封面
市场调查报告书
商品编码
1555034

全球医疗保健游戏化市场研究报告 - 2024 年至 2032 年产业分析、规模、份额、成长、趋势和预测

Global Healthcare Gamification Market Research Report - Industry Analysis, Size, Share, Growth, Trends and Forecast 2024 to 2032

出版日期: | 出版商: Value Market Research | 英文 172 Pages | 商品交期: 最快1-2个工作天内

价格

全球医疗保健游戏化市场需求预计将从 2023 年的 46 亿美元达到近 300.6 亿美元的市场规模,2024-2032 年研究期间复合年增长率为 23.18%。

医疗保健游戏化是指将游戏设计元素和原则融入医疗保健环境中,以提高患者的参与度、依从性和整体健康结果。这种方法利用奖励、挑战和进度追踪等互动和激励技术来鼓励患者积极参与健康管理。游戏化可以应用于各个领域,包括慢性病管理、心理健康和身体健康。例如,具有类似游戏功能的行动健康应用程式可以促进健康行为,以及为实现健康目标提供虚拟奖励的数位平台。这种游戏化旨在使与健康相关的活动更具吸引力和乐趣,提高患者的依从性并促进更好的健康结果。

市场动态

由于慢性病和生活方式相关疾病的盛行率不断上升,医疗保健游戏化市场正在经历成长,这产生了对患者参与和行为改变的创新方法的需求。游戏化透过提供互动和激励工具鼓励遵守治疗计划和选择更健康的生活方式,提供了一个有前景的解决方案。行动健康应用和穿戴式装置的技术进步实现了更复杂的游戏化策略并扩大了其可访问性。此外,对以患者为中心的护理和个人化医疗的日益重视推动了游戏化技术的采用,以根据个人需求量身定制健康干预措施。扩展数位医疗技术并将游戏化整合到远距医疗平台也有助于医疗保健游戏化的发展。此外,正在进行的关于游戏化在改善健康结果方面的有效性的研究可能会为市场扩张和创新带来新的机会。然而,长期有效性的证据有限以及用户隐私问题可能会阻碍医疗保健游戏化市场的成长。

研究报告涵盖波特五力模型、市场吸引力分析和价值链分析。这些工具有助于清晰地了解行业结构并评估全球范围内的竞争吸引力。此外,这些工具还对全球医疗保健游戏化市场的每个细分市场进行了包容性评估。医疗保健游戏化产业的成长和趋势为本研究提供了整体方法。

市场区隔

医疗保健游戏化市场报告的这一部分提供了国家和地区层面细分市场的详细资料,从而帮助策略师确定相应产品或服务的目标人群以及即将到来的机会。

按类型

  • 锻炼游戏
  • 严肃游戏
  • 休閒游戏

按申请

  • 教育
  • 疗法
  • 预防

按最终用途

  • 基于企业
  • 基于消费者

区域分析

本节涵盖区域前景,重点介绍北美、欧洲、亚太地区、拉丁美洲以及中东和非洲医疗保健游戏化市场当前和未来的需求。此外,该报告重点关注所有主要地区各个应用领域的需求、估计和预测。

该研究报告还涵盖了市场主要参与者的全面概况以及对全球竞争格局的深入了解。医疗保健游戏化市场的主要参与者包括 Fitbit Inc.、Ayogo Health Inc.、Evolv Rehabilitation Technology SL、BI Worldwide (Bunchball Inc.)、Akili Interactive Labs Inc.、Cognifit Inc.、Mango Health、Nike Inc.。竞争格局的整体看法,包括各种策略发展,例如关键併购、未来产能、合作伙伴关係、财务概况、合作、新产品开发、新产品发布和其他发展。

如果您有任何客製化要求,请写信给我们。我们的研究团队可以根据您的需求提供客製化报告。

目录

第一章:前言

  • 报告说明
    • 客观的
    • 目标受众
    • 独特的销售主张 (USP) 和产品
  • 研究范围
  • 研究方法
    • 市场研究过程
    • 市场研究方法论

第 2 章:执行摘要

  • 市集亮点
  • 全球市场概况

第 3 章:医疗保健游戏化 - 产业分析

  • 简介 - 市场动态
  • 市场驱动因素
  • 市场限制
  • 机会
  • 产业动态
  • 波特五力分析
  • 市场吸引力分析
    • 按类型分類的市场吸引力分析
    • 市场吸引力分析:依应用分类
    • 按最终用途分類的市场吸引力分析
    • 市场吸引力分析:按地区

第 4 章:价值链分析

  • 价值链分析
  • 原料分析
    • 原料清单
    • 原料厂商清单
    • 主要原物料价格走势
  • 潜在买家名单
  • 行销管道
    • 直效行销
    • 间接行销
    • 行销通路发展趋势

第 5 章:全球医疗保健游戏化市场分析:按类型

  • 按类型概述
  • 按类型分析历史和预测数据
  • 锻炼游戏
  • 严肃游戏
  • 休閒游戏

第 6 章:全球医疗保健游戏化市场分析:按应用分类

  • 概述:按应用
  • 历史与预测资料分析:按应用分类
  • 教育
  • 疗法
  • 预防

第 7 章:全球医疗保健游戏化市场分析:依最终用途分类

  • 按最终用途分类的概述
  • 按最终用途分类的历史和预测资料分析
  • 基于企业
  • 基于消费者

第 8 章:全球医疗保健游戏化市场分析:按地理位置

  • 区域展望
  • 介绍
  • 北美销售分析
    • 概览、历史与预测资料销售分析
    • 北美按细分市场销售分析
    • 北美按国家销售分析
    • 美国销售分析
    • 加拿大销售分析
    • 墨西哥销售分析
  • 欧洲销售分析
    • 概览、历史与预测资料销售分析
    • 欧洲按细分市场销售分析
    • 欧洲按国家销售分析
    • 英国销售分析
    • 法国销售分析
    • 德国销售分析
    • 义大利销售分析
    • 俄罗斯销售分析
    • 欧洲其他地区销售分析
  • 亚太地区销售分析
    • 概览、历史与预测资料销售分析
    • 亚太地区按细分市场销售分析
    • 亚太地区按国家销售分析
    • 中国销售分析
    • 印度销售分析
    • 日本销售分析
    • 韩国销售分析
    • 澳洲销售分析
    • 东南亚销售分析
    • 亚太地区其他地区销售分析
  • 拉丁美洲销售分析
    • 概览、历史与预测资料销售分析
    • 拉丁美洲按细分市场销售分析
    • 拉丁美洲按国家销售分析
    • 巴西销售分析
    • 阿根廷销售分析
    • 秘鲁销售分析
    • 智利销售分析
    • 拉丁美洲其他地区销售分析
  • 中东和非洲销售分析
    • 概览、历史与预测资料销售分析
    • 中东和非洲按细分市场销售分析
    • 中东和非洲按国家销售分析
    • 沙乌地阿拉伯销售分析
    • 阿联酋销售分析
    • 以色列销售分析
    • 南非销售分析
    • 中东其他地区和非洲销售分析

第 9 章:医疗保健游戏化公司的竞争格局

  • 医疗保健游戏化市场竞争
  • 伙伴关係/协作/协议
  • 併购
  • 新产品发布
  • 其他发展

第 10 章:公司简介

  • 顶级公司市占率分析
  • 市场集中度
  • Fitbit Inc.
    • 公司概况
    • 公司收入
    • 产品
    • 最新动态
  • Ayogo Health Inc.
    • 公司概况
    • 公司收入
    • 产品
    • 最新动态
  • Evolv Rehabilitation Technology SL
    • 公司概况
    • 公司收入
    • 产品
    • 最新动态
  • BI Worldwide (Bunchball Inc.)
    • 公司概况
    • 公司收入
    • 产品
    • 最新动态
  • Akili Interactive Labs Inc.
    • 公司概况
    • 公司收入
    • 产品
    • 最新动态
  • Cognifit Inc.
    • 公司概况
    • 公司收入
    • 产品
    • 最新动态
  • Mango Health
    • 公司概况
    • 公司收入
    • 产品
    • 最新动态
  • Nike Inc
    • 公司概况
    • 公司收入
    • 产品
    • 最新动态

註 - 在公司概况中,财务详细资讯和最新发展视情况而定,或对私人公司而言可能不包括在内

Product Code: VMR112115612

The global demand for Healthcare Gamification Market is presumed to reach the market size of nearly USD 30.06 Billion by 2032 from USD 4.6 Billion in 2023 with a CAGR of 23.18% under the study period 2024-2032.

Healthcare gamification refers to integrating game design elements and principles into healthcare settings to enhance patient engagement, adherence, and overall health outcomes. This approach leverages interactive and motivational techniques, such as rewards, challenges, and progress tracking, to encourage patients to participate actively in their health management. Gamification can be applied across various areas, including chronic disease management, mental health, and physical fitness. Examples include mobile health apps with game-like features to promote healthy behaviors, and digital platforms that offer virtual rewards for achieving health goals. This gamification aims to make health-related activities more engaging and enjoyable, improving patient compliance and facilitating better health outcomes.

MARKET DYNAMICS

The healthcare gamification market is experiencing growth due to the rising prevalence of chronic diseases and lifestyle-related conditions, creating a demand for innovative approaches to patient engagement and behavior modification. Gamification offers a promising solution by providing interactive and motivational tools encouraging adherence to treatment plans and healthier lifestyle choices. Technological advancements in mobile health applications and wearable devices enable more sophisticated gamification strategies and broaden their accessibility. Additionally, the propelling emphasis on patient-centered care and personalized medicine drives the adoption of gamification techniques to tailor health interventions to individual needs. Expanding digital health technologies and integrating gamification into telemedicine platforms also contribute to the growth of healthcare gamification. Furthermore, ongoing research into the effectiveness of gamification in improving health outcomes is likely to generate new opportunities for market expansion and innovation. However, limited evidence of long-term effectiveness and user privacy concerns may hamper the growth of the healthcare gamification market.

The research report covers Porter's Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry's structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of Healthcare Gamification. The growth and trends of Healthcare Gamification industry provide a holistic approach to this study.

MARKET SEGMENTATION

This section of the Healthcare Gamification market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities.

By Type

  • Exercise Game
  • Serious Game
  • Casual Game

By Application

  • Education
  • Therapeutics
  • Prevention

By End-use

  • Enterprise Based
  • Consumer Based

REGIONAL ANALYSIS

This section covers the regional outlook, which accentuates current and future demand for the Healthcare Gamification market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.

The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the Healthcare Gamification market include Fitbit Inc., Ayogo Health Inc., Evolv Rehabilitation Technology S.L., BI Worldwide (Bunchball Inc.), Akili Interactive Labs Inc., Cognifit Inc., Mango Health, Nike Inc. This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.

In case you have any custom requirements, do write to us. Our research team can offer a customized report as per your need.

TABLE OF CONTENTS

1. PREFACE

  • 1.1. Report Description
    • 1.1.1 Objective
    • 1.1.2 Target Audience
    • 1.1.3 Unique Selling Proposition (USP) & offerings
  • 1.2. Research Scope
  • 1.3. Research Methodology
    • 1.3.1 Market Research Process
    • 1.3.2 Market Research Methodology

2. EXECUTIVE SUMMARY

  • 2.1. Highlights of Market
  • 2.2. Global Market Snapshot

3. HEALTHCARE GAMIFICATION - INDUSTRY ANALYSIS

  • 3.1. Introduction - Market Dynamics
  • 3.2. Market Drivers
  • 3.3. Market Restraints
  • 3.4. Opportunities
  • 3.5. Industry Trends
  • 3.6. Porter's Five Force Analysis
  • 3.7. Market Attractiveness Analysis
    • 3.7.1 Market Attractiveness Analysis By Type
    • 3.7.2 Market Attractiveness Analysis By Application
    • 3.7.3 Market Attractiveness Analysis By End-use
    • 3.7.4 Market Attractiveness Analysis By Region

4. VALUE CHAIN ANALYSIS

  • 4.1. Value Chain Analysis
  • 4.2. Raw Material Analysis
    • 4.2.1 List of Raw Materials
    • 4.2.2 Raw Material Manufactures List
    • 4.2.3 Price Trend of Key Raw Materials
  • 4.3. List of Potential Buyers
  • 4.4. Marketing Channel
    • 4.4.1 Direct Marketing
    • 4.4.2 Indirect Marketing
    • 4.4.3 Marketing Channel Development Trend

5. GLOBAL HEALTHCARE GAMIFICATION MARKET ANALYSIS BY TYPE

  • 5.1. Overview By Type
  • 5.2. Historical and Forecast Data Analysis By Type
  • 5.3. Exercise Game Historic and Forecast Sales By Regions
  • 5.4. Serious Game Historic and Forecast Sales By Regions
  • 5.5. Casual Game Historic and Forecast Sales By Regions

6. GLOBAL HEALTHCARE GAMIFICATION MARKET ANALYSIS BY APPLICATION

  • 6.1. Overview By Application
  • 6.2. Historical and Forecast Data Analysis By Application
  • 6.3. Education Historic and Forecast Sales By Regions
  • 6.4. Therapeutics Historic and Forecast Sales By Regions
  • 6.5. Prevention Historic and Forecast Sales By Regions

7. GLOBAL HEALTHCARE GAMIFICATION MARKET ANALYSIS BY END-USE

  • 7.1. Overview By End-use
  • 7.2. Historical and Forecast Data Analysis By End-use
  • 7.3. Enterprise Based Historic and Forecast Sales By Regions
  • 7.4. Consumer Based Historic and Forecast Sales By Regions

8. GLOBAL HEALTHCARE GAMIFICATION MARKET ANALYSIS BY GEOGRAPHY

  • 8.1. Regional Outlook
  • 8.2. Introduction
  • 8.3. North America Sales Analysis
    • 8.3.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.3.2 North America By Segment Sales Analysis
    • 8.3.3 North America By Country Sales Analysis
    • 8.3.4 United States Sales Analysis
    • 8.3.5 Canada Sales Analysis
    • 8.3.6 Mexico Sales Analysis
  • 8.4. Europe Sales Analysis
    • 8.4.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.4.2 Europe By Segment Sales Analysis
    • 8.4.3 Europe By Country Sales Analysis
    • 8.4.4 United Kingdom Sales Analysis
    • 8.4.5 France Sales Analysis
    • 8.4.6 Germany Sales Analysis
    • 8.4.7 Italy Sales Analysis
    • 8.4.8 Russia Sales Analysis
    • 8.4.9 Rest Of Europe Sales Analysis
  • 8.5. Asia Pacific Sales Analysis
    • 8.5.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.5.2 Asia Pacific By Segment Sales Analysis
    • 8.5.3 Asia Pacific By Country Sales Analysis
    • 8.5.4 China Sales Analysis
    • 8.5.5 India Sales Analysis
    • 8.5.6 Japan Sales Analysis
    • 8.5.7 South Korea Sales Analysis
    • 8.5.8 Australia Sales Analysis
    • 8.5.9 South East Asia Sales Analysis
    • 8.5.10 Rest Of Asia Pacific Sales Analysis
  • 8.6. Latin America Sales Analysis
    • 8.6.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.6.2 Latin America By Segment Sales Analysis
    • 8.6.3 Latin America By Country Sales Analysis
    • 8.6.4 Brazil Sales Analysis
    • 8.6.5 Argentina Sales Analysis
    • 8.6.6 Peru Sales Analysis
    • 8.6.7 Chile Sales Analysis
    • 8.6.8 Rest of Latin America Sales Analysis
  • 8.7. Middle East & Africa Sales Analysis
    • 8.7.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.7.2 Middle East & Africa By Segment Sales Analysis
    • 8.7.3 Middle East & Africa By Country Sales Analysis
    • 8.7.4 Saudi Arabia Sales Analysis
    • 8.7.5 UAE Sales Analysis
    • 8.7.6 Israel Sales Analysis
    • 8.7.7 South Africa Sales Analysis
    • 8.7.8 Rest Of Middle East And Africa Sales Analysis

9. COMPETITIVE LANDSCAPE OF THE HEALTHCARE GAMIFICATION COMPANIES

  • 9.1. Healthcare Gamification Market Competition
  • 9.2. Partnership/Collaboration/Agreement
  • 9.3. Merger And Acquisitions
  • 9.4. New Product Launch
  • 9.5. Other Developments

10. COMPANY PROFILES OF HEALTHCARE GAMIFICATION INDUSTRY

  • 10.1. Top Companies Market Share Analysis
  • 10.2. Market Concentration Rate
  • 10.3. Fitbit Inc.
    • 10.3.1 Company Overview
    • 10.3.2 Company Revenue
    • 10.3.3 Products
    • 10.3.4 Recent Developments
  • 10.4. Ayogo Health Inc.
    • 10.4.1 Company Overview
    • 10.4.2 Company Revenue
    • 10.4.3 Products
    • 10.4.4 Recent Developments
  • 10.5. Evolv Rehabilitation Technology S.L.
    • 10.5.1 Company Overview
    • 10.5.2 Company Revenue
    • 10.5.3 Products
    • 10.5.4 Recent Developments
  • 10.6. BI Worldwide (Bunchball Inc.)
    • 10.6.1 Company Overview
    • 10.6.2 Company Revenue
    • 10.6.3 Products
    • 10.6.4 Recent Developments
  • 10.7. Akili Interactive Labs Inc.
    • 10.7.1 Company Overview
    • 10.7.2 Company Revenue
    • 10.7.3 Products
    • 10.7.4 Recent Developments
  • 10.8. Cognifit Inc.
    • 10.8.1 Company Overview
    • 10.8.2 Company Revenue
    • 10.8.3 Products
    • 10.8.4 Recent Developments
  • 10.9. Mango Health
    • 10.9.1 Company Overview
    • 10.9.2 Company Revenue
    • 10.9.3 Products
    • 10.9.4 Recent Developments
  • 10.10. Nike Inc
    • 10.10.1 Company Overview
    • 10.10.2 Company Revenue
    • 10.10.3 Products
    • 10.10.4 Recent Developments

