市场调查报告书
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医疗保健游戏化市场:依产品、最终用户、部署模式、地区划分 - 到2030年的全球预测Healthcare Gamification Market by Offering (Solutions, Services), End User (Consumer, Enterprise), Deployment Mode (Cloud-based, On-premises) and Geography - Global Forecast to 2030 |
Meticulous Research(R)研究报告 "医疗保健游戏化市场:依产品(解决方案、服务)、最终用户(消费者、企业)、部署模式(基于云端、内部部署)、地区划分-2031年全球《2031年预测》对五个主要地区的医疗保健市场进行了深入分析,重点关注当前市场趋势、市场规模、市场占有率、最新发展以及对2031年的预测。
到2031年,医疗保健游戏化市场预计将达到 43 亿美元,2024年至2031年的年复合成长率为 21.9%。
这个市场的成长是由健康意识的提高和日益使用医疗保健游戏化来改善患者健康和医疗所推动的。然而,与用户保持长期互动的困难限制该市场的成长。
此外,透过使用游戏化工具定期更新医学生的知识以及提高疾病预防意识预计将创造市场成长机会。然而,游戏化在治疗慢性疾病方面的有效性有限,是该市场运营的公司面临的主要挑战。此外,人工智慧、机器学习、扩增实境和虚拟实境在游戏化中的应用不断增加,以及越来越多的智慧型手机用户可以轻鬆存取医疗保健和保健应用程序,这些都是医疗保健游戏化市场的一些趋势。
Healthcare Gamification Market by Offering (Solutions, Services), End User (Consumers, Enterprise), Deployment Mode (Cloud-based, On-premises), and Geography-Global Forecast to 2031
The research report titled 'Healthcare Gamification Market by Offering (Solutions, Services), End User (Consumers, Enterprise), Deployment Mode (Cloud-based, On-premises), and Geography -Global Forecast to 2031' from Meticulous Research(R) provides an in-depth analysis of the healthcare market across five major geographies and focuses on the current market trends, market sizes, market shares, recent developments, and forecasts to 2031.
The healthcare gamification market is projected to reach $4.3 billion by 2031, at a CAGR of 21.9% from 2024 to 2031.
The growth of this market is driven by the increasing health consciousness and the growing use of healthcare gamification to enhance patients' health and medical therapy. However, difficulties in sustaining long-term user engagement restrain the growth of this market.
Furthermore, the use of gamification tools to update the periodic knowledge of medical students and rising awareness of disease prevention are expected to create market growth opportunities. However, the limited effectiveness of gamification in treating chronic conditions is a major challenge for the players operating in this market. Additionally, the rising adoption of AI, ML, AR, and VR in gamification and the increasing number of smartphone users, which facilitate easy access to healthcare and well-being apps, are some trends in the healthcare gamification market.
The healthcare gamification market is segmented by offering, deployment mode, and end user. The study also evaluates industry competitors and analyzes the market at the regional and country levels.
Based on offering, the healthcare gamification market is segmented into solutions and services. The solutions segment is further segmented into health checks, fitness management, medical training, medication management, physical therapy, telemedicine, e-pharmacy, medical rooms, and other solutions. In 2024, the solutions segment is expected to account for the largest share of the healthcare gamification market. The large market share of this segment is attributed to the increasing availability of smartphones that enable easy access to healthcare and well-being apps. There are a variety of mobile apps that use gamification to promote healthy behaviors and track progress toward health goals. For example, the Zombies, Run! app encourages users to go for runs by immersing them in a post-apocalyptic world where they must outrun zombies. Furthermore, the solutions segment is projected to register the highest CAGR during the forecast period.
Based on deployment mode, the healthcare gamification market is segmented into cloud-based deployments and on-premises deployments. In 2024, the cloud-based deployment segment is expected to account for the larger share of the healthcare gamification market. This segment's large market share is attributed to the increasing demand for configurable gamification platforms that encourage various end users to use cloud computing technology for gamification.
Furthermore, the cloud-based deployment segment is projected to register the highest CAGR during the forecast period. Cloud-based healthcare gamification solutions have the potential to revolutionize the healthcare industry by making healthcare more accessible, convenient, and engaging for patients and healthcare providers. However, ensuring these solutions are developed and deployed ethically and securely is important, with patient privacy and safety as top priorities.
Based on end user, the healthcare gamification market is segmented into consumers and enterprises. In 2024, the consumers segment is expected to account for the larger share of the healthcare gamification market. Gamification targeted at consumers has emerged as an excellent tool for encouraging healthy behaviors and improving health outcomes. By making health-related activities more engaging and rewarding, individuals are more inclined to adopt and maintain healthy habits. These aspects enhance the appeal of gamification among consumers.
Based on geography, the healthcare gamification market is segmented into North America, Europe, Asia-Pacific, Latin America, and the Middle East & Africa. In 2024, North America is expected to account for the largest share of the healthcare gamification systems market, followed by Europe, Asia-Pacific, Latin America, and the Middle East & Africa. The demand for healthcare gamification in North America is driven by increasing adoption among tech-savvy users. Game-based patient education programs are gaining popularity in North America. For example, the Great Cholesterol Challenge is a game-based program designed to educate patients about cholesterol management and healthy lifestyle choices.
The key players operating in the healthcare gamification market include Akili Interactive Labs, Inc. (U.S.), Ayogo Health, Inc. (Canada), Schoeneckers, Inc. (U.S.), EveryMove, Inc. (U.S.), Fitbit, Inc.(U.S.), Mambo Solutions Ltd. (U.K.), CogniFit Inc. (U.S.), Mango Health, Inc. (U.S.), Microsoft Corporation (U.S.), ManagingLife, Inc. (Canada), Rally Health, Inc. (U.S.), Reflexion Health, Inc. (U.S.), Strava, Inc. (U.S.), Nike, Inc. (U.S.), Under Armour, Inc. (U.S.), and Novartis AG (Switzerland).
Healthcare Gamification Market Assessment-by Offering
Healthcare Gamification Market Assessment-by Deployment Mode
Healthcare Gamification Market Assessment-by End User
Healthcare Gamification Market Assessment-by Geography