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市场调查报告书
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1403465

2030 年医疗保健游戏化市场预测:按类型、应用程式、最终用户和地区分類的全球分析

Healthcare Gamification Market Forecasts to 2030 - Global Analysis By Type (Casual Games, Exercise Games and Serious Games), Application (Therapeutic, Prevention, Education and Others Applications), End User and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3个工作天内

价格

根据 Stratistics MRC 的数据,2023 年全球医疗保健游戏化市场规模将达到 39 亿美元,预计到 2030 年将达到 183 亿美元,预测期内复合年增长率为 24.6%。

医疗保健游戏化是指将游戏元素、机制和设计原则融入医疗实践中,目的是提高患者参与度、促进健康行为并改善整体健康水平。这种方法将日常医疗保健活动变成有趣的、以目标为导向的体验,从而培养成就感和动力。

据世界卫生组织称,患有慢性病的患者比例预计将从2008年的39%增加到2030年的51%。

远端监控和远端医疗支持

远端医疗和游戏化的出现为远端患者监护增加了一个动态层,使医疗保健互动更加有吸引力和有效。一些与远端医疗平台整合的应用程式提供即时健康资料追踪、用药提醒和个人化健康挑战等功能。此外,远端医疗中的游戏化透过连接患者和医疗保健专业人员并激励他们积极参与健康指标监测,有助于市场扩张。

高成本

用户获取、行销和持续维护成本增加了游戏化医疗保健应用程式的整体成本。医疗保健提供者在当前的医疗保健基础设施中实施游戏化解决方案时面临财务挑战。此外,还需要在游戏设计和医疗保健游戏化方面具有经验的合格人员,从而创造了竞争的市场和急剧上升的人事费用。电子健康记录(EHR)的客製化和互通性也会导致巨大的开发成本并阻碍市场开拓。

提高患者依从性

医疗保健游戏化:透过整合奖励、挑战和进展追踪等类似游戏的功能,游戏化医疗保健应用程式吸引患者并激励他们积极参与治疗计划。参与意愿的增加对患者生活方式的改变和规定的健康活动的健康结果有重大影响。此外,因此,个人更有可能采取积极主动的措施来管理自己的健康,从而获得更好的治疗结果,进而改善整体福祉,推动该市场的成长。

缺乏标准化

缺乏普遍接受的设计、实施和评估游戏化医疗保健解决方案的指南和标准,给确保不同应用程式的互通性、资料一致性和品质带来了挑战。这导致了分散的开发方法,并使医疗保健提供者和开发人员难以建立一个通用框架来评估游戏化干预措施的有效性和安全性。此外,标准化的缺乏使得游戏化解决方案与现有医疗保健生态系统的整合变得复杂,从而阻碍了该市场的规模。

COVID-19 的影响

COVID-19 的疫情在多个方面对医疗保健游戏化市场产生了负面影响。由于医疗保健组织优先考虑眼前的需求,游戏化解决方案的开发和采用放缓。医疗保健系统内的财务限制,加上与疫情因应相关的成本加剧,限制了对非核心医疗保健技术的投资。此外,生活方式和行为模式的变化转移了人们对非必要创新的注意力,从而越来越阻碍了这个市场的扩张。

预计运动游戏产业在预测期内将是最大的

由于将娱乐和体育活动结合起来以促进健康和保健的利基市场迅速增长,运动游戏行业预计将占据最大份额。该细分市场在解决肥胖、心血管疾病和其他与生活方式相关的疾病的预防性医疗保健中发挥着至关重要的作用。这些通常整合到健身应用程式、穿戴式装置和游戏平台中,以提供鼓励用户参与体育活动的游戏化体验。

预计在预测期内复合年增长率最高的治疗领域

预计治疗产业在预测期内将实现最高复合年增长率,因为它将游戏元素融入医疗保健实践中,以提高患者参与度、教育和整体福祉。这种创新的游戏设计激励个人采取更健康的行为并更有效地管理慢性疾病。此外,解决患者违规、缺乏动力和健康教育差异等挑战以促进积极的健康结果正在显着推动该细分市场的扩张。

比最大的地区

由于技术进步、医疗保健意识不断提高以及精通数位技术的人口不断增长,亚太地区在预测期内占据了最大的市场占有率。该地区是 Microsoft HealthVault、Hubbub Health、Ayogo Health Inc. 和 CogniFit 等主要参与者的所在地,这些参与者致力于解决紧迫的公共卫生问题、促进预防性护理并鼓励患者积极参与医疗保健游戏。采用缩小化策略。

复合年增长率最高的地区:

