Healthcare Gamification Market Size
Study Period | 2019 - 2029 |
Market Size (2024) | USD 5.01 Billion |
Market Size (2029) | USD 9.34 Billion |
CAGR (2024 - 2029) | 13.26 % |
Fastest Growing Market | North America |
Largest Market | Asia Pacific |
Major Players*Disclaimer: Major Players sorted in no particular order |
Healthcare Gamification Market Analysis
The Healthcare Gamification Market size is estimated at USD 5.01 billion in 2024, and is expected to reach USD 9.34 billion by 2029, growing at a CAGR of 13.26% during the forecast period (2024-2029).
Major factors driving the market are the rising prevalence of chronic diseases, the increasing penetration of the internet, and the growing digitalization of the healthcare sector.
The rising prevalence of chronic diseases such as diabetes, obesity, and cardiovascular diseases increases the utilization of gamified apps, which help enhance lifestyle changes and effectively follow treatment regimes. For instance, according to an article published in November 2022, a study that contained 704 patients demonstrated that using gamification for diabetes management had a short-term positive effect on glycemic control expressed by HbA1c in patients with type 2 diabetes. Hence, the increasing prevalence of diabetes cases is expected to increase gamification in healthcare.
As per the 2022 update from the International Diabetic Federation (IDF), approximately 537 million adults (20-79 years) were living with diabetes. The total number of people living with diabetes is projected to rise to 643 million by 2030 and 783 million by 2045. Thus, the increasing prevalence of chronic diseases such as diabetes is expected to drive the demand for the gamification of healthcare, boosting the market’s growth over the forecast period.
The increasing penetration of the internet is also expected to increase the adoption of gamified healthcare apps, thereby boosting market growth during the forecast period. For instance, according to Our World in Data update from March 2023, around 5.35 billion people had access to the internet, accounting for 67% of the global population. Access to the internet increases the downloads of gamified healthcare apps, which is expected to drive market growth over the forecast period.
Thus, the rising prevalence of chronic diseases and increasing penetration of internet utilization are expected to drive the market’s growth over the forecast period. However, the difficulty in long-term user engagement is expected to restrain growth.
Healthcare Gamification Market Trends
The Exercise Game Segment is Expected to Hold a Significant Market Share Over the Forecast Period
The use of gamification to change behaviors and promote physical activity (PA) is a promising method for tackling the global physical inactivity pandemic and the current prevalence of chronic diseases. The increasing adoption of gamified mobile health apps and increasing strategic activities such as new collaborations are expected to drive the market over the forecast period.
The increasing adoption of gamified mobile health apps is expected to drive the demand for exercise-gamified healthcare apps. For instance, according to an article published in the JMIR Mhealth and Uhealth journal in February 2022, mobile health (mHealth) has become an indispensable medium to deliver behavior change interventions, and there is a growing interest in the gamification apps in mHealth to promote physical activity (PA) participation. The study in the article demonstrated that gamification apps in mHealth improved patients' regular physical activity. Hence, the increasing adoption of gamification in Mhealth apps is expected to drive the segment’s growth over the forecast period.
Increasing strategic activities, such as collaborations to increase access to mixed reality technologies, are expected to drive the market over the forecast period. For instance, in July 2022, First Financial Holding Co. and TPIsoftware, a fintech-focused software provider, collaborated to launch the Qwalker app, a new mobile health and fitness app that featured gamified exercise. The Qwalker app tracks a user's all-day steps, walking miles, and burned calories. It gamifies a step tracker and enables users to earn reward points per completed daily task, which can be redeemed for gifts and discounts. Hence, the launch of such exercise game solutions is expected to drive segmental growth over the forecast period.
Thus, the increasing adoption of gamified mobile health apps and the growing strategic launches of new gamified exercise apps by key players are expected to drive the market over the forecast period.
North America is Expected to Hold a Significant Market Share Over the Forecast Period
The geographical analysis of the healthcare gamification market shows that North America holds a significant market share. This is due to the increasing adoption of digital solutions, advanced healthcare infrastructure, and increasing strategic activities by the key players.
