封面
市场调查报告书
商品编码
1797385

全球神经復健游戏系统市场

Neurorehabilitation Gaming Systems

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 340 Pages | 商品交期: 最快1-2个工作天内

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简介目录

到 2030 年,全球神经復健游戏系统市场规模将达到 54 亿美元

全球神经復健游戏系统市场规模预计在2024年达到25亿美元,预计2024年至2030年期间的复合年增长率为13.4%,到2030年将达到54亿美元。硬体组件是本报告分析的细分市场之一,预计其复合年增长率将达到15.4%,到分析期结束时规模将达到38亿美元。软体组件细分市场在分析期间内的复合年增长率预计为9.7%。

美国市场预计将达到 6.899 亿美元,而中国市场预计将以 18.3% 的复合年增长率成长

美国神经復健游戏系统市场规模预计在2024年达到6.899亿美元。作为世界第二大经济体,中国预计到2030年市场规模将达到12亿美元,在2024-2030年的分析期间内,复合年增长率为18.3%。其他值得关注的区域市场包括日本和加拿大,预计在分析期间内,这两个市场的复合年增长率分别为9.6%和12.1%。在欧洲,预计德国市场的复合年增长率为10.7%。

全球神经復健游戏系统市场—主要趋势与驱动因素摘要

游戏技术将如何改变神经復健的实践?

随着游戏技术成为现代神经治疗治疗性介入不可或缺的一部分,全球神经復健游戏系统市场正在迅速发展。这些系统利用运动感测设备、VR/AR介面和游戏化的认知任务,帮助中风、创伤性脑损伤、多发性硬化症和巴金森氏症等神经系统疾病患者復健。与重复性强且对体力要求高的传统復健不同,神经復健游戏系统提供身临其境型互动环境,可提高患者的积极性、依从性和治疗持续时间——所有这些都是恢復神经可塑性的关键因素。

以游戏为基础的復健融合了物理、认知和行为治疗的元素,能够实现针对运动协调性、记忆力、反应时间、注意力等的个人化训练。先进的系统利用感测器和即时回馈,根据每位患者的復健轨迹进行调整,确保每个復健阶段的训练强度和复杂程度适宜。这些技术透过多感官互动刺激中枢神经系统,促进运动学习和认知参与,从而显着改善治疗效果。

支撑产品进步的技术基础是什么?

现代神经復健游戏系统建立在先进的硬体和软体生态系统之上。关键硬体组件包括惯性测量单元 (IMU)、肌电图 (EMG) 感测器、压敏垫以及基于相机的运动追踪器,例如 Microsoft Kinect 和 Leap Motion。这些组件能够即时追踪身体运动,并将实体输入转换为游戏元素。为了获得更身临其境的体验,头戴式 VR 显示器和触觉回馈设备可以模拟3D环境和触觉,从而丰富神经回馈迴路。

软体也同样具有变革性,融合了基于人工智慧的个人化、自适应学习演算法和云端基础分析技术。患者的治疗进度可以被纵向追踪,治疗师可以透过安全平台远端修改治疗参数。游戏化元素,例如分数、任务、虚拟形象和基于目标的挑战,都经过精心设计,旨在在长期治疗週期中保持患者的参与。例如,在中风復健领域,虚拟钓鱼和烹饪等VR游戏已显示出显着改善患者手眼协调能力和功能独立性。

远距神经復健也正在蓬勃发展,使临床治疗在临床环境之外也能持续进行。远端游戏平台和行动应用程式正在弥合农村和资源匮乏地区的可及性差距。与云端的整合确保了患者和临床医生之间安全的数据共用,从而改善了即时干预和护理的连续性。随着这些系统变得更加便携、经济实惠且以用户为中心,它们的应用范围正从医院扩展到门诊中心、养老院和私人住宅。

哪些应用和全球市场处于领先地位?

