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市场调查报告书
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1825398

2025年医疗保健游戏化全球市场报告

Healthcare Gamification Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 250 Pages | 商品交期: 2-10个工作天内

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简介目录

预计未来几年,医疗保健游戏化市场将快速成长,到2029年将达到94.3亿美元,复合年增长率为15.3%。预测期内的成长可归因于人工智慧与游戏化医疗解决方案的整合、远端患者监护需求的不断增长、医疗保健领域对游戏化的认知和接受度的不断提升、扩增实境在医疗应用中的进步以及对个人化医疗保健的关注。预测期内的主要趋势包括心理健康和压力管理的游戏化、基于虚拟实境的医疗保健游戏化、医疗保健游戏化中的区块链技术、个人化的游戏化健身计划以及老年医疗保健的游戏化解决方案。

我们预测未来五年的成长率为15.3%,较先前的预测略有下降0.1%。这一下降主要源自于美国与其他国家之间关税的影响。关税上涨可能会增加来自瑞典和澳洲的治疗性游戏应用程式和依从性追踪平台的成本,加剧慢性病管理挑战,并提高数位健康计画的成本,从而影响美国病人参与度。由于互惠关税以及日益加剧的贸易紧张局势和限制对全球经济和贸易的负面影响,关税上涨的影响也将更加广泛。

文明病疾病和慢性疾病的盛行率不断上升,预计将在未来几年推动医疗保健游戏化市场的成长。这些健康状况会受到个人生活方式选择和持续性因素的影响或加剧。医疗保健游戏化透过类似游戏的机制和设计,有效地解决了这些问题,鼓励人们采取更健康的生活方式并改善健康管理。例如,根据澳洲统计局2023年12月的数据,到2022年,81.4%的澳洲人口(相当于2,070万人)将至少患有一种长期健康问题,49.9%的人口将至少患有一种慢性疾病。因此,文明病疾病和慢性疾病的盛行率不断上升,刺激了医疗保健游戏化市场的扩张。

目录

第一章执行摘要

第二章 市场特征

第三章 市场趋势与策略

第四章 市场:宏观经济情景,包括利率、通膨、地缘政治、贸易战和关税,以及新冠疫情和復苏对市场的影响

第五章 全球成长分析与策略分析框架

  • 全球医疗保健游戏化:PESTEL 分析(政治、社会、技术、环境、法律因素、驱动因素和限制因素)
  • 最终用途产业分析
  • 全球医疗保健游戏化市场:成长率分析
  • 全球医疗保健游戏化市场表现:规模与成长,2019-2024
  • 全球医疗保健游戏化市场预测:规模与成长,2024-2029 年,2034 年
  • 全球医疗保健游戏化:总潜在市场(TAM)

第六章 市场细分

  • 全球医疗保健游戏化市场:按类型、表现和预测,2019-2024 年、2024-2029 年、2034 年
  • 休閒游戏
  • 严肃游戏
  • 锻炼游戏
  • 大脑训练游戏
  • 其他类型
  • 全球医疗保健游戏化市场:按应用程式、表现和预测,2019-2024 年、2024-2029 年、2034 年
  • 健康与保健管理
  • 医疗训练和教育
  • 病人参与
  • 物理治疗与復健
  • 行为改变和生活方式改善
  • 其他用途
  • 全球医疗保健游戏化市场:按最终用户、实际和预测,2019-2024 年、2024-2029 年、2034 年
  • 医院和诊所
  • 製药公司
  • 医学院校及培训机构
  • 病人
  • 医护人员
  • 其他最终用户
  • 全球医疗保健游戏化市场:依休閒游戏类型细分、实际及预测,2019-2024 年、2024-2029 年、2034 年
  • 行动休閒游戏
  • 网页休閒游戏
  • 全球医疗保健游戏化市场:严肃游戏细分(按类型)、绩效及预测,2019-2024 年、2024-2029 年、2034 年
  • 教育医疗游戏
  • 基于模拟的训练游戏
  • 全球医疗保健游戏化市场:按运动游戏细分(按类型)、表现和预测,2019-2024 年、2024-2029 年、2034 年
  • 健身游戏
  • 动作感测器游戏
  • 全球医疗保健游戏化市场:依脑力训练游戏类型细分、表现及预测,2019-2024 年、2024-2029 年、2034 年
  • 认知技能游戏
  • 提高记忆力的游戏
  • 注意力和集中力游戏
  • 全球医疗保健游戏化市场:按类型、实际和预测细分,2019-2024 年、2024-2029 年、2034 年
  • 虚拟实境 (VR) 游戏
  • 扩增实境(AR) 游戏
  • 社交和多人健康游戏

