封面
市場調查報告書
商品編碼
1672059

全球醫療保健遊戲化市場研究報告 - 產業分析、規模、佔有率、成長、趨勢和預測 2025 年至 2033 年

Global Healthcare Gamification Market Research Report- Industry Analysis, Size, Share, Growth, Trends and Forecast 2025 to 2033

出版日期: | 出版商: Value Market Research | 英文 117 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規模預計將從 2024 年的 173.6 億美元成長到 2033 年的 447 億美元,在 2026 年至 2033 年的預測期內呈現 11.08% 的強勁年複合成長率(CAGR)。

醫療保健遊戲化市場正在經歷顯著成長,這得益於人們越來越認知到遊戲化是吸引患者和改善健康結果的有效策略。透過將類似遊戲的元素融入醫療保健應用程式和程序中,服務提供者可以激勵患者參與自己的護理、遵守治療計劃並採取更健康的行為。這種方法在慢性病管理、心理健康和健康促進等領域尤其重要,因為患者的參與對於成功至關重要。行動健康應用程式和穿戴式裝置的興起進一步推動了遊戲化在醫療保健領域的應用,因為這些技術為互動式和個人化的健康體驗提供了平台。

此外,對預防性醫療保健和健康的日益重視正在影響醫療保健遊戲化市場。隨著人們對自身健康的關注度越來越高,鼓勵身體活動、健康飲食和壓力管理的遊戲化解決方案越來越受歡迎。挑戰和排行榜等社交功能的整合增強了遊戲化的競爭性,培養了使用者之間的社群意識和支持。此外,遊戲化健康計畫中使用獎勵和激勵手段已被證明能有效推動行為改變並提高對健康目標的堅持。

此外,對心理健康和幸福感的日益關注也促進了醫療保健遊戲化市場的成長。促進正念、減輕壓力和情緒健康的遊戲化介入正變得越來越普遍,為人們提供了管理心理健康的有趣方式。遠距醫療和數位療法的興起也促進了遊戲化融入心理健康護理,為患者提供可訪問的互動式解決方案。

我們的報告經過精心製作,為客戶提供有關各個行業和市場的全面且可操作的見解。每份報告都包含幾個關鍵部分,以確保徹底了解市場格局:

市場概覽:市場的詳細介紹,包括定義、分類和行業現狀概述。

市場動態:深入分析影響市場成長的關鍵促進因素、限制因素、機會與挑戰。本節探討技術進步、監管變化和新興趨勢等因素。

細分分析:根據產品類型、應用、最終用戶和地理位置等標準將市場細分為不同的細分市場。該分析強調了每個部分的表現和潛力。

競爭格局:對主要市場參與者的全面評估,包括其市場佔有率、產品組合、策略舉措和財務表現。本節深入介紹領先公司的競爭動態和關鍵策略。

市場預測:根據歷史資料和當前市場狀況,預測特定時期內的市場規模和成長趨勢。這包括定量分析和圖形表示來說明未來的市場軌跡。

區域分析:評估不同地理區域的市場表現,確定關鍵市場和區域趨勢。這有助於了解區域市場動態和機會。

新興趨勢與機會:識別當前和新興的市場趨勢、技術創新和潛在投資領域。本節提供未來市場發展和成長前景的見解。

報告涵蓋的細分

按遊戲類型

  • 休閒遊戲
  • 嚴肅遊戲
  • 運動遊戲

按應用

  • 預防
  • 治療
  • 教育

按最終用途

  • 基於企業
  • 基於消費者
  • 公司簡介
  • Alkili 互動實驗室
  • Bunchball 公司
  • 腦實驗室公司
  • 認知功能
  • 芒果健康公司
  • EveryMove 公司
  • 谷歌有限責任公司
  • Ayogo 健康公司
  • 微軟公司
  • 耐吉公司
  • 以上清單可以自訂。

目錄

第 1 章:前言

  • 報告描述
    • 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
    • 市場研究流程
    • 市場研究方法

第 2 章:執行摘要

  • 市場亮點
  • 全球市場概況

第 3 章:醫療遊戲化產業分析

  • 簡介 - 市場動態
  • 市場促進因素
  • 市場限制
  • 機會
  • 產業趨勢
  • 波特五力分析
  • 市場吸引力分析
    • 按遊戲類型分析市場吸引力
    • 市場吸引力分析:按應用
    • 按最終用途進行的市場吸引力分析
    • 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
    • 原料製造商清單
    • 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:按遊戲類型