中风復健仍是神经復健游戏系统规模最大、研究最多的应用领域。鑑于中风患者数量不断增长,以及他们经常遭受的长期残疾,已开发经济体和新兴经济体的医疗保健系统正在投资技术主导的復健解决方案。同样,患有帕金森氏症和阿兹海默症神经退化性疾病的患者也能从双任务训练中受益,这种训练将运动活动与认知游戏结合,以减缓功能衰退。

儿童神经復健是一个新兴领域,充满乐趣的互动环境可以增强脑性麻痹、泛自闭症障碍和发展迟缓儿童的治疗效果。学校、小儿科诊所和早期疗育中心正在将基于平板电脑和扩增实境(AR)的游戏融入治疗环节,以提高患者的参与度和行为依从性。正在从创伤性脑损伤和创伤后压力症候群(PTSD)中恢復的退伍军人是另一个重要的使用者群体,游戏化环境为他们提供了治疗参与和情感缓解。

北美凭藉着强大的研发实力、完善的报销框架以及对復健基础设施的机构投资,引领全球市场。紧随其后的是欧洲,因为在公共医疗系统和学术医疗中心的普及率较高。亚太地区由于老龄化人口众多、中阶不断壮大以及人们对科技辅助治疗的认识不断提高,正在实现显着增长。中国、日本、韩国和印度正在整合符合当地卫生重点的本地语言平台。

是什么推动了全球神经復健游戏系统市场的成长?

全球神经復健游戏系统市场的成长受到多种因素的推动,包括神经系统疾病的增加、医疗保健的数位化不断提高以及患者对居家復健的偏好。全球人口老化、中风发病率的上升、认知能力下降以及神经创伤,正在推动对可扩展且有效的治疗解决方案的需求。传统的治疗模式面临劳动力短缺、取得途径有限和高成本的挑战。

技术融合是关键驱动力。人工智慧、物联网和扩增实境(XR) 的融合增强了个人化、依从性追踪和临床决策。多个国家已开始对数位疗法实施报销,这提高了商业性可行性,并鼓励新兴企业和医疗科技巨头进入市场。医院、大学和游戏开发商之间的战略伙伴关係正在推动符合监管要求、经过临床验证、有检验支持的游戏通讯协定。

患者赋能也促进了市场的成长。使用者友善的介面和富有挑战性的游戏玩法使患者更有可能自主发起并坚持治疗。随着数位健康素养的提高和远距復健基础设施的扩展,神经復健游戏系统有望发展成为急性护理和长期神经回復计画的主流组成部分。

部分

组件(硬体、软体)、游戏系统(基于主机、基于 PC、动作捕捉、手势追踪、虚拟实境、扩增实境)、应用程式(中风復健、脑外伤復健、巴金森復健、多发性硬化症復健、脊髓损伤復健、脑性麻痹復健、其他应用)、最终用户(医院、復健中心、家庭护理机构)

受访公司范例

  • Barrow Neurological Institute
  • Bionik Laboratories
  • BrainAble(Barcelona Brain Health Initiative)
  • Brontes Processing
  • Center for Neurotechnology(CNT)
  • Cognitive Therapeutics
  • DIH Technology
  • Eodyne Systems
  • Flint Rehabilitation Devices
  • Gait Up
  • Hocoma(a DIH brand)
  • Imago Rehab
  • Kinestica
  • Khymeia Group
  • LiteGait(Mobility Research)
  • MindMaze
  • Motek Medical(A DIH brand)
  • Neurofenix
  • NeuronUP
  • Tyromotion

人工智慧集成

全球产业分析师利用可操作的专家内容和人工智慧工具改变市场和竞争情报。

Global Industry Analysts 没有遵循典型的 LLM 或特定于行业的 SLM查询,而是建立了一个从世界各地的专家收集的内容库,其中包括视频录像、博客、搜寻引擎研究以及大量的公司、产品/服务和市场数据。

关税影响係数

全球产业分析师根据公司总部所在国家、製造地和进出口(成品和原始设备製造商)情况预测其竞争地位的变化。这种复杂而多面的市场动态预计将以多种方式影响竞争对手,包括销货成本(COGS) 上升、盈利下降、供应链重组以及其他微观和宏观市场动态。

目录

第一章调查方法

第二章执行摘要

  • 市场概览
  • 主要企业
  • 市场趋势和驱动因素
  • 全球市场展望

第三章市场分析

  • 美国
  • 加拿大
  • 日本
  • 中国
  • 欧洲
  • 法国
  • 德国
  • 义大利
  • 英国
  • 西班牙
  • 俄罗斯
  • 其他欧洲国家
  • 亚太地区
  • 澳洲
  • 印度
  • 韩国
  • 其他亚太地区
  • 拉丁美洲
  • 阿根廷
  • 巴西
  • 墨西哥
  • 其他拉丁美洲
  • 中东
  • 伊朗
  • 以色列
  • 沙乌地阿拉伯
  • 阿拉伯聯合大公国
  • 其他中东地区
  • 非洲

