iCrowd Newswire – Jun 11, 2020
Gamification includes applying game design techniques, game styles, game mechanics or non-game applications as a channel to incorporate healthy behaviors and thereby potentially transform patient outcomes. Gamified apps, therapies and devices are gradually appearing in the field of healthcare that helps to make easy behavior changes in better and fun way. Gamification procedures in healthcare industry is still at experimental stage and majorly applied to health and wellness as an educational and training tool to encourage people for taking actions leading to health benefits.
Rising adoption of digital tools by patients and increasing digitalization in healthcare is expected to fuel the growth of the healthcare gamification market during the forecast period. Additionally, demographic shift towards millennial that are conscious regarding personal health and significantly dependent on wearable devices for fitness tracking are further expected to drive the market growth. Moreover, product innovation and development of medical device industry as well as increasing usage of mobile smartphones are likely to offer growth opportunities to the companies in the healthcare gamification market.
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Major Players Included in this report are as follows
- Fitbit, Inc.
- Ayogo Health Inc.
- hubbub health, inc.
- Bunchball inc.
- Akili Interactive Labs, Inc.
- Mango Health
- Nike, Inc
Healthcare Gamification Market: Regional analysis includes:
- Asia-Pacific(Vietnam, China, Malaysia, Japan, Philippines, Korea, Thailand, India, Indonesia, and Australia)
- Europe (Turkey, Germany, Russia UK, Italy, France, etc.)
- North America (the United States, Mexico, and Canada.)
- South America (Brazil etc.)
- The Middle East and Africa (GCC Countries and Egypt.)
The global healthcare gamification market is segmented on the basis of game type, application, and end user. Based on game type, the market is segmented into casual games, serious games and exercise games. On the basis of application, the healthcare gamification market is segmented into fitness management, medical training, physical therapy and others. Based on end user, the healthcare gamification market is classified as enterprise-based users and consumer-based users.
This report on Healthcare Gamification Market delivers an in-depth analysis that also comprises an elaborate assessment of this business. Also, segments of the Healthcare Gamification Market have been evidently elucidated in this study, in addition to a basic overview pertaining to the markets current status as well as size, with respect to the profit and volume parameters. The study is ubiquitous of the major insights related to the regional spectrum of this vertical as well as the companies that have effectively gained a commendable status in the Healthcare Gamification Market.
The Healthcare Gamification Market research covers an exhaustive analysis of the following data:
Historical and future growth of the global Healthcare Gamification Market.
Segmentation of the Healthcare Gamification Market to highlight the growth prospects and trends impacting these segments.
Changing consumption behavior of customers across various regions.
Regional analysis on the basis of market share, growth outlook, and key countries.
Agreements, product launches, acquisitions, and R&D projects of different Healthcare Gamification Market players.
The Healthcare Gamification Market research addresses critical questions, such as
Why is region surpassing region in terms of value by the end of 2027?
How are the consumers using Healthcare Gamification for various purposes?
Which players are entering into collaborations in the market of the Healthcare Gamification?
At what rate has the global Healthcare Gamification Market been growing throughout the historic period?
In terms of value, which segment holds the largest share?
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Keywords: Healthcare Gamification Market