疗保健游戏和技术平台的直接面向消费者的广告为公司提供了更多患者赋权和参与的机会。培训平台和医疗保健游戏帮助患者获得知识并轻松使用基于技术的小工具和软件来跟踪自己的健康状况,从而成为健康消费主义的一部分。因此,健康消费主义很可能成为该行业的驱动因素,并有望为医疗保健游戏化市场的参与者提供各种增长机会。
在欧洲,有COVID-19 病例呈指数增长。发表的一些研究文章旨在评估严肃游戏作为一种有效的教育工具,以向年轻人传授可以减轻 COVID-19 传播的预防措施。过去几年,欧洲开发了数百款应用程序,这些应用程序使用最简单的游戏化策略来激励用户增强健康。例如,在检查方面,当患者遵循定期检查和锻炼等建议的健康步骤时,英国初创公司 Clinicoin 会向患者奖励加密货币。因此,COVID-19 对欧洲医疗保健游戏化市场产生了积极影响。
< strong>主要细分市场
根据游戏类型,欧洲医疗保健游戏化市场分为休闲游戏、运动游戏和严肃游戏。休闲游戏细分市场在 2019 年占据最大市场份额。然而,预计运动游戏细分市场在预测期内的复合年增长率最高。
在从应用来看,欧洲医疗保健游戏化市场细分为健身管理、医疗培训、物理治疗等。健身管理细分市场在 2019 年占据了最大的市场份额。此外,预计该细分市场在预测期内将实现最高的复合年增长率。
基于最终用户,欧洲医疗保健游戏化市场分为基于企业的用户和基于消费者的用户。企业用户细分市场在 2019 年占据最大市场份额,预计在预测期内复合年增长率最高。
一些主要和与本欧洲医疗保健游戏化市场报告相关的第二手来源是欧洲疾病预防和控制中心 (ECDC)、欧洲药品管理局 (EMA) 和欧盟 (EU)。
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按游戏类型
作者< span>应用
最终用户
Strategic insights for Europe Healthcare Gamification involve closely monitoring industry trends, consumer behaviours, and competitor actions to identify opportunities for growth. By leveraging data analytics, businesses can anticipate market shifts and make informed decisions that align with evolving customer needs. Understanding these dynamics helps companies adjust their strategies proactively, enhance customer engagement, and strengthen their competitive edge. Building strong relationships with stakeholders and staying agile in response to changes ensures long-term success in any market.
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 游戏类型
|
Regions and Countries Covered | 欧洲
|
Market leaders and key company profiles |
The regional scope of Europe Healthcare Gamification refers to the geographical area in which a business operates and competes. Understanding regional nuances, such as local consumer preferences, economic conditions, and regulatory environments, is crucial for tailoring strategies to specific markets. Businesses can expand their reach by identifying underserved regions or adapting their offerings to meet regional demands. A clear regional focus allows for more effective resource allocation, targeted marketing, and better positioning against local competitors, ultimately driving growth in those specific areas.
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.
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.
The Europe 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 Europe Healthcare Gamification Market report:
The Europe Healthcare Gamification Market is populated by several key players, each contributing to its growth and innovation. Some of the major players include:
The Europe Healthcare Gamification Market report is valuable for diverse stakeholders, including:
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.