第四章 竞赛

简介目录
Product Code: MCP39097

Global Neurorehabilitation Gaming Systems Market to Reach US$5.4 Billion by 2030

The global market for Neurorehabilitation Gaming Systems estimated at US$2.5 Billion in the year 2024, is expected to reach US$5.4 Billion by 2030, growing at a CAGR of 13.4% over the analysis period 2024-2030. Hardware Component, one of the segments analyzed in the report, is expected to record a 15.4% CAGR and reach US$3.8 Billion by the end of the analysis period. Growth in the Software Component segment is estimated at 9.7% CAGR over the analysis period.

The U.S. Market is Estimated at US$689.9 Million While China is Forecast to Grow at 18.3% CAGR

The Neurorehabilitation Gaming Systems market in the U.S. is estimated at US$689.9 Million in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$1.2 Billion by the year 2030 trailing a CAGR of 18.3% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 9.6% and 12.1% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 10.7% CAGR.

Global Neurorehabilitation Gaming Systems Market - Key Trends & Drivers Summarized

How Are Gaming Technologies Transforming Neurorehabilitation Practices?

The global market for neurorehabilitation gaming systems is rapidly gaining momentum as gaming technologies become integral to modern neurotherapy interventions. These systems utilize motion-sensing devices, VR/AR interfaces, and gamified cognitive tasks to engage patients recovering from neurological disorders such as stroke, traumatic brain injury, multiple sclerosis, and Parkinson’s disease. Unlike conventional rehabilitation, which can be repetitive and physically taxing, neurorehabilitation gaming systems offer immersive and interactive environments that boost patient motivation, adherence, and therapy duration-critical components for neuroplastic recovery.

Gaming-based rehabilitation blends physical, cognitive, and behavioral therapy elements, allowing personalized exercises that target motor coordination, memory, reaction time, and attention span. Advanced systems leverage sensors and real-time feedback to adapt to each patient’s recovery trajectory, ensuring the right intensity and complexity for every stage of rehabilitation. By stimulating the central nervous system through multisensory interaction, these technologies encourage motor learning and cognitive engagement, significantly improving therapy outcomes.

What Are the Technological Foundations Fueling Product Advancements?

Modern neurorehabilitation gaming systems are built upon an ecosystem of hardware and software advancements. Key hardware components include inertial measurement units (IMUs), electromyography (EMG) sensors, pressure-sensitive mats, and camera-based motion trackers like Microsoft Kinect or Leap Motion. These enable real-time body movement tracking, translating physical inputs into gameplay elements. For more immersive experiences, head-mounted VR displays and haptic feedback devices simulate three-dimensional environments and tactile sensations, enriching the neurological feedback loop.

Software plays an equally transformative role, incorporating AI-based personalization, adaptive learning algorithms, and cloud-based analytics. Patient progress can be tracked longitudinally, and therapists can remotely modify treatment parameters through secure platforms. Gamified elements-such as scores, rewards, avatars, and goal-based challenges-are strategically designed to sustain engagement over long treatment cycles. In stroke recovery, for instance, VR games like virtual fishing or cooking tasks have shown significant improvement in hand-eye coordination and functional independence.

Remote neurorehabilitation has also gained ground, enabling therapy continuity outside clinical settings. Tele-gaming platforms and mobile applications are bridging accessibility gaps in rural or resource-constrained geographies. Cloud integration ensures secure data sharing between patients and clinicians, facilitating real-time intervention and better continuity of care. As these systems grow more portable, affordable, and user-centric, their relevance is expanding from hospitals to outpatient centers, eldercare homes, and individual households.

Which Applications and Global Markets Are Spearheading Adoption?

Stroke rehabilitation remains the largest and most researched application area for neurorehabilitation gaming systems. Given the growing prevalence of stroke survivors and the long-term disability they often experience, healthcare systems across developed and emerging economies are investing in tech-driven recovery solutions. Similarly, individuals with neurodegenerative diseases such as Parkinson’s and Alzheimer’s benefit from dual-task training-combining motor activity with cognitive games-to delay functional decline.