由于数位技术的整合和对预防性医疗保健的日益重视,预计欧洲在预测期内的复合年增长率最高。英国、德国、法国、西班牙和义大利等国家正在利用游戏化来应对公共卫生挑战,鼓励更健康的生活方式并管理慢性病。此外,包括技术开发商、医疗机构和研究机构在内的协作生态系统正在推动该地区的扩张。

提供免费客製化:

订阅此报告的客户可以存取以下免费自订选项之一:

  • 公司简介
    • 其他市场参与者的综合分析(最多 3 家公司)
    • 主要企业SWOT分析(最多3家企业)
  • 区域分割
    • 根据客户兴趣对主要国家的市场估计、预测和复合年增长率(註:基于可行性检查)
  • 竞争基准化分析
    • 根据产品系列、地理分布和策略联盟对主要企业基准化分析

目录

第一章执行摘要

第二章 前言

  • 概述
  • 相关利益者
  • 调查范围
  • 调查方法
    • 资料探勘
    • 资料分析
    • 资料检验
    • 研究途径
  • 调查来源
    • 主要调查来源
    • 二次调查来源
    • 先决条件

第三章市场趋势分析

  • 促进因素
  • 抑制因素
  • 机会
  • 威胁
  • 应用分析
  • 最终用户分析
  • 新兴市场
  • 新型冠状病毒感染疾病(COVID-19)的影响

第4章波特五力分析

  • 供应商的议价能力
  • 买方议价能力
  • 替代品的威胁
  • 新进入者的威胁
  • 竞争公司之间的敌对关係

第五章全球医疗保健游戏化市场:按类型

  • 休閒游戏
  • 运动游戏
  • 严肃的游戏

第六章全球医疗保健游戏化市场:依应用分类

  • 治疗
  • 预防
  • 教育
  • 其他用途

第七章 全球医疗保健游戏化市场:依最终用户分类

  • 企业基地
  • 消费群
  • 其他最终用户

第八章全球医疗保健游戏化市场:按地区

  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 义大利
    • 法国
    • 西班牙
    • 其他欧洲国家
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 澳洲
    • 纽西兰
    • 韩国
    • 其他亚太地区
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地区
  • 中东和非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 卡达
    • 南非
    • 其他中东和非洲

第九章 主要进展

  • 合约、伙伴关係、协作和合资企业
  • 收购和合併
  • 新产品发布
  • 业务扩展
  • 其他关键策略

第十章 公司简介

  • Ayogo Health
  • Nike
  • Brunchball
  • Fitbit
  • Microsoft
  • Akili Interactive Labs, Inc
  • CogniFit
  • Wellness Layers
  • Welltok
  • Kognito
Product Code: SMRC24690

According to Stratistics MRC, the Global Healthcare Gamification Market is accounted for $ 3.9 billion in 2023 and is expected to reach $ 18.3 billion by 2030 growing at a CAGR of 24.6% during the forecast period. Healthcare gamification refers to the integration of game elements, mechanics, and design principles into healthcare practices with the goal of enhancing patient engagement, promoting healthy behaviors, and improving overall wellness. This approach transforms routine healthcare activities into enjoyable and goal-oriented experiences, fostering a sense of achievement and motivation.

According to WHO, patients suffering from chronic diseases are anticipated to increase from 39% in 2008 to 51% by 2030.

Market Dynamics:

Driver:

Remote monitoring and telehealth support

The advent of telehealth and gamification adds a dynamic layer to remote patient monitoring, making healthcare interactions more engaging and effective. Some of the applications integrated into telehealth platforms offer features like real-time health data tracking, medication reminders, and personalized health challenges. In addition, gamification in telehealth contributes to the growth by creating a bridge between patients and healthcare professionals and motivating individuals to actively participate in monitoring their health metrics, which is propelling this market's expansion.

Restraint:

High cost

The overall costs of gamified healthcare applications are increased by the costs of user acquisition, marketing, and continuous maintenance. Healthcare providers face financial difficulties when introducing gamified solutions into their current healthcare infrastructures. Furthermore, a competitive job market and higher labor costs result from the need for qualified individuals with experience in both game design and healthcare gamification. Customization and interoperability with electronic health records (EHRs) also contribute to significant development expenses, which thereby hinder market growth.

Opportunity:

Improved patient compliance

Healthcare gamification by integrating game like features such as rewards, challenges, and progress tracking, gamified healthcare applications captivate and motivate patients to actively engage in their treatment plans. This enhanced engagement has profound effects on the health outcomes of patients' lifestyle modifications and prescribed health activities. Furthermore, as a result, individuals are more likely to take proactive measures in managing their health, leading to better treatment outcomes and, ultimately, improved overall well-being, which is boosting this market growth.