  • 按遊戲類型概覽
  • 按遊戲類型進行的歷史和預測數據分析
  • 休閒遊戲
  • 嚴肅遊戲
  • 運動遊戲

第 6 章:全球醫療保健遊戲化市場分析:按應用

  • 概述:按應用
  • 歷史和預測數據分析:按應用
  • 預防
  • 治療
  • 教育

第 7 章:全球醫療保健遊戲化市場分析:依最終用途

  • 按最終用途概述
  • 按最終用途進行的歷史和預測數據分析
  • 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:按地區分類

  • 區域展望
  • 介紹
  • 北美銷售分析
    • 概述、歷史和預測數據銷售分析
    • 北美各細分市場銷售分析
    • 北美各國銷售分析
    • 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
    • 概述、歷史和預測數據銷售分析
    • 歐洲各細分市場銷售分析
    • 歐洲各國銷售分析
    • 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
    • 概述、歷史和預測數據銷售分析
    • 亞太地區分部銷售分析
    • 亞太地區國家銷售分析
    • 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
    • 概述、歷史和預測數據銷售分析
    • 拉丁美洲各細分市場銷售分析
    • 拉丁美洲各國銷售分析
    • 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
    • 概述、歷史和預測數據銷售分析
    • 中東和非洲分部銷售分析
    • 中東和非洲國家銷售分析
    • 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
    • 中東和非洲其他地區銷售分析

第 9 章:醫療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/合作/協議
  • 合併與收購
  • 新產品發布
  • 其他進展

第10章:公司簡介

  • 頂級公司市佔率分析
  • 市場集中度
  • Alkili Interactive Labs
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Bunchball Inc.
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • BrainLAB AG
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Cognifit
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Mango Health Inc.
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • EveryMove Inc.
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Google LLC
    • 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
  • Microsoft Corporation
    • 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

注意 - 在公司簡介中,財務細節和最新發展取決於可用性,對於私人公司,可能不予涵蓋

Product Code: VMR112115612

Global Healthcare Gamification Market size is anticipated to grow from USD 17.36 Billion in 2024 to USD 44.7 Billion by 2033, showcasing a robust Compound Annual Growth Rate (CAGR) of 11.08% during the forecast period of 2026 to 2033.

The healthcare gamification market is experiencing significant growth, fueled by the increasing recognition of gamification as an effective strategy to engage patients and improve health outcomes. By incorporating game-like elements into healthcare applications and programs, providers can motivate patients to participate in their own care, adhere to treatment plans, and adopt healthier behaviors. This approach is particularly relevant in areas such as chronic disease management, mental health, and wellness promotion, where patient engagement is crucial for success. The rise of mobile health applications and wearable devices is further driving the adoption of gamification in healthcare, as these technologies provide platforms for interactive and personalized health experiences.

Moreover, the growing emphasis on preventive healthcare and wellness is influencing the healthcare gamification market. As individuals become more proactive about their health, gamified solutions that encourage physical activity, healthy eating, and stress management are gaining popularity. The integration of social features, such as challenges and leaderboards, enhances the competitive aspect of gamification, fostering a sense of community and support among users. Additionally, the use of rewards and incentives in gamified health programs is proving effective in driving behavior change and improving adherence to health goals.

Furthermore, the increasing focus on mental health and well-being is contributing to the growth of the healthcare gamification market. Gamified interventions that promote mindfulness, stress reduction, and emotional well-being are becoming more prevalent, offering individuals engaging ways to manage their mental health. The rise of telehealth and digital therapeutics is also facilitating the integration of gamification into mental health care, providing accessible and interactive solutions for patients.

Our reports are meticulously crafted to provide clients with comprehensive and actionable insights into various industries and markets. Each report encompasses several critical components to ensure a thorough understanding of the market landscape:

Market Overview: A detailed introduction to the market, including definitions, classifications, and an overview of the industry's current state.

Market Dynamics: In-depth analysis of key drivers, restraints, opportunities, and challenges influencing market growth. This section examines factors such as technological advancements, regulatory changes, and emerging trends.

Segmentation Analysis: Breakdown of the market into distinct segments based on criteria like product type, application, end-user, and geography. This analysis highlights the performance and potential of each segment.

Competitive Landscape: Comprehensive assessment of major market players, including their market share, product portfolio, strategic initiatives, and financial performance. This section provides insights into the competitive dynamics and key strategies adopted by leading companies.

Market Forecast: Projections of market size and growth trends over a specified period, based on historical data and current market conditions. This includes quantitative analyses and graphical representations to illustrate future market trajectories.

Regional Analysis: Evaluation of market performance across different geographical regions, identifying key markets and regional trends. This helps in understanding regional market dynamics and opportunities.

Emerging Trends and Opportunities: Identification of current and emerging market trends, technological innovations, and potential areas for investment. This section offers insights into future market developments and growth prospects.

SEGMENTATION COVERED IN THE REPORT

By Game Type

  • Casual Games
  • Serious Games
  • Exercise Games

By Application

  • Prevention
  • Therapeutic
  • Education

By End-use

  • Enterprise Based
  • Consumer Based
  • COMPANIES PROFILED
  • Alkili Interactive labs
  • Bunchball Inc.
  • BrainLAB AG
  • Cognifit
  • Mango Health Inc.
  • EveryMove Inc.
  • Google LLC
  • Ayogo Health Inc.
  • Microsoft Corporation
  • Nike Inc.
  • The above list can be customized.

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. Porters Five Force Analysis
  • 3.7. Market Attractiveness Analysis
    • 3.7.1 Market Attractiveness Analysis By Game 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 GAME TYPE

  • 5.1. Overview By Game Type
  • 5.2. Historical and Forecast Data Analysis By Game Type
  • 5.3. Casual Games Historic and Forecast Sales By Regions
  • 5.4. Serious Games Historic and Forecast Sales By Regions
  • 5.5. Exercise Games 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. Prevention Historic and Forecast Sales By Regions
  • 6.4. Therapeutic Historic and Forecast Sales By Regions
  • 6.5. Education 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. Alkili Interactive Labs
    • 10.3.1 Company Overview
    • 10.3.2 Company Revenue
    • 10.3.3 Products
    • 10.3.4 Recent Developments
  • 10.4. Bunchball Inc.
    • 10.4.1 Company Overview
    • 10.4.2 Company Revenue
    • 10.4.3 Products
    • 10.4.4 Recent Developments
  • 10.5. BrainLAB AG
    • 10.5.1 Company Overview
    • 10.5.2 Company Revenue
    • 10.5.3 Products
    • 10.5.4 Recent Developments
  • 10.6. Cognifit
    • 10.6.1 Company Overview
    • 10.6.2 Company Revenue
    • 10.6.3 Products
    • 10.6.4 Recent Developments
  • 10.7. Mango Health Inc.
    • 10.7.1 Company Overview
    • 10.7.2 Company Revenue
    • 10.7.3 Products
    • 10.7.4 Recent Developments
  • 10.8. EveryMove Inc.
    • 10.8.1 Company Overview
    • 10.8.2 Company Revenue
    • 10.8.3 Products
    • 10.8.4 Recent Developments
  • 10.9. Google LLC
    • 10.9.1 Company Overview
    • 10.9.2 Company Revenue
    • 10.9.3 Products
    • 10.9.4 Recent Developments
  • 10.10. Ayogo Health Inc.
    • 10.10.1 Company Overview
    • 10.10.2 Company Revenue
    • 10.10.3 Products
    • 10.10.4 Recent Developments
  • 10.11. Microsoft Corporation
    • 10.11.1 Company Overview
    • 10.11.2 Company Revenue
    • 10.11.3 Products
    • 10.11.4 Recent Developments
  • 10.12. Nike Inc
    • 10.12.1 Company Overview
    • 10.12.2 Company Revenue
    • 10.12.3 Products
    • 10.12.4 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 Game Type (USD MN)
  • Casual Games Market Sales By Geography (USD MN)
  • Serious Games Market Sales By Geography (USD MN)
  • Exercise Games Market Sales By Geography (USD MN)
  • Analysis By Application (USD MN)
  • Prevention Market Sales By Geography (USD MN)
  • Therapeutic Market Sales By Geography (USD MN)
  • Education 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 Game Type
  • Market Attractiveness Analysis By Application
  • Market Attractiveness Analysis By End-use
  • Market Attractiveness Analysis By Region
  • Value Chain Analysis
  • Global Market Analysis By Game Type (USD MN)
  • Casual Games Market Sales By Geography (USD MN)
  • Serious Games Market Sales By Geography (USD MN)
  • Exercise Games Market Sales By Geography (USD MN)
  • Global Market Analysis By Application (USD MN)
  • Prevention Market Sales By Geography (USD MN)
  • Therapeutic Market Sales By Geography (USD MN)
  • Education 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.