Pediatric neurorehabilitation is an emerging frontier, where playful and interactive environments enhance therapy for children with cerebral palsy, autism spectrum disorders, or developmental delays. Schools, pediatric clinics, and early intervention centers are integrating tablet-based and AR-enhanced games into therapy sessions, improving engagement and behavioral compliance. Military veterans recovering from traumatic brain injuries and PTSD are another important user group, where gamified environments offer both therapeutic engagement and emotional relief.

North America leads the global market due to strong R&D, supportive reimbursement frameworks, and institutional investment in rehabilitation infrastructure. Europe closely follows, with high adoption in public healthcare systems and academic medical centers. Asia-Pacific is registering significant growth owing to its large aging population, expanding middle class, and increased awareness of tech-enabled therapy. China, Japan, South Korea, and India are seeing rising integration of local language-based platforms tailored to regional health priorities.

What Is Fueling Growth in the Global Neurorehabilitation Gaming Systems Market?

The growth in the global neurorehabilitation gaming systems market is driven by several factors, including the rise in neurological disorders, increased healthcare digitization, and patient preference for engaging, home-based rehabilitation. With an aging global population and growing incidence of strokes, cognitive decline, and neurotrauma, the demand for scalable and effective therapy solutions is rising. Traditional therapy models are being challenged by labor shortages, access limitations, and high costs-creating an opening for tech-enhanced rehabilitation options.

Technological convergence is a major growth driver. Integration of AI, IoT, and extended reality (XR) is enhancing personalization, adherence tracking, and clinical decision-making. Reimbursement for digital therapeutics in several countries is improving commercial viability, encouraging startups and medtech giants to enter the space. Strategic partnerships between hospitals, universities, and game developers are fostering clinically validated, evidence-backed gaming protocols that align with regulatory expectations.

Patient empowerment is also contributing to market growth. With user-friendly interfaces and rewarding gameplay, individuals are more likely to initiate and continue therapy independently. As digital health literacy improves and tele-rehabilitation infrastructure expands, neurorehabilitation gaming systems are expected to evolve into mainstream components of both acute care and long-term neuro-recovery programs.

SCOPE OF STUDY:

The report analyzes the Neurorehabilitation Gaming Systems market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Component (Hardware Component, Software Component); Gaming System (Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems, Augmented Reality Systems); Application (Brain Stroke Rehabilitation Application, Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications); End-User (Hospitals End-User, Rehabilitation Centers End-User, Homecare Settings End-User)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.

Select Competitors (Total 32 Featured) -

  • Barrow Neurological Institute
  • Bionik Laboratories
  • BrainAble (Barcelona Brain Health Initiative)
  • Brontes Processing
  • Center for Neurotechnology (CNT)
  • Cognitive Therapeutics
  • DIH Technology
  • Eodyne Systems
  • Flint Rehabilitation Devices
  • Gait Up
  • Hocoma (a DIH brand)
  • Imago Rehab
  • Kinestica
  • Khymeia Group
  • LiteGait (Mobility Research)
  • MindMaze
  • Motek Medical (A DIH brand)
  • Neurofenix
  • NeuronUP
  • Tyromotion

AI INTEGRATIONS

We're transforming market and competitive intelligence with validated expert content and AI tools.

Instead of following the general norm of querying LLMs and Industry-specific SLMs, we built repositories of content curated from domain experts worldwide including video transcripts, blogs, search engines research, and massive amounts of enterprise, product/service, and market data.

