Global Healthcare Gamification Industry Outlook 2024: Overview, Opportunities, Key Companies and Forecast to 2034
Published on: 2024-01-04 | No of Pages : 320 | Industry : Medical Care
Publisher : GRD Survey | Format : PDF
Global Healthcare Gamification Industry Outlook 2024: Overview, Opportunities, Key Companies and Forecast to 2034
Executive Summary
According to GRD Survey data, the global Healthcare Gamification market is estimated at 1190 million US$ in 2021 and is expected to 10100 million US$ by the end of 2028, growing at a CAGR of 35.8% in the forecast period from 2022 to 2028.
This report studies the Healthcare Gamification market dynamics from angles such as new entries, mergers and acquisitions, fundings, exit and major technology breakthroughs. Market performance is evaluated through market size (Million USD) by players, regions, product types and end industries. This report also studies the global market competition landscape, market drivers and trends, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.
Geographically, this report is segmented into several key regions, with revenue, market share and growth Rate of Healthcare Gamification in these regions, from 2016 to 2027, covering
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Italy, Spain and Russia, etc.)
Asia-Pacific (China, Japan, Korea, Southeast Asia, India, Australia)
South America (Brazil, Argentina, Colombia, etc.)
Middle East and Africa (Turkey, Saudi Arabia, South Africa, etc.)
Market Snapshot, By Product Type
Enterprise-Based Solutions
Consumer-Based Solutions
Others
Market Snapshot, By Application
Fitness Management
Medical Training
Medication Management
Physical Therapy
Others
Main Market Players Analyzed in this report, including
Zimmer Biomet
Welltok
Under Armour
Syandus
SuperBetter
Strava
Reflexion Health
Rally Health
Nike
Microsoft
Medisafe
Mango Health
Jawbone
Hubbub Health
Google
Fitocracy
FitBit
EveryMove
Bunchball
Badgeville
Ayogo Health
Apple
Akili Interactive Labs
Adidas
The study objectives of this report are
To study and analyze the global Healthcare Gamification market size (Million USD) by company, key regions/countries, products and application, history data from 2016 to 2020, and forecast to 2027.
To understand industry structure of Healthcare Gamification market by identifying its various subsegments.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To identify the key global Healthcare Gamification manufacturers and regional typical players, to define, describe and analyze their sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.
To analyze the Healthcare Gamification market with respect to individual growth trends, future prospects, and their contribution to the total market.
To project the value and volume of Healthcare Gamification submarkets, with respect to key regions (along with their respective key countries).
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
To strategically profile the key players and comprehensively analyze their growth strategies.
In this study, the years considered to estimate the market size of Healthcare Gamification are as follows
History Year2016-2020
Base Year2020
Estimated Year2021
Forecast Year 2021 to 2027
This report includes the estimation of market size from top-down approach by analyzing major submarkets and their major driving factors, and verified from bottom-up approaches. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified from primary sources.
For the data information by region, company, type and application, 2020 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
Key Stakeholders Considered in the study
Raw material vendors
Distributors/traders/wholesalers/suppliers
Regulatory authorities, including government agencies and NGO
Commercial research & development (R&D) institutions
Importers and exporters
Government organizations, research organizations, and consulting firms
Trade/Industrial associations
End-use industries
According to GRD Survey data, the global Healthcare Gamification market is estimated at 1190 million US$ in 2021 and is expected to 10100 million US$ by the end of 2028, growing at a CAGR of 35.8% in the forecast period from 2022 to 2028.
This report studies the Healthcare Gamification market dynamics from angles such as new entries, mergers and acquisitions, fundings, exit and major technology breakthroughs. Market performance is evaluated through market size (Million USD) by players, regions, product types and end industries. This report also studies the global market competition landscape, market drivers and trends, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.
Geographically, this report is segmented into several key regions, with revenue, market share and growth Rate of Healthcare Gamification in these regions, from 2016 to 2027, covering
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Italy, Spain and Russia, etc.)
Asia-Pacific (China, Japan, Korea, Southeast Asia, India, Australia)
South America (Brazil, Argentina, Colombia, etc.)
Middle East and Africa (Turkey, Saudi Arabia, South Africa, etc.)
Market Snapshot, By Product Type
Enterprise-Based Solutions
Consumer-Based Solutions
Others
Market Snapshot, By Application
Fitness Management
Medical Training
Medication Management
Physical Therapy
Others
Main Market Players Analyzed in this report, including
Zimmer Biomet
Welltok
Under Armour
Syandus
SuperBetter
Strava
Reflexion Health
Rally Health
Nike
Microsoft
Medisafe
Mango Health
Jawbone
Hubbub Health
Fitocracy
FitBit
EveryMove
Bunchball
Badgeville
Ayogo Health
Apple
Akili Interactive Labs
Adidas
The study objectives of this report are
To study and analyze the global Healthcare Gamification market size (Million USD) by company, key regions/countries, products and application, history data from 2016 to 2020, and forecast to 2027.
To understand industry structure of Healthcare Gamification market by identifying its various subsegments.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To identify the key global Healthcare Gamification manufacturers and regional typical players, to define, describe and analyze their sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.
To analyze the Healthcare Gamification market with respect to individual growth trends, future prospects, and their contribution to the total market.
To project the value and volume of Healthcare Gamification submarkets, with respect to key regions (along with their respective key countries).
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
To strategically profile the key players and comprehensively analyze their growth strategies.
In this study, the years considered to estimate the market size of Healthcare Gamification are as follows
History Year2016-2020
Base Year2020
Estimated Year2021
Forecast Year 2021 to 2027
This report includes the estimation of market size from top-down approach by analyzing major submarkets and their major driving factors, and verified from bottom-up approaches. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified from primary sources.
For the data information by region, company, type and application, 2020 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
Key Stakeholders Considered in the study
Raw material vendors
Distributors/traders/wholesalers/suppliers
Regulatory authorities, including government agencies and NGO
Commercial research & development (R&D) institutions
Importers and exporters
Government organizations, research organizations, and consulting firms
Trade/Industrial associations
End-use industries