第七章 区域和国家分析

  • 全球医疗保健游戏化市场:区域分析、预测与成长,2019-2024 年、2024-2029 年、2034 年
  • 全球医疗保健游戏化市场:国家、表现与预测,2019-2024 年、2024-2029 年、2034 年

第八章 亚太市场

第九章:中国市场

第十章 印度市场

第十一章 日本市场

第十二章:澳洲市场

第十三章 印尼市场

第十四章 韩国市场

第十五章 西欧市场

第十六章英国市场

第十七章:德国市场

第18章:法国市场

第十九章:义大利市场

第20章:西班牙市场

第21章 东欧市场

第22章俄罗斯市场

第23章 北美市场

第24章美国市场

第25章:加拿大市场

第26章 南美洲市场

第27章:巴西市场

第28章 中东市场

第29章:非洲市场

第30章:竞争格局与公司概况

  • 医疗保健游戏化市场:竞争格局
  • 医疗保健游戏化市场:公司简介
    • Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Nike Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Medtronic PLC Overview, Products and Services, Strategy and Financial Analysis
    • Adidas AG Overview, Products and Services, Strategy and Financial Analysis

第31章:其他领先和创新企业

  • Cognizant
  • Aon plc
  • Spring Health Inc.
  • Omada Health Inc.
  • BioSerenity
  • Biofourmis
  • Rally Health
  • MPS Interactive Systems Limited
  • Axonify Inc.
  • Happify Inc.
  • WellDoc Inc.
  • Akili Inc.
  • Kaia Health
  • Mango Health
  • Pear Therapeutics

第 32 章全球市场竞争基准化分析与仪表板

第33章 重大併购

第34章近期市场趋势

第 35 章:高潜力市场国家、细分市场与策略

  • 2029 年医疗保健游戏化市场:提供新机会的国家
  • 2029 年医疗保健游戏化市场:细分领域带来新机会
  • 2029 年医疗保健游戏化市场:成长策略
    • 基于市场趋势的策略
    • 竞争对手策略

第36章 附录

简介目录
Product Code: r28225u

Healthcare gamification refers to the incorporation of game elements, such as competition, rewards, and interactive challenges, into healthcare-related activities and platforms. It is utilized to encourage positive behavior change and promote wellness. Gamification is employed in healthcare to educate patients about medical conditions, treatment plans, and medication adherence.

The main types of healthcare gamification are casual games, serious games, exercise games, brain training games, and others. Casual games refer to simple, easy-to-learn video games designed for a broad audience. These are used in various applications, such as health and wellness management, medical training and education, patient engagement, physical therapy and rehabilitation, behavior change and lifestyle improvement, and others, and are used by various end-users, such as hospitals and clinics, pharmaceutical companies, medical schools and training institutions, patients, healthcare professionals, others.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The sharp rise in U.S. tariffs and the resulting trade tensions in spring 2025 are having a significant impact on the healthcare sector, especially in the supply of essential medical devices, diagnostic equipment, and pharmaceuticals. Hospitals and healthcare providers are grappling with higher costs for imported surgical tools, imaging systems, and consumables like syringes and catheters, many of which have limited domestic substitutes. These escalating expenses are putting pressure on healthcare budgets, prompting some providers to delay equipment upgrades or pass increased costs on to patients. Furthermore, tariffs on raw materials and components are disrupting the manufacturing of vital drugs and devices, leading to supply chain delays. In response, the industry is adopting diversified sourcing strategies, expanding local production where feasible, and pushing for tariff exemptions on critical medical products.