Threat:

Lack of standardization

The absence of universally accepted guidelines and standards for designing, implementing, and evaluating gamified healthcare solutions creates challenges in ensuring interoperability, data consistency, and quality across diverse applications. This can lead to fragmented development practices, making it difficult for healthcare providers and developers to establish a common framework for evaluating the effectiveness and safety of gamification interventions. Furthermore, the absence of standardization complicates the integration of gamified solutions into existing healthcare ecosystems, which is impeding this market size.

COVID-19 Impact

The COVID-19 pandemic has had a negative impact on the healthcare gamification market in several ways. Healthcare organizations prioritized urgent needs, leading to a slowdown in the development and adoption of gamified solutions. Financial constraints within healthcare systems, exacerbated by the costs associated with the pandemic response, limit investment in non-core healthcare technologies. Furthermore, the altered lifestyle and behavioral patterns diverted attention from non-essential technological innovations, which gradually hampered this market's expansion.

The exercise games segment is expected to be the largest during the forecast period

The exercise games segment is estimated to hold the largest share due to a burgeoning niche that combines entertainment and physical activity to promote health and wellness. This segment plays a pivotal role in preventive healthcare, tackling obesity, cardiovascular diseases, and other lifestyle-related ailments. These are commonly integrated into fitness apps, wearable devices, and gaming platforms and offer a gamified experience that encourages users to participate in physical activities.

The therapeutic segment is expected to have the highest CAGR during the forecast period

The therapeutic segment is anticipated to have highest CAGR during the forecast period due to its integration of gaming elements into healthcare practices to enhance patient engagement, education, and overall well-being. These innovative gaming designs motivate individuals to adopt healthier behaviors and manage chronic conditions more effectively. Furthermore, it addresses challenges like patient non-compliance, lack of motivation, and health education gaps and promotes positive health outcomes, which significantly boosts this segment's expansion.

Region with largest share:

Asia Pacific commanded the largest market share during the extrapolated period owing to a combination of technological advancements, increasing healthcare awareness, and a burgeoning digital-savvy population. This region is home to some of the major key players, such as Microsoft HealthVault, Hubbub Health, Ayogo Health Inc., and CogniFit, contributing to the rapid adoption of healthcare gamification strategies to address pressing public health issues, promote preventive care, and encourage active patient participation.

Region with highest CAGR:

Europe is expected to witness highest CAGR over the projection period, owing to the convergence of digital technologies and a growing emphasis on preventive healthcare. Countries including the UK, Germany, France, Spain, and Italy are leveraging gamification to address public health challenges, encourage healthier lifestyles, and manage chronic conditions. In addition, a collaborative ecosystem involving technology developers, healthcare institutions, and research organizations is boosting this region's expansion.

Key players in the market:

Some of the key players in the Healthcare Gamification Market include Ayogo Health, Nike, Brunchball, Fitbit, Microsoft , Akili Interactive Labs, Inc, CogniFit, Wellness Layers, Welltok and Kognito.

Key Developments:

In May 2023, Fujitsu Limited and Microsoft Corporation announced a five-year strategic partnership to significantly expand their existing collaboration. The two companies will enable more organizations to quickly respond to rapid changes in the environment, help transform how hospitals operate to enhance patient experiences.

In April 2023, Cognizant announced a new agreement to transform and support the technology operations of Nike, the world's leading designer, marketer, and distributor of authentic athletic footwear, apparel, equipment, and accessories.

In April 2023, Microsoft Corp. and Epic announced they are expanding their long-standing strategic collaboration to develop and integrate generative AI into healthcare by combining the scale and power of Azure OpenAI Service1 with Epic's industry-leading electronic health record (EHR) software.

Types Covered:

  • Casual Games
  • Exercise Games
  • Serious Games

Applications Covered:

  • Therapeutic
  • Prevention
  • Education
  • Others Applications

End Users Covered:

  • Enterprise Based
  • Consumer Based
  • Other End Users

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2021, 2022, 2023, 2026, and 2030
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Application Analysis
  • 3.7 End Userr Analysis
  • 3.8 Emerging Markets
  • 3.9 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Healthcare Gamification Market, By Type

  • 5.1 Introduction
  • 5.2 Casual Games
  • 5.3 Exercise Games
  • 5.4 Serious Games

6 Global Healthcare Gamification Market, By Application

  • 6.1 Introduction
  • 6.2 Therapeutic
  • 6.3 Prevention
  • 6.4 Education
  • 6.5 Others Applications

7 Global Healthcare Gamification Market, By End User

  • 7.1 Introduction
  • 7.2 Enterprise Based
  • 7.3 Consumer Based
  • 7.4 Other End Users

