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市場調查報告書
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1691836

2025年醫療保健遊戲化全球市場報告

Healthcare Gamification Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 200 Pages | 商品交期: 2-10個工作天內

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簡介目錄

預計未來幾年醫療保健遊戲化市場規模將快速成長。到 2029 年,這一數字將成長至 94.8 億美元,複合年成長率為 15.3%。預測期內的成長可歸因於遊戲化健康解決方案中人工智慧的整合、遠端患者監護需求的增加、醫療保健中對遊戲化的認知和接受度的提高、醫療應用中擴增實境的進步以及對個人化醫療保健的重視。預測期內的關鍵趨勢包括心理健康和壓力管理的遊戲化、基於虛擬實境的醫療保健遊戲化、醫療保健遊戲化的區塊鏈技術、個人化的遊戲化健身計劃以及老年人醫療保健的遊戲化解決方案。

預計未來幾年文明病疾病和慢性疾病的盛行率上升將推動醫療保健遊戲化市場的成長。這些健康狀況受到個人生活方式選擇和持續因素的影響或加劇。醫療保健遊戲化透過使用類似遊戲的機制和設計來鼓勵人們採取更健康的生活方式並更好地照顧自己的健康,從而有效地解決了這些問題。例如,根據澳洲統計局2023年12月的數據,到2022年,81.4%的澳洲人口(相當於2,070萬人)據稱患有至少一種長期健康問題,49.9%的人口患有至少一種慢性疾病。因此,文明病疾病和慢性疾病的發生率不斷增加,刺激了醫療保健遊戲化市場的擴張。

醫療保健遊戲化市場的主要企業正專注於開發配備先進技術的創新產品,例如遊戲化的人工智慧健康教練,以提高市場盈利。遊戲化人工智慧健康教練是一個數位平台,它利用人工智慧提供個人化的健康指導和激勵,利用遊戲化元素來吸引和鼓勵用戶實現他們的健康和健身目標。例如,2023 年 5 月,德國 IT 公司 T-Systems International GmbH推出了MagMoves。 MagMoves 旨在透過整合遊戲化醫療保健、客製化和個人化來實現主動和預防性醫療保健,從而徹底改變虛擬護理。該應用程式旨在使醫療保健變得引人入勝且充滿樂趣,將虛擬護理提升到一個新的水平。該應用程式使用人工智慧提供遊戲化的虛擬健康教練體驗,鼓勵您主動管理健康。

目錄

第1章執行摘要

第2章 市場特徵

第3章 市場趨勢與策略

第4章 市場 - 宏觀經濟情景,包括利率、通膨、地緣政治、新冠疫情以及復甦對市場的影響

第5章 全球成長分析與策略分析框架

  • 全球醫療保健遊戲化 PESTEL 分析(政治、社會、科技、環境、法律因素、促進因素、限制因素)
  • 最終用途產業分析
  • 全球醫療保健遊戲化市場:成長率分析
  • 全球醫療保健遊戲化市場表現:規模與成長,2019-2024
  • 全球醫療保健遊戲化市場預測:規模與成長,2024-2029 年,2034 年
  • 全球醫療保健遊戲化總目標市場(TAM)

第6章市場區隔

  • 全球醫療保健遊戲化市場:按類型、表現和預測,2019-2024 年、2024-2029 年、2034 年
  • 休閒遊戲
  • 嚴肅遊戲
  • 運動遊戲
  • 大腦訓練遊戲
  • 其他類型
  • 全球醫療保健遊戲化市場:按應用程式、表現和預測,2019-2024 年、2024-2029 年、2034 年
  • 健康與保健管理
  • 醫療訓練與教育
  • 病人參與
  • 物理治療與復健
  • 行為改變和生活方式改變
  • 其他用途
  • 全球醫療保健遊戲化市場:按最終用戶、業績和預測,2019-2024 年、2024-2029 年、2034 年
  • 醫院和診所
  • 製藥公司
  • 醫學院校及培訓機構
  • 病人
  • 醫護人員
  • 其他最終用戶
  • 全球醫療保健遊戲化市場按休閒遊戲類型、表現和預測細分,2019-2024 年、2024-2029 年、2034 年
  • 行動休閒遊戲
  • 網頁休閒遊戲
  • 全球醫療保健遊戲化市場按嚴肅遊戲類型、表現和預測細分,2019-2024 年、2024-2029 年、2034 年
  • 教育醫療遊戲
  • 基於模擬的訓練遊戲
  • 全球醫療保健遊戲化市場運動遊戲細分,按類型、表現和預測,2019-2024 年、2024-2029 年、2034 年
  • 健身遊戲
  • 動作感測器遊戲
  • 全球醫療保健遊戲化市場、腦力訓練遊戲細分市場(按類型、表現和預測),2019-2024 年、2024-2029 年、2034 年
  • 認知技能遊戲
  • 提高記憶力的遊戲
  • 注意力和集中力遊戲
  • 全球醫療保健遊戲化市場及其他細分市場,按類型、實際及預測,2019-2024 年、2024-2029 年、2034 年
  • 虛擬實境(VR)遊戲
  • 擴增實境(AR) 遊戲
  • 社交和多人健康遊戲

第7章 區域和國家分析

  • 全球醫療保健遊戲化市場:按地區、績效及預測,2019-2024 年、2024-2029 年、2034 年
  • 全球醫療保健遊戲化市場:依國家、表現及預測,2019-2024 年、2024-2029 年、2034 年

第8章 亞太市場

第9章:中國市場

第10章 印度市場

第11章 日本市場

第12章 澳洲市場

第13章 印尼市場

第14章 韓國市場

第15章 西歐市場

第16章英國市場

第17章 德國市場

第18章 法國市場

第19章:義大利市場

第20章:西班牙市場

第21章 東歐市場

第22章 俄羅斯市場

第23章 北美市場

第24章美國市場

第25章:加拿大市場

第26章 南美洲市場

第27章:巴西市場

第28章 中東市場

第29章:非洲市場

第30章競爭格局與公司概況

  • 醫療保健遊戲化市場:競爭格局
  • 醫療保健遊戲化市場:公司簡介
    • 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 其他大型創新企業

  • 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 章全球市場競爭基準化分析與儀表板

第33章 重大併購

第34章近期市場趨勢

第 35 章 高市場潛力國家、細分市場與策略

  • 2029 年醫療保健遊戲化市場:提供新機會的國家
  • 2029 年醫療保健遊戲化市場:細分領域帶來新機會
  • 2029年醫療保健遊戲化市場:成長策略
    • 基於市場趨勢的策略
    • 競爭對手的策略

第36章 附錄

簡介目錄
Product Code: r28225

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.

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 $5.36 billion in 2025 at a compound annual growth rate (CAGR) of 15.4%. 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 $9.48 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 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? 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 Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • 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. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • 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
  • 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, Covid And Recovery On The Market

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