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Healthcare Gamification Market - By Game Type (Casual Games, Serious Games, Exercise Games), By Application (Prevention, Therapeutic, Education), By End-use (Enterprise Based, Consumer Based) & Forecast, 2023-2032

  • Report ID: GMI2124
  • Published Date: Dec 2022
  • Report Format: PDF

Report Content

Chapter 1   Methodology

1.1    Methodology

1.2    Market scope & definitions

1.3    Base estimates & working

1.3.1   North America

1.3.2   Europe

1.3.3   Asia Pacific

1.3.4   Latin America

1.3.5   MEA

1.4    Forecast parameters

1.5    Data validation

1.6    Data sources

1.6.1   Secondary

1.6.1.1    Paid sources

1.6.1.2    Public sources

1.6.2   Primary

Chapter 2   Executive Summary

2.1    Healthcare gamification industry 360° synopsis, 2018-2032

2.1.1   Business trends

2.1.2   Game type trends

2.1.3   Application trends

2.1.4   End-use trends

2.1.5   Regional trends

Chapter 3   Healthcare Gamification Industry Insights

3.1    Industry segmentation

3.2    Industry landscape, 2018 - 2032

3.3    Industry impact forces

3.3.1   Growth drivers

3.3.1.1    Increasing prevalence of chronic diseases

3.3.1.2    Emergence of health consumerism

3.3.1.3    Upsurge in social media and smartphone usage

3.3.1.4    Growing acceptance of gamified models throughout the healthcare

3.3.1.5    Rising shift to business-to-consumer model and outcomes-based model

3.3.1.6    Significant influence from the millennial generation

3.3.1.7    Growing use of gamification towards HIV awareness in countries in Africa

3.3.2    Industry pitfalls & challenges

3.3.2.1    Dearth of understanding patient behavioral psychology and gamification features

3.3.2.2    Difficulty in long term user engagement

3.4    Growth potential analysis

3.4.1   By game type

3.4.2    By application

3.4.3    By end-use

3.5    COVID-19 impact analysis

3.6    Regulatory landscape

3.7    Future development and trends

3.8    Porter’s analysis

3.9    PESTEL analysis

Chapter 4   Competitive Landscape, 2022

4.1    Introduction

4.2    Company matrix analysis

4.3    Strategic dashboard

Chapter 5   Healthcare Gamification Market, By Game Type

5.1    Key game type trends

5.2    Casual games

5.2.1   Market size, by region, 2018 – 2032 (USD Mn)

5.3    Serious games

5.3.1   Market size, by region, 2018 – 2032 (USD Mn)

5.4    Exercise games

5.4.1   Market size, by region, 2018 – 2032 (USD Mn)

Chapter 6   Healthcare Gamification Market, By Application

6.1    Key application trend

6.2    Prevention

6.2.1   Market size, by region, 2018 – 2032 (USD Mn)

6.3    Therapeutic

6.3.1   Market size, by region, 2018 – 2032 (USD Mn)

6.4    Education

6.4.1   Market size, by region, 2018 – 2032 (USD Mn)

6.5    Others

Chapter 7   Healthcare Gamification Market, By End-use

7.1    Key end-use trend

7.2    Enterprise based

7.2.1   Market size, by region, 2018 – 2032 (USD Mn)

7.3    Consumer based

7.3.1   Market size, by region, 2018 – 2032 (USD Mn)

Chapter 8   Healthcare Gamification Market, By Region

8.1    Key regional trends

8.2    North America

8.2.1   Market size, by country, 2018 – 2032 (USD Mn)

8.2.2    Market size, by game type, 2018 – 2032 (USD Mn)

8.2.3    Market size, by application, 2018 – 2032 (USD Mn)

8.2.4    Market size, by end-use, 2018 – 2032 (USD Mn)

8.2.5    U.S.

8.2.5.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.2.5.2    Market size, by application, 2018 – 2032 (USD Mn)

8.2.5.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.2.6    Canada

8.2.6.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.2.6.2    Market size, by application, 2018 – 2032 (USD Mn)

8.2.6.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.3    Europe

8.3.1   Market size, by country, 2018 – 2032 (USD Mn)

8.3.2    Market size, by game type, 2018 – 2032 (USD Mn)

8.3.3    Market size, by application, 2018 – 2032 (USD Mn)

8.3.4