The growing digitalization of the healthcare sector in North America increases the utilization of gamified healthcare applications to effectively monitor patient medication adherence for treating chronic diseases such as diabetes, hypertension, and obesity. For instance, according to the Canadian Digital Health Survey data from April 2024, the online survey conducted in November 2022 with 12,445 Canadians across all provinces and territories showed that 94% of Canadians were interested in accessing digital health services. Hence, the rising digitalization of healthcare in the country is expected to drive the market over the forecast period.
Furthermore, increasing strategic activities, such as the launch of new gamified apps, are also expected to drive the market over the forecast period. For instance, in December 2023, Eddie, a new diabetes management interface that gamifies real-time glucose data, reported its launch in Iowa, South Dakota, North Dakota, Minnesota, Wisconsin, Michigan, Ohio, Indiana, Illinois, and Missouri in the United States. By launching in these additional states, Eddie planned to increase access to diabetes care for families living in rural areas of the country. The company is focused on supporting children with diabetes and their families, with plans to expand into the adult market. Hence, the launch of such gamified diabetes apps in the United States increases access to healthcare gamified technology, which is expected to drive the market during the forecast period.
Therefore, the increasing adoption of digital solutions in healthcare and rising strategic activities, such as the launch of new gamified apps to manage chronic diseases such as diabetes, are expected to drive the market over the forecast period.
Healthcare Gamification Industry Overview
The healthcare gamification market is fragmented due to the entry of new players and an increasing number of new start-ups. The major players in the market are adopting various strategic activities such as mergers, collaborations, and expansions to strengthen their geographical presence and expand their customer base worldwide. Some of the key players in the market are Fitbit Inc., Ayogo Health Inc., Evolv Rehabilitation Technology SL, BI Worldwide, and Akili Interactive Labs Inc.
Healthcare Gamification Market Leaders
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Fitbit, Inc.
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Ayogo Health, Inc.
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Evolv Rehabilitation Technology S.L.
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BI Worldwide
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Akili Interactive Labs, Inc.,
*Disclaimer: Major Players sorted in no particular order
Healthcare Gamification Market News
- May 2023: T-Systems International, a technology company, reported the launch of MagMoves, an AI health coach that focuses on gamifying health, customization, and personalized healthcare recommendations. By using this application, consumers can track physical activity, receive tailored healthcare advice, and create a customized avatar that will live in the metaverse.
- March 2023: Hello Heart, a digital health coaching platform, reported the virtual pillbox upgrade to its app called My Meds. The tool focuses on medication adherence and safety by tracking medications and flagging known drug interactions. The app gamifies other heart health-related activities, such as reaching exercise and step goals and tracking blood pressure.
Healthcare Gamification Market Report - Table of Contents
1. INTRODUCTION
- 1.1 Study Assumptions and market definitions
- 1.2 Scope of the Study
2. RESEARCH METHODOLOGY
3. EXECUTIVE SUMMARY
4. MARKET DYNAMICS
- 4.1 Market Overview
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4.2 Market Drivers
- 4.2.1 Rising Prevalence of Chronic Diseases
- 4.2.2 Increasing Penetration of Internet Access
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4.3 Market Restraints
- 4.3.1 Difficulty in Long-term User Engagement
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4.4 Porter's Five Force Analysis
- 4.4.1 Threat of New Entrants
- 4.4.2 Bargaining Power of Buyers/Consumers
- 4.4.3 Bargaining Power of Suppliers
- 4.4.4 Threat of Substitute Products
- 4.4.5 Intensity of Competitive Rivalry
5. MARKET SEGMENTATION (Market Size by Value - USD)
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5.1 By Type
- 5.1.1 Exercise Game
- 5.1.2 Serious Game
- 5.1.3 Casual Game
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5.2 By Application
- 5.2.1 Education
- 5.2.2 Therapeutics
- 5.2.3 Prevention
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5.3 By End User
- 5.3.1 Enterprises
- 5.3.2 Consumers
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5.4 Geography
- 5.4.1 North America
- 5.4.1.1 United States
- 5.4.1.2 Canada
- 5.4.1.3 Mexico
- 5.4.2 Europe
- 5.4.2.1 Germany
- 5.4.2.2 United Kingdom
- 5.4.2.3 France
- 5.4.2.4 Italy
- 5.4.2.5 Spain
- 5.4.2.6 Rest of Europe
- 5.4.3 Asia-Pacific
- 5.4.3.1 China
- 5.4.3.2 Japan
- 5.4.3.3 India
- 5.4.3.4 Australia
- 5.4.3.5 South Korea
- 5.4.3.6 Rest of Asia-Pacific
- 5.4.4 Middle East and Africa
- 5.4.4.1 GCC
- 5.4.4.2 South Africa
- 5.4.4.3 Rest of Middle East and Africa
- 5.4.5 South America
- 5.4.5.1 Brazil
- 5.4.5.2 Argentina
- 5.4.5.3 Rest of South America
6. COMPETITIVE LANDSCAPE
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6.1 Company Profiles
- 6.1.1 Fitbit Inc.