The main types of healthcare gamification are casual games, serious games, exercise games, brain training games, and others. Casual games refer to simple, easy-to-learn video games designed for a broad audience. These are used in various applications, such as health and wellness management, medical training and education, patient engagement, physical therapy and rehabilitation, behavior change and lifestyle improvement, and others, and are used by various end-users, such as hospitals and clinics, pharmaceutical companies, medical schools and training institutions, patients, healthcare professionals, others.

The healthcare gamification market size has grown rapidly in recent years. It will grow from $4.65 billion in 2024 to $5.34 billion in 2025 at a compound annual growth rate (CAGR) of 15.0%. The growth in the historic period can be attributed to increased focus on preventive healthcare, rising prevalence of chronic diseases, growth in adoption of smartphones and wearable devices, expanding healthcare IT infrastructure, increasing focus on patient engagement.

The healthcare gamification market size is expected to see rapid growth in the next few years. It will grow to $9.43 billion in 2029 at a compound annual growth rate (CAGR) of 15.3%. The growth in the forecast period can be attributed to the integration of artificial intelligence in gamified health solutions, rising demand for remote patient monitoring, increasing awareness and acceptance of gamification in healthcare, advancements in augmented reality for medical applications, and emphasis on personalized healthcare. Major trends in the forecast period include gamification for mental health and stress management, virtual reality-based healthcare gamification, blockchain technology in healthcare gamification, personalized gamified fitness plans, and gamified solutions for elderly healthcare.

The forecast of 15.3% growth over the next five years reflects a slight reduction of 0.1% from the previous projection. This reduction is primarily due to the impact of tariffs between the US and other countries. Tariff escalations are likely to burden U.S. patient engagement by driving up the cost of therapeutic gaming applications and adherence tracking platforms sourced from Sweden and Australia, exacerbating chronic disease management challenges and elevating digital health program costs. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

The rising incidence of lifestyle-related and chronic diseases is anticipated to drive the growth of the healthcare gamification market in the coming years. These health conditions are influenced or worsened by individual lifestyle choices and sustained factors. Healthcare gamification effectively tackles these issues by using game-like mechanics and design to encourage people to adopt healthier habits and manage their health better. For example, according to the Australian Bureau of Statistics in December 2023, 81.4% of the Australian population, equating to 20.7 million people, reported having at least one long-term health condition in 2022, with 49.9% experiencing at least one chronic condition. Consequently, the rising incidence of lifestyle-related and chronic diseases is fueling the expansion of the healthcare gamification market.

Major companies operating in the healthcare gamification market are focused on developing innovative products with advanced technologies, such as AI health coaches with gamification, to increase their profitability in the market. An AI health coach with gamification is a digital platform that uses artificial intelligence to provide personalized health coaching and motivation, incorporating game-like elements to engage and encourage users to achieve their health and fitness goals. For instance, in May 2023, T-Systems International GmbH, a Germany-based IT company, launched MagMoves. MagMoves aims to revolutionize virtual care by integrating gamified healthcare, customization, and personalization for proactive and preventative healthcare. The app is designed to make healthcare engaging and enjoyable, taking it to the next level of virtual care. It uses artificial intelligence to provide a gamified virtual health coach experience, promoting a proactive approach to health management.

In June 2023, Switzerland-based technology company EvokAI Creative Labs Inc. acquired Rehaboo Oy for an undisclosed sum. With this acquisition, EvokAI Creative Labs seeks to bolster its presence in the healthcare industry by incorporating AI-driven rehabilitation solutions to improve patient care and outcomes. Rehaboo Oy, a healthcare technology company based in Finland, focuses on delivering digital rehabilitation solutions and platforms that use gamification and artificial intelligence to enhance patient engagement and recovery.

Major companies operating in the healthcare gamification market are Google LLC, Microsoft Corporation, Nike Inc., Medtronic PLC, Adidas AG, Cognizant, Aon plc, Spring Health Inc., Omada Health Inc., BioSerenity, Biofourmis, Rally Health, MPS Interactive Systems Limited, Axonify Inc., Happify Inc., WellDoc Inc., Akili Inc., Kaia Health, Mango Health, Pear Therapeutics, CogniFit Inc., Ayogo Health Inc., Freespira, Syandus Inc., Badgeville Inc.

North America was the largest region in the healthcare gamification market in 2024. Europe was the fastest-growing region in the forecast period. The regions covered in the healthcare gamification market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the healthcare gamification market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The healthcare gamification market includes revenues earned by entities by providing services such as corporate wellness programs, stress management and community health initiatives. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Healthcare Gamification Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on healthcare gamification market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for healthcare gamification ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The healthcare gamification market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Type: Casual Games; Serious Games; Exercise Games; Brain Training Games; Other Types
  • 2) By Application: Health And Wellness Management; Medical Training And Education; Patient Engagement; Physical Therapy And Rehabilitation; Behavior Change And Lifestyle Improvement; Other Applications
  • 3) By End User: Hospitals And Clinics; Pharmaceutical Companies; Medical Schools And Training Institutions; Patients; Healthcare Professionals; Other End Users
  • Subsegments:
  • 1) By Casual Games: Mobile Casual Games; Web-Based Casual Games
  • 2) By Serious Games: Educational Healthcare Games; Simulation-Based Training Games
  • 3) By Exercise Games: Fitness Games; Motion-Sensing Games
  • 4) By Brain Training Games: Cognitive Skill Games; Memory Improvement Games; Attention And Focus Games
  • 5) By Other Types: Virtual Reality (VR) Games; Augmented Reality (AR) Games; Social And Multiplayer Health Games
  • Companies Mentioned: Google LLC; Microsoft Corporation; Nike Inc.; Medtronic PLC; Adidas AG; Cognizant; Aon plc; Spring Health Inc.; Omada Health Inc.; BioSerenity; Biofourmis; Rally Health; MPS Interactive Systems Limited; Axonify Inc.; Happify Inc.; WellDoc Inc.; Akili Inc.; Kaia Health; Mango Health; Pear Therapeutics; CogniFit Inc.; Ayogo Health Inc.; Freespira; Syandus Inc.; Badgeville Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time Series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data Segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Healthcare Gamification Market Characteristics

3. Healthcare Gamification Market Trends And Strategies

4. Healthcare Gamification Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

  • 4.1. Supply Chain Impact from Tariff War & Trade Protectionism

5. Global Healthcare Gamification Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Healthcare Gamification PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Healthcare Gamification Market Growth Rate Analysis
  • 5.4. Global Healthcare Gamification Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Healthcare Gamification Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Healthcare Gamification Total Addressable Market (TAM)

6. Healthcare Gamification Market Segmentation

  • 6.1. Global Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Casual Games
  • Serious Games
  • Exercise Games
  • Brain Training Games
  • Other Types
  • 6.2. Global Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Health And Wellness Management
  • Medical Training And Education
  • Patient Engagement
  • Physical Therapy And Rehabilitation
  • Behavior Change And Lifestyle Improvement
  • Other Applications
  • 6.3. Global Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hospitals And Clinics
  • Pharmaceutical Companies
  • Medical Schools And Training Institutions
  • Patients
  • Healthcare Professionals
  • Other End Users
  • 6.4. Global Healthcare Gamification Market, Sub-Segmentation Of Casual Games, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Mobile Casual Games
  • Web-Based Casual Games
  • 6.5. Global Healthcare Gamification Market, Sub-Segmentation Of Serious Games, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Educational Healthcare Games
  • Simulation-Based Training Games
  • 6.6. Global Healthcare Gamification Market, Sub-Segmentation Of Exercise Games, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Fitness Games
  • Motion-Sensing Games
  • 6.7. Global Healthcare Gamification Market, Sub-Segmentation Of Brain Training Games, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Cognitive Skill Games
  • Memory Improvement Games
  • Attention And Focus Games
  • 6.8. Global Healthcare Gamification Market, Sub-Segmentation Of Other Types, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality (VR) Games
  • Augmented Reality (AR) Games
  • Social And Multiplayer Health Games

7. Healthcare Gamification Market Regional And Country Analysis

  • 7.1. Global Healthcare Gamification Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Healthcare Gamification Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Healthcare Gamification Market

  • 8.1. Asia-Pacific Healthcare Gamification Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Healthcare Gamification Market

  • 9.1. China Healthcare Gamification Market Overview
  • 9.2. China Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Healthcare Gamification Market

  • 10.1. India Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Healthcare Gamification Market

  • 11.1. Japan Healthcare Gamification Market Overview
  • 11.2. Japan Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Healthcare Gamification Market

  • 12.1. Australia Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Healthcare Gamification Market

  • 13.1. Indonesia Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Healthcare Gamification Market

  • 14.1. South Korea Healthcare Gamification Market Overview
  • 14.2. South Korea Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Healthcare Gamification Market

  • 15.1. Western Europe Healthcare Gamification Market Overview
  • 15.2. Western Europe Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Healthcare Gamification Market

  • 16.1. UK Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Healthcare Gamification Market

  • 17.1. Germany Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Healthcare Gamification Market

  • 18.1. France Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Healthcare Gamification Market

  • 19.1. Italy Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Healthcare Gamification Market

  • 20.1. Spain Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Healthcare Gamification Market

  • 21.1. Eastern Europe Healthcare Gamification Market Overview
  • 21.2. Eastern Europe Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Healthcare Gamification Market

  • 22.1. Russia Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Healthcare Gamification Market

  • 23.1. North America Healthcare Gamification Market Overview
  • 23.2. North America Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Healthcare Gamification Market

  • 24.1. USA Healthcare Gamification Market Overview
  • 24.2. USA Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Healthcare Gamification Market

  • 25.1. Canada Healthcare Gamification Market Overview
  • 25.2. Canada Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Healthcare Gamification Market

  • 26.1. South America Healthcare Gamification Market Overview
  • 26.2. South America Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Healthcare Gamification Market

  • 27.1. Brazil Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Healthcare Gamification Market

  • 28.1. Middle East Healthcare Gamification Market Overview
  • 28.2. Middle East Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Healthcare Gamification Market

  • 29.1. Africa Healthcare Gamification Market Overview
  • 29.2. Africa Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Healthcare Gamification Market Competitive Landscape And Company Profiles

  • 30.1. Healthcare Gamification Market Competitive Landscape
  • 30.2. Healthcare Gamification Market Company Profiles
    • 30.2.1. Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Nike Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Medtronic PLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Adidas AG Overview, Products and Services, Strategy and Financial Analysis

31. Healthcare Gamification Market Other Major And Innovative Companies

  • 31.1. Cognizant
  • 31.2. Aon plc
  • 31.3. Spring Health Inc.
  • 31.4. Omada Health Inc.
  • 31.5. BioSerenity
  • 31.6. Biofourmis
  • 31.7. Rally Health
  • 31.8. MPS Interactive Systems Limited
  • 31.9. Axonify Inc.
  • 31.10. Happify Inc.
  • 31.11. WellDoc Inc.
  • 31.12. Akili Inc.
  • 31.13. Kaia Health
  • 31.14. Mango Health
  • 31.15. Pear Therapeutics

32. Global Healthcare Gamification Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Healthcare Gamification Market

34. Recent Developments In The Healthcare Gamification Market

35. Healthcare Gamification Market High Potential Countries, Segments and Strategies

  • 35.1 Healthcare Gamification Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Healthcare Gamification Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Healthcare Gamification Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer