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市場調查報告書
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1555034

全球醫療保健遊戲化市場研究報告 - 2024 年至 2032 年產業分析、規模、佔有率、成長、趨勢和預測

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個工作天內

價格

全球醫療保健遊戲化市場需求預計將從 2023 年的 46 億美元達到近 300.6 億美元的市場規模,2024-2032 年研究期間複合年成長率為 23.18%。

醫療保健遊戲化是指將遊戲設計元素和原則融入醫療保健環境中,以提高患者的參與度、依從性和整體健康結果。這種方法利用獎勵、挑戰和進度追蹤等互動和激勵技術來鼓勵患者積極參與健康管理。遊戲化可以應用於各個領域,包括慢性病管理、心理健康和身體健康。例如,具有類似遊戲功能的行動健康應用程式可以促進健康行為,以及為實現健康目標提供虛擬獎勵的數位平台。這種遊戲化旨在使與健康相關的活動更具吸引力和樂趣,提高患者的依從性並促進更好的健康結果。

市場動態

由於慢性病和生活方式相關疾病的盛行率不斷上升,醫療保健遊戲化市場正在經歷成長,這產生了對患者參與和行為改變的創新方法的需求。遊戲化透過提供互動和激勵工具鼓勵遵守治療計劃和選擇更健康的生活方式,提供了一個有前景的解決方案。行動健康應用和穿戴式裝置的技術進步實現了更複雜的遊戲化策略並擴大了其可訪問性。此外,對以患者為中心的護理和個人化醫療的日益重視推動了遊戲化技術的採用,以根據個人需求量身定做健康干預措施。擴展數位醫療技術並將遊戲化整合到遠距醫療平台也有助於醫療保健遊戲化的發展。此外,正在進行的關於遊戲化在改善健康結果方面的有效性的研究可能會為市場擴張和創新帶來新的機會。然而,長期有效性的證據有限以及用戶隱私問題可能會阻礙醫療保健遊戲化市場的成長。

研究報告涵蓋波特五力模型、市場吸引力分析和價值鏈分析。這些工具有助於清晰地了解行業結構並評估全球範圍內的競爭吸引力。此外,這些工具還對全球醫療保健遊戲化市場的每個細分市場進行了包容性評估。醫療保健遊戲化產業的成長和趨勢為本研究提供了整體方法。

市場區隔

醫療保健遊戲化市場報告的這一部分提供了國家和地區層面細分市場的詳細資料,從而幫助策略師確定相應產品或服務的目標人群以及即將到來的機會。

按類型

  • 鍛鍊遊戲
  • 嚴肅遊戲
  • 休閒遊戲

按申請

  • 教育
  • 療法
  • 預防

按最終用途

  • 基於企業
  • 基於消費者

區域分析

本節涵蓋區域前景,重點介紹北美、歐洲、亞太地區、拉丁美洲以及中東和非洲醫療保健遊戲化市場當前和未來的需求。此外,該報告重點關注所有主要地區各個應用領域的需求、估計和預測。

該研究報告還涵蓋了市場主要參與者的全面概況以及對全球競爭格局的深入了解。醫療保健遊戲化市場的主要參與者包括 Fitbit Inc.、Ayogo Health Inc.、Evolv Rehabilitation Technology SL、BI Worldwide (Bunchball Inc.)、Akili Interactive Labs Inc.、Cognifit Inc.、Mango Health、Nike Inc.。競爭格局的整體看法,包括各種策略發展,例如關鍵併購、未來產能、合作夥伴關係、財務概況、合作、新產品開發、新產品發布和其他發展。

如果您有任何客製化要求,請寫信給我們。我們的研究團隊可以根據您的需求提供客製化報告。

目錄

第1章:前言

  • 報告說明
    • 客觀的
    • 目標受眾
    • 獨特的銷售主張 (USP) 和產品
  • 研究範圍
  • 研究方法
    • 市場研究過程
    • 市場研究方法論

第 2 章:執行摘要

  • 市場亮點
  • 全球市場概況

第 3 章:醫療保健遊戲化 - 產業分析

  • 簡介 - 市場動態
  • 市場促進因素
  • 市場限制
  • 機會
  • 產業動態
  • 波特五力分析
  • 市場吸引力分析
    • 按類型分類的市場吸引力分析
    • 市場吸引力分析:依應用分類
    • 按最終用途分類的市場吸引力分析
    • 市場吸引力分析:按地區

第 4 章:價值鏈分析

  • 價值鏈分析
  • 原料分析
    • 原料清單
    • 原料廠商清單
    • 主要原物料價格走勢
  • 潛在買家名單
  • 行銷管道
    • 直效行銷
    • 間接行銷
    • 行銷通路發展趨勢

第 5 章:全球醫療保健遊戲化市場分析:按類型

  • 按類型概述
  • 按類型分析歷史和預測數據
  • 鍛鍊遊戲
  • 嚴肅遊戲
  • 休閒遊戲

第 6 章:全球醫療保健遊戲化市場分析:按應用分類

  • 概述:按應用
  • 歷史與預測資料分析:按應用分類
  • 教育
  • 療法
  • 預防

第 7 章:全球醫療保健遊戲化市場分析:依最終用途分類

  • 按最終用途分類的概述
  • 按最終用途分類的歷史和預測資料分析
  • 基於企業
  • 基於消費者

第 8 章:全球醫療保健遊戲化市場分析:按地理位置

  • 區域展望
  • 介紹
  • 北美銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 北美按細分市場銷售分析
    • 北美按國家銷售分析
    • 美國銷售分析
    • 加拿大銷售分析
    • 墨西哥銷售分析
  • 歐洲銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 歐洲按細分市場銷售分析
    • 歐洲按國家銷售分析
    • 英國銷售分析
    • 法國銷售分析
    • 德國銷售分析
    • 義大利銷售分析
    • 俄羅斯銷售分析
    • 歐洲其他地區銷售分析
  • 亞太地區銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 亞太地區按細分市場銷售分析
    • 亞太地區按國家銷售分析
    • 中國銷售分析
    • 印度銷售分析
    • 日本銷售分析
    • 韓國銷售分析
    • 澳洲銷售分析
    • 東南亞銷售分析
    • 亞太地區其他地區銷售分析
  • 拉丁美洲銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 拉丁美洲按細分市場銷售分析
    • 拉丁美洲按國家銷售分析
    • 巴西銷售分析
    • 阿根廷銷售分析
    • 秘魯銷售分析
    • 智利銷售分析
    • 拉丁美洲其他地區銷售分析
  • 中東和非洲銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 中東和非洲按細分市場銷售分析
    • 中東和非洲按國家銷售分析
    • 沙烏地阿拉伯銷售分析
    • 阿拉伯聯合大公國銷售分析
    • 以色列銷售分析
    • 南非銷售分析
    • 中東其他地區和非洲銷售分析

第 9 章:醫療保健遊戲化公司的競爭格局

  • 醫療保健遊戲化市場競爭
  • 夥伴關係/協作/協議
  • 併購
  • 新產品發布
  • 其他發展

第 10 章:公司簡介

  • 頂級公司市佔率分析
  • 市場集中度
  • Fitbit Inc.
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Ayogo Health Inc.
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Evolv Rehabilitation Technology SL
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • BI Worldwide (Bunchball Inc.)
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Akili Interactive Labs Inc.
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Cognifit Inc.
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Mango Health
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Nike Inc
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態

註 - 在公司概況中,財務詳細資訊和最新發展視情況而定,或對私人公司而言可能不包括在內

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.