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Healthcare gamification market share from the serious games segment is expected to surpass nearly USD 2.9 billion by 2032. The growing use of serious games in healthcare can spark interest in the education, training, and performance evaluation of patients and healthcare professionals. There have been many serious games introduced in the e-health space over the past few years. These video games cover a wide range of topics, including radiology procedures, cardiopulmonary resuscitation (CPR), and patient care.
Global Healthcare Gamification Market Share, By Application, 2022 (%) |
|
Segment |
Market share (%), 2022 |
Prevention |
47.40% |
Therapeutic |
34.90% |
Education |
9.20% |
Others |
8.50% |
Healthcare gamification market from the education analysis application is expected to witness 11.1% CAGR between 2023 and 2032. Raising awareness and educating users about the advantages of a healthy lifestyle is influencing the need for digital health apps. Health professions educators are increasingly using gamification to optimize students’ learning experience. Healthcare gamification is implemented in medical education as it is considered to make learning enjoyable, memorable, and more efficient.
Healthcare gamification market from the consumer-based end-use segment is anticipated to showcase a 10.3% CAGR from 2023 to 2032. One of the main factors driving this growth is the expanding popularity of health consumerism which makes the delivery of healthcare services more cost-effective and efficient. It transforms an employer's health benefit plan, putting economic purchasing power and decision-making in the hands of participants.
Europe healthcare gamification market is expected to surpass around USD 6.95 billion by 2032 as consumers and enterprises continue to embrace gamified business methods. The rising prevalence of chronic disorders and diseases in the region will influence regional market trends. According to the WHO, chronic diseases such as cancer, chronic respiratory diseases heart disease, stroke, and diabetes, are the leading cause of mortality in Europe, representing 86% of all deaths and 77% of the total disease burden. Awareness programs and other developments across the gamification industry will foster regional industry statistics.