封面
市场调查报告书
商品编码
1879227

医疗保健游戏化市场-全球产业规模、份额、趋势、机会和预测(按游戏类型、应用程式、最终用户、地区和竞争格局划分,2020-2030 年预测)

Healthcare Gamification Market - Global Industry Size, Share, Trends, Opportunity, and Forecast Segmented By Game Type, By Application, By End-User, By Region, and By Competition, 2020-2030F

出版日期: | 出版商: TechSci Research | 英文 186 Pages | 商品交期: 2-3个工作天内

价格

We offer 8 hour analyst time for an additional research. Please contact us for the details.

简介目录

2024年全球医疗保健游戏化市场规模为123.9亿美元,预计2030年将以14.38%的复合年增长率成长至277.4亿美元。医疗保健游戏化是指将游戏设计元素、机制和原则融入非游戏化的健康相关活动中,以增强患者参与度、鼓励积极的健康行为并改善临床疗效。推动这一市场成长的关键因素包括慢性病盛行率的上升、智慧型手机和穿戴式装置的广泛普及,以及对患者参与度和治疗依从性的日益重视。

市场概览
预测期 2026-2030
2024年市场规模 123.9亿美元
2030年市场规模 277.4亿美元
2025-2030年复合年增长率 14.38%
成长最快的细分市场 企业级
最大的市场 北美洲

主要市场驱动因素

主要市场挑战

主要市场趋势

目录

第一章:产品概述

第二章:研究方法

第三章:执行概要

第四章:顾客之声

第五章:全球医疗保健游戏化市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 依游戏类型(休閒游戏、严肃游戏、健身游戏)
    • 按应用领域(预防、治疗、教育、其他)
    • 依最终用户划分(企业级、消费者级)
    • 按地区
    • 按公司(2024 年)
  • 市场地图

第六章:北美医疗保健游戏化市场展望

  • 市场规模及预测
  • 市占率及预测
  • 北美洲:国家分析
    • 美国
    • 加拿大
    • 墨西哥

第七章:欧洲医疗保健游戏化市场展望

  • 市场规模及预测
  • 市占率及预测
  • 欧洲:国家分析
    • 德国
    • 法国
    • 英国
    • 义大利
    • 西班牙

第八章:亚太地区医疗保健游戏化市场展望

  • 市场规模及预测
  • 市占率及预测
  • 亚太地区:国家分析
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳洲

第九章:中东和非洲医疗保健游戏化市场展望

  • 市场规模及预测
  • 市占率及预测
  • 中东和非洲:国家分析
    • 沙乌地阿拉伯
    • 阿联酋
    • 南非

第十章:南美医疗保健游戏化市场展望

  • 市场规模及预测
  • 市占率及预测
  • 南美洲:国家分析
    • 巴西
    • 哥伦比亚
    • 阿根廷

第十一章:市场动态

  • 司机
  • 挑战

第十二章:市场趋势与发展

  • 併购(如有)
  • 产品发布(如有)
  • 最新进展

第十三章:全球医疗保健游戏化市场:SWOT分析

第十四章:波特五力分析

  • 产业竞争
  • 新进入者的潜力
  • 供应商议价能力
  • 顾客的力量
  • 替代产品的威胁

第十五章:竞争格局

  • Akili, Inc.
  • Evolv Rehabilitation Technologies SL
  • BrainLab AG
  • CogniFit Inc.
  • Fitbit International Limited
  • Google LLC
  • Ayogo Health Inc.
  • Microsoft Corporation

第十六章:策略建议

第17章调查会社について・免责事项

简介目录
Product Code: 7394

The Global Healthcare Gamification Market, valued at USD 12.39 Billion in 2024, is projected to experience a CAGR of 14.38% to reach USD 27.74 Billion by 2030. Healthcare gamification involves integrating game design elements, mechanics, and principles into non-gaming health-related activities to enhance patient engagement, encourage positive health behaviors, and improve clinical outcomes. Key market drivers supporting this growth include the increasing prevalence of chronic diseases, the widespread adoption of smartphones and wearable devices, and the growing emphasis on patient engagement and adherence to treatment

Market Overview
Forecast Period2026-2030
Market Size 2024USD 12.39 Billion
Market Size 2030USD 27.74 Billion
CAGR 2025-203014.38%
Fastest Growing SegmentEnterprise Based
Largest MarketNorth America

Key Market Drivers

The widespread adoption of smartphones and wearable health devices fundamentally drives the global healthcare gamification market. These pervasive personal technologies serve as essential platforms for delivering gamified health interventions, making them readily accessible to a broad population. As individuals increasingly integrate these devices into their daily routines for communication, information access, and personal tracking, the incorporation of health-related games and challenges becomes a natural extension.

Key Market Challenges

The significant challenge impeding the growth of the Global Healthcare Gamification Market is the difficulty in sustaining long-term user engagement and demonstrating robust evidence for the sustained efficacy of gamified interventions over extended periods. While initial adoption may be promising, the sustained adherence and continued use of these solutions are critical for achieving meaningful and lasting health outcomes. Without consistent engagement, the potential benefits of behavior modification and improved clinical results diminish, limiting the overall impact and value proposition of healthcare gamification.

Key Market Trends

The integration of Artificial Intelligence for personalized health journeys marks a significant evolution in healthcare gamification, moving to highly tailored experiences. AI algorithms analyze individual patient data to customize gamified interventions, challenges, and feedback, enhancing relevance and effectiveness. According to a November 2024 survey by the American Medical Association, 66% of physicians reported utilizing AI in their practices during 2024, a substantial increase from 38% in 2023, underscoring growing trust in AI capabilities. This personalization enables gamified solutions to adapt dynamically to patient progress. For example, Simple Life, an AI health coaching app, revealed in October 2025 that its AI coach delivered 19 million coaching messages in January 2025 alone, supporting personalized, scalable weight loss plans. This advanced tailoring fosters sustained behavioral change more effectively than generic approaches.

Key Market Players

  • Akili, Inc.
  • Evolv Rehabilitation Technologies S.L.
  • BrainLab AG
  • CogniFit Inc.
  • Fitbit International Limited
  • Google LLC
  • Ayogo Health Inc.
  • Microsoft Corporation

Report Scope:

In this report, the Global Healthcare Gamification Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Healthcare Gamification Market, By Game Type:

  • Casual Games
  • Serious Game
  • Exercise Games

Healthcare Gamification Market, By Application:

  • Prevention
  • Therapeutic
  • Education
  • Others

Healthcare Gamification Market, By End-User:

  • Enterprise based
  • Consumer based

Healthcare Gamification Market, By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies presents in the Global Healthcare Gamification Market.

Available Customizations:

Global Healthcare Gamification Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Healthcare Gamification Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Game Type (Casual Games, Serious Game, Exercise Games)
    • 5.2.2. By Application (Prevention, Therapeutic, Education, Others)
    • 5.2.3. By End-User (Enterprise based, Consumer based)
    • 5.2.4. By Region
    • 5.2.5. By Company (2024)
  • 5.3. Market Map

6. North America Healthcare Gamification Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Game Type
    • 6.2.2. By Application
    • 6.2.3. By End-User
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Healthcare Gamification Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Game Type
        • 6.3.1.2.2. By Application
        • 6.3.1.2.3. By End-User
    • 6.3.2. Canada Healthcare Gamification Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Game Type
        • 6.3.2.2.2. By Application
        • 6.3.2.2.3. By End-User
    • 6.3.3. Mexico Healthcare Gamification Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Game Type
        • 6.3.3.2.2. By Application
        • 6.3.3.2.3. By End-User

7. Europe Healthcare Gamification Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Game Type
    • 7.2.2. By Application
    • 7.2.3. By End-User
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Healthcare Gamification Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Game Type
        • 7.3.1.2.2. By Application
        • 7.3.1.2.3. By End-User
    • 7.3.2. France Healthcare Gamification Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Game Type
        • 7.3.2.2.2. By Application
        • 7.3.2.2.3. By End-User
    • 7.3.3. United Kingdom Healthcare Gamification Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Game Type
        • 7.3.3.2.2. By Application
        • 7.3.3.2.3. By End-User
    • 7.3.4. Italy Healthcare Gamification Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Game Type
        • 7.3.4.2.2. By Application
        • 7.3.4.2.3. By End-User
    • 7.3.5. Spain Healthcare Gamification Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Game Type
        • 7.3.5.2.2. By Application
        • 7.3.5.2.3. By End-User

8. Asia Pacific Healthcare Gamification Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Game Type
    • 8.2.2. By Application
    • 8.2.3. By End-User
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Healthcare Gamification Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Game Type
        • 8.3.1.2.2. By Application
        • 8.3.1.2.3. By End-User
    • 8.3.2. India Healthcare Gamification Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Game Type
        • 8.3.2.2.2. By Application
        • 8.3.2.2.3. By End-User
    • 8.3.3. Japan Healthcare Gamification Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Game Type
        • 8.3.3.2.2. By Application
        • 8.3.3.2.3. By End-User
    • 8.3.4. South Korea Healthcare Gamification Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Game Type
        • 8.3.4.2.2. By Application
        • 8.3.4.2.3. By End-User
    • 8.3.5. Australia Healthcare Gamification Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Game Type
        • 8.3.5.2.2. By Application
        • 8.3.5.2.3. By End-User

9. Middle East & Africa Healthcare Gamification Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Game Type
    • 9.2.2. By Application
    • 9.2.3. By End-User
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Healthcare Gamification Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Game Type
        • 9.3.1.2.2. By Application
        • 9.3.1.2.3. By End-User
    • 9.3.2. UAE Healthcare Gamification Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Game Type
        • 9.3.2.2.2. By Application
        • 9.3.2.2.3. By End-User
    • 9.3.3. South Africa Healthcare Gamification Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Game Type
        • 9.3.3.2.2. By Application
        • 9.3.3.2.3. By End-User

10. South America Healthcare Gamification Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Game Type
    • 10.2.2. By Application
    • 10.2.3. By End-User
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Healthcare Gamification Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Game Type
        • 10.3.1.2.2. By Application
        • 10.3.1.2.3. By End-User
    • 10.3.2. Colombia Healthcare Gamification Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Game Type
        • 10.3.2.2.2. By Application
        • 10.3.2.2.3. By End-User
    • 10.3.3. Argentina Healthcare Gamification Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Game Type
        • 10.3.3.2.2. By Application
        • 10.3.3.2.3. By End-User

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Healthcare Gamification Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Akili, Inc.
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. Evolv Rehabilitation Technologies S.L.
  • 15.3. BrainLab AG
  • 15.4. CogniFit Inc.
  • 15.5. Fitbit International Limited
  • 15.6. Google LLC
  • 15.7. Ayogo Health Inc.
  • 15.8. Microsoft Corporation

16. Strategic Recommendations

17. About Us & Disclaimer