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by increasing the Cost of Goods Sold (COGS), reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Tariff Impact on Global Supply Chain Patterns
    • Neurorehabilitation Gaming Systems - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Incidence of Stroke and Neurological Disorders Throws the Spotlight on Neurorehabilitation Gaming Systems
    • Integration of Motion Sensing and Haptic Feedback Drives Adoption in Therapeutic Settings
    • Expansion of At-Home Rehabilitation Models Spurs Demand for Interactive Gaming-Based Neurotherapies
    • Partnerships With Rehab Hospitals Strengthen Validation of Game-Based Therapy Outcomes
    • Growing Need for Patient Engagement in Therapy Regimens Accelerates Use of Gamified Rehab Tools
    • Focus on VR and AR-Enabled Therapy Environments Expands Addressable Market in Advanced Neurorehab
    • Integration of Cognitive and Motor Skill Modules Enhances Treatment Outcomes in Multi-Domain Rehabilitation
    • Interest in AI-Driven Adaptive Gaming Systems Supports Personalized Neurorehabilitation
    • Shift Toward Value-Based Healthcare Models Strengthens Case for Cost-Effective Gaming Therapies
    • Collaboration With Neurologists and PTs Enhances Functional Precision of Gaming Modules
    • Government Support for Telerehabilitation Platforms Spurs Home-Based Deployment of Gaming Systems
    • Development of Mobile App Interfaces Drives Adoption Among Tech-Savvy Patient Demographics
    • Increased Prevalence of Aging Population With Neurodegenerative Conditions Fuels Long-Term Demand
    • Innovation in Real-Time Progress Monitoring Enhances Caregiver and Clinician Feedback Loops
    • Rise in Demand for Non-Pharmacological Therapies Spurs Inclusion of Games in Rehab Protocols
    • Strategies for Insurance Reimbursement Bolster Clinical Integration of Neuro-Gaming Systems
    • Use of Gamified Environments in Pediatric Neurorehab Expands Application Across Age Groups
    • Introduction of Multiplayer and Social Modules Enhances Motivation and Retention in Long-Term Use
    • Proliferation of Cross-Platform Compatibility Enables Greater Access to Neurorehabilitation Games
    • Engagement in Clinical Trials and Academic Research Validates Efficacy and Expands Adoption
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Neurorehabilitation Gaming Systems Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Neurorehabilitation Gaming Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Hardware Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Hardware Component by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Software Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-Year Perspective for Software Component by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Traumatic Brain Injury Rehabilitation Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-Year Perspective for Traumatic Brain Injury Rehabilitation Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Parkinson's Disease Rehabilitation Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for Parkinson's Disease Rehabilitation Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Multiple Sclerosis Rehabilitation Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-Year Perspective for Multiple Sclerosis Rehabilitation Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Spinal Cord Injury Rehabilitation Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Spinal Cord Injury Rehabilitation Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Cerebral Palsy Rehabilitation Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for Cerebral Palsy Rehabilitation Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Brain Stroke Rehabilitation Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Brain Stroke Rehabilitation Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 22: World Recent Past, Current & Future Analysis for Hospitals End-User by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 23: World 6-Year Perspective for Hospitals End-User by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 24: World Recent Past, Current & Future Analysis for Rehabilitation Centers End-User by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 25: World 6-Year Perspective for Rehabilitation Centers End-User by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 26: World Recent Past, Current & Future Analysis for Homecare Settings End-User by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 27: World 6-Year Perspective for Homecare Settings End-User by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 28: World Recent Past, Current & Future Analysis for Console-based Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 29: World 6-Year Perspective for Console-based Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 30: World Recent Past, Current & Future Analysis for PC-based Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 31: World 6-Year Perspective for PC-based Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 32: World Recent Past, Current & Future Analysis for Motion Capture Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 33: World 6-Year Perspective for Motion Capture Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 34: World Recent Past, Current & Future Analysis for Gesture-Tracking Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 35: World 6-Year Perspective for Gesture-Tracking Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 36: World Recent Past, Current & Future Analysis for Virtual Reality Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 37: World 6-Year Perspective for Virtual Reality Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 38: World Recent Past, Current & Future Analysis for Augmented Reality Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 39: World 6-Year Perspective for Augmented Reality Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 40: USA Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 41: USA 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 42: USA Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: USA 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 44: USA Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: USA 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 46: USA Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 47: USA 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • CANADA
    • TABLE 48: Canada Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: Canada 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 50: Canada Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Canada 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 52: Canada Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 53: Canada 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 54: Canada Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 55: Canada 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • JAPAN
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 56: Japan Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: Japan 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 58: Japan Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 59: Japan 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 60: Japan Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 61: Japan 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 62: Japan Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Japan 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • CHINA
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 64: China Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: China 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 66: China Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: China 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 68: China Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: China 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 70: China Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 71: China 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • EUROPE
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 72: Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 73: Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 74: Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 75: Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 76: Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 77: Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 78: Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 79: Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 80: Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • FRANCE
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 82: France Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 83: France 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 84: France Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 85: France 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 86: France Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 87: France 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 88: France Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 89: France 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • GERMANY
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 90: Germany Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 91: Germany 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 92: Germany Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Germany 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 94: Germany Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 95: Germany 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 96: Germany Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 97: Germany 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • ITALY
    • TABLE 98: Italy Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 99: Italy 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 100: Italy Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 101: Italy 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 102: Italy Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 103: Italy 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 104: Italy Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 105: Italy 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • UNITED KINGDOM
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 106: UK Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 107: UK 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 108: UK Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 109: UK 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 110: UK Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 111: UK 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 112: UK Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 113: UK 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • SPAIN
    • TABLE 114: Spain Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 115: Spain 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 116: Spain Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 117: Spain 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 118: Spain Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 119: Spain 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 120: Spain Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 121: Spain 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • RUSSIA
    • TABLE 122: Russia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 123: Russia 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 124: Russia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 125: Russia 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 126: Russia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 127: Russia 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 128: Russia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 129: Russia 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 130: Rest of Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 131: Rest of Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 132: Rest of Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 133: Rest of Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 134: Rest of Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 135: Rest of Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 136: Rest of Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 137: Rest of Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 138: Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 139: Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2025 & 2030
    • TABLE 140: Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 141: Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 142: Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 143: Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 144: Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 145: Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 146: Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 147: Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • AUSTRALIA
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2025 (E)
    • TABLE 148: Australia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 149: Australia 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 150: Australia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 151: Australia 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 152: Australia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 153: Australia 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 154: Australia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 155: Australia 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • INDIA
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E)
    • TABLE 156: India Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 157: India 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 158: India Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 159: India 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 160: India Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 161: India 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 162: India Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 163: India 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • SOUTH KOREA
    • TABLE 164: South Korea Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 165: South Korea 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 166: South Korea Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 167: South Korea 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 168: South Korea Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 169: South Korea 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 170: South Korea Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 171: South Korea 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 172: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 173: Rest of Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 174: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 175: Rest of Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 176: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 177: Rest of Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 178: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 179: Rest of Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • LATIN AMERICA
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E)
    • TABLE 180: Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 181: Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2025 & 2030
    • TABLE 182: Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 183: Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 184: Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 185: Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 186: Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 187: Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 188: Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 189: Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • ARGENTINA
    • TABLE 190: Argentina Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 191: Argentina 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 192: Argentina Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 193: Argentina 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 194: Argentina Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 195: Argentina 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 196: Argentina Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 197: Argentina 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • BRAZIL
    • TABLE 198: Brazil Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 199: Brazil 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 200: Brazil Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 201: Brazil 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 202: Brazil Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 203: Brazil 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 204: Brazil Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 205: Brazil 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • MEXICO
    • TABLE 206: Mexico Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 207: Mexico 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 208: Mexico Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 209: Mexico 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 210: Mexico Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 211: Mexico 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 212: Mexico Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 213: Mexico 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • REST OF LATIN AMERICA
    • TABLE 214: Rest of Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 215: Rest of Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 216: Rest of Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 217: Rest of Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 218: Rest of Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 219: Rest of Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 220: Rest of Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 221: Rest of Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • MIDDLE EAST
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E)
    • TABLE 222: Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 223: Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2025 & 2030
    • TABLE 224: Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 225: Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 226: Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 227: Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 228: Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 229: Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 230: Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 231: Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • IRAN
    • TABLE 232: Iran Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 233: Iran 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 234: Iran Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 235: Iran 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 236: Iran Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 237: Iran 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 238: Iran Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 239: Iran 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • ISRAEL
    • TABLE 240: Israel Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 241: Israel 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 242: Israel Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 243: Israel 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 244: Israel Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 245: Israel 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 246: Israel Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 247: Israel 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • SAUDI ARABIA
    • TABLE 248: Saudi Arabia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 249: Saudi Arabia 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 250: Saudi Arabia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 251: Saudi Arabia 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 252: Saudi Arabia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 253: Saudi Arabia 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 254: Saudi Arabia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 255: Saudi Arabia 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 256: UAE Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 257: UAE 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 258: UAE Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 259: UAE 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 260: UAE Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 261: UAE 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 262: UAE Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 263: UAE 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • REST OF MIDDLE EAST
    • TABLE 264: Rest of Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 265: Rest of Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 266: Rest of Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 267: Rest of Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 268: Rest of Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 269: Rest of Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 270: Rest of Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 271: Rest of Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • AFRICA
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E)
    • TABLE 272: Africa Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 273: Africa 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 274: Africa Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 275: Africa 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 276: Africa Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 277: Africa 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 278: Africa Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 279: Africa 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030

IV. COMPETITION