8 Global Healthcare Gamification Market, By Geography

  • 8.1 Introduction
  • 8.2 North America
    • 8.2.1 US
    • 8.2.2 Canada
    • 8.2.3 Mexico
  • 8.3 Europe
    • 8.3.1 Germany
    • 8.3.2 UK
    • 8.3.3 Italy
    • 8.3.4 France
    • 8.3.5 Spain
    • 8.3.6 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 Japan
    • 8.4.2 China
    • 8.4.3 India
    • 8.4.4 Australia
    • 8.4.5 New Zealand
    • 8.4.6 South Korea
    • 8.4.7 Rest of Asia Pacific
  • 8.5 South America
    • 8.5.1 Argentina
    • 8.5.2 Brazil
    • 8.5.3 Chile
    • 8.5.4 Rest of South America
  • 8.6 Middle East & Africa
    • 8.6.1 Saudi Arabia
    • 8.6.2 UAE
    • 8.6.3 Qatar
    • 8.6.4 South Africa
    • 8.6.5 Rest of Middle East & Africa

9 Key Developments

  • 9.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 9.2 Acquisitions & Mergers
  • 9.3 New Product Launch
  • 9.4 Expansions
  • 9.5 Other Key Strategies

10 Company Profiling

  • 10.1 Ayogo Health
  • 10.2 Nike
  • 10.3 Brunchball
  • 10.4 Fitbit
  • 10.5 Microsoft
  • 10.6 Akili Interactive Labs, Inc
  • 10.7 CogniFit
  • 10.8 Wellness Layers
  • 10.9 Welltok
  • 10.10 Kognito

List of Tables

  • Table 1 Global Healthcare Gamification Market Outlook, By Region (2021-2030) ($MN)
  • Table 2 Global Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 3 Global Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 4 Global Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 5 Global Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 6 Global Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 7 Global Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 8 Global Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 9 Global Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 10 Global Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 11 Global Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 12 Global Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 13 Global Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 14 Global Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 15 North America Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 16 North America Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 17 North America Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 18 North America Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 19 North America Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 20 North America Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 21 North America Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 22 North America Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 23 North America Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 24 North America Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 25 North America Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 26 North America Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 27 North America Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 28 North America Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 29 Europe Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 30 Europe Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 31 Europe Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 32 Europe Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 33 Europe Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 34 Europe Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 35 Europe Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 36 Europe Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 37 Europe Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 38 Europe Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 39 Europe Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 40 Europe Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 41 Europe Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 42 Europe Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 43 Asia Pacific Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 44 Asia Pacific Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 45 Asia Pacific Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 46 Asia Pacific Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 47 Asia Pacific Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 48 Asia Pacific Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 49 Asia Pacific Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 50 Asia Pacific Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 51 Asia Pacific Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 52 Asia Pacific Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 53 Asia Pacific Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 54 Asia Pacific Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 55 Asia Pacific Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 56 Asia Pacific Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 57 South America Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 58 South America Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 59 South America Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 60 South America Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 61 South America Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 62 South America Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 63 South America Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 64 South America Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 65 South America Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 66 South America Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 67 South America Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 68 South America Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 69 South America Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 70 South America Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)
  • Table 71 Middle East & Africa Healthcare Gamification Market Outlook, By Country (2021-2030) ($MN)
  • Table 72 Middle East & Africa Healthcare Gamification Market Outlook, By Type (2021-2030) ($MN)
  • Table 73 Middle East & Africa Healthcare Gamification Market Outlook, By Casual Games (2021-2030) ($MN)
  • Table 74 Middle East & Africa Healthcare Gamification Market Outlook, By Exercise Games (2021-2030) ($MN)
  • Table 75 Middle East & Africa Healthcare Gamification Market Outlook, By Serious Games (2021-2030) ($MN)
  • Table 76 Middle East & Africa Healthcare Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 77 Middle East & Africa Healthcare Gamification Market Outlook, By Therapeutic (2021-2030) ($MN)
  • Table 78 Middle East & Africa Healthcare Gamification Market Outlook, By Prevention (2021-2030) ($MN)
  • Table 79 Middle East & Africa Healthcare Gamification Market Outlook, By Education (2021-2030) ($MN)
  • Table 80 Middle East & Africa Healthcare Gamification Market Outlook, By Others Applications (2021-2030) ($MN)
  • Table 81 Middle East & Africa Healthcare Gamification Market Outlook, By End User (2021-2030) ($MN)
  • Table 82 Middle East & Africa Healthcare Gamification Market Outlook, By Enterprise Based (2021-2030) ($MN)
  • Table 83 Middle East & Africa Healthcare Gamification Market Outlook, By Consumer Based (2021-2030) ($MN)
  • Table 84 Middle East & Africa Healthcare Gamification Market Outlook, By Other End Users (2021-2030) ($MN)