- 6.1.2 Ayogo Health, Inc.
- 6.1.3 Evolv Rehabilitation Technology SL
- 6.1.4 BI Worldwide
- 6.1.5 Akili Interactive Labs Inc.
- 6.1.6 Cognifit Inc.
- 6.1.7 Mango Health
- 6.1.8 Nike Inc.
- 6.1.9 Microsoft
- 6.1.10 Google LLC
- 6.1.11 EveryMove Inc.
- *List Not Exhaustive
7. MARKET OPPORTUNITIES AND FUTURE TRENDS
** Subject To AvailablityHealthcare Gamification Industry Segmentation
Healthcare gamification can be defined as applying gaming principles, game design techniques, and game mechanics to non-game applications in order to improve clinical outcomes.
The healthcare gamification market is segmented by type, application, end-user, and geography. By type, the market is segmented into exercise game, serious game, and casual game. By application, the market is segmented into education, therapeutics, and prevention. By end user, the market is segmented into enterprises and consumers. By geography, the market is segmented into North America, Europe, Asia-Pacific, Middle East and Africa and South America. The report also covers the estimated market sizes and trends for 17 countries across major regions globally. The report offers values (USD) for all the above segments.
By Type | Exercise Game | |
Serious Game | ||
Casual Game | ||
By Application | Education | |
Therapeutics | ||
Prevention | ||
By End User | Enterprises | |
Consumers | ||
Geography | North America | United States |
Canada | ||
Mexico | ||
Geography | Europe | Germany |
United Kingdom | ||
France | ||
Italy | ||
Spain | ||
Rest of Europe | ||
Geography | Asia-Pacific | China |
Japan | ||
India | ||
Australia | ||
South Korea | ||
Rest of Asia-Pacific | ||
Geography | Middle East and Africa | GCC |
South Africa | ||
Rest of Middle East and Africa | ||
Geography | South America | Brazil |
Argentina | ||
Rest of South America |
Healthcare Gamification Market Research FAQs
How big is the Healthcare Gamification Market?
The Healthcare Gamification Market size is expected to reach USD 5.01 billion in 2024 and grow at a CAGR of 13.26% to reach USD 9.34 billion by 2029.
What is the current Healthcare Gamification Market size?
In 2024, the Healthcare Gamification Market size is expected to reach USD 5.01 billion.
Who are the key players in Healthcare Gamification Market?
Fitbit, Inc., Ayogo Health, Inc., Evolv Rehabilitation Technology S.L., BI Worldwide and Akili Interactive Labs, Inc., are the major companies operating in the Healthcare Gamification Market.
Which is the fastest growing region in Healthcare Gamification Market?
North America is estimated to grow at the highest CAGR over the forecast period (2024-2029).
Which region has the biggest share in Healthcare Gamification Market?
In 2024, the Asia Pacific accounts for the largest market share in Healthcare Gamification Market.
What years does this Healthcare Gamification Market cover, and what was the market size in 2023?
In 2023, the Healthcare Gamification Market size was estimated at USD 4.35 billion. The report covers the Healthcare Gamification Market historical market size for years: 2019, 2020, 2021, 2022 and 2023. The report also forecasts the Healthcare Gamification Market size for years: 2024, 2025, 2026, 2027, 2028 and 2029.
Healthcare Gamification Industry Report
Statistics for the 2024 Healthcare Gamification market share, size and revenue growth rate, created by Mordor Intelligence™ Industry Reports. Healthcare Gamification analysis includes a market forecast outlook for 2024 to 2029 and historical overview. Get a sample of this industry analysis as a free report PDF download.