市場調查報告書
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1518443
醫療保健遊戲化市場:依產品、最終用戶、部署模式、地區劃分 - 到2030年的全球預測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)研究報告 "醫療保健遊戲化市場:依產品(解決方案、服務)、最終用戶(消費者、企業)、部署模式(基於雲端、內部部署)、地區劃分-2031年全球《2031年預測》對五個主要地區的醫療保健市場進行了深入分析,重點關注當前市場趨勢、市場規模、市場佔有率、最新發展以及對2031年的預測。
到2031年,醫療保健遊戲化市場預計將達到 43 億美元,2024年至2031年的年複合成長率為 21.9%。
這個市場的成長是由健康意識的提高和日益使用醫療保健遊戲化來改善患者健康和醫療所推動的。然而,與用戶保持長期互動的困難限制該市場的成長。
此外,透過使用遊戲化工具定期更新醫學生的知識以及提高疾病預防意識預計將創造市場成長機會。然而,遊戲化在治療慢性疾病方面的有效性有限,是該市場運營的公司面臨的主要挑戰。此外,人工智慧、機器學習、擴增實境和虛擬實境在遊戲化中的應用不斷增加,以及越來越多的智慧型手機用戶可以輕鬆存取醫療保健和保健應用程序,這些都是醫療保健遊戲化市場的一些趨勢。
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