Note - In company profiling, financial details and recent developments are subject to availability or might not be covered in the case of private companies

LIST OF TABLES

  • Market Snapshot
  • Drivers: Impact Analysis
  • Restraints: Impact Analysis
  • List of Raw Material
  • List of Raw Material Manufactures
  • Analysis By Type (USD MN)
  • Exercise Game Market Sales By Geography (USD MN)
  • Serious Game Market Sales By Geography (USD MN)
  • Casual Game Market Sales By Geography (USD MN)
  • Analysis By Application (USD MN)
  • Education Market Sales By Geography (USD MN)
  • Therapeutics Market Sales By Geography (USD MN)
  • Prevention Market Sales By Geography (USD MN)
  • Analysis By End-use (USD MN)
  • Enterprise Based Market Sales By Geography (USD MN)
  • Consumer Based Market Sales By Geography (USD MN)
  • Global Healthcare Gamification Market Sales By Geography (USD MN)
  • North America Market Analysis (USD MN)
  • United States Market Analysis (USD MN)
  • Canada Market Analysis (USD MN)
  • Mexico Market Analysis (USD MN)
  • Europe Market Analysis (USD MN)
  • Europe Market Estimate By Country (USD MN)
  • United Kingdom Market Analysis (USD MN)
  • France Market Analysis (USD MN)
  • Germany Market Analysis (USD MN)
  • Italy Market Analysis (USD MN)
  • Russia Market Analysis (USD MN)
  • Spain Market Analysis (USD MN)
  • Rest of Europe Market Analysis (USD MN)
  • Asia Pacific Market Analysis (USD MN)
  • China Market Analysis (USD MN)
  • Japan Market Analysis (USD MN)
  • India Market Analysis (USD MN)
  • South Korea Market Analysis (USD MN)
  • Australia Market Analysis (USD MN)
  • South East Asia Market Analysis (USD MN)
  • Rest of Asia Pacific Market Analysis (USD MN)
  • Latin America Market Analysis (USD MN)
  • Brazil Market Analysis (USD MN)
  • Argentina Market Analysis (USD MN)
  • Peru Market Analysis (USD MN)
  • Chile Market Analysis (USD MN)
  • Rest of Latin America Market Analysis (USD MN)
  • Middle East & Africa Market Analysis (USD MN)
  • Saudi Arabia Market Analysis (USD MN)
  • UAE Market Analysis (USD MN)
  • Israel Market Analysis (USD MN)
  • South Africa Market Analysis (USD MN)
  • Rest of Middle East and Africa Market Analysis (USD MN)
  • Partnership/Collaboration/Agreement
  • Mergers And Acquisition

LIST OF FIGURES

  • Research Scope of Healthcare Gamification Report
  • Market Research Process
  • Market Research Methodology
  • Global Healthcare Gamification Market Size, By Region (USD MN)
  • Porters Five Forces Analysis
  • Market Attractiveness Analysis By Type
  • Market Attractiveness Analysis By Application
  • Market Attractiveness Analysis By End-use
  • Market Attractiveness Analysis By Region
  • Value Chain Analysis
  • Global Market Analysis By Type (USD MN)
  • Exercise Game Market Sales By Geography (USD MN)
  • Serious Game Market Sales By Geography (USD MN)
  • Casual Game Market Sales By Geography (USD MN)
  • Global Market Analysis By Application (USD MN)
  • Education Market Sales By Geography (USD MN)
  • Therapeutics Market Sales By Geography (USD MN)
  • Prevention Market Sales By Geography (USD MN)
  • Global Market Analysis By End-use (USD MN)
  • Enterprise Based Market Sales By Geography (USD MN)
  • Consumer Based Market Sales By Geography (USD MN)
  • Global Market Sales (USD MN)
  • North America Market Sales (USD MN)
  • Europe Market Sales (USD MN)
  • Asia Pacific Market Sales (USD MN)
  • Latin America Market Sales (USD MN)
  • Middle East & Africa Market Sales (USD MN)
  • Recent Development in Industry
  • Top Company Market Share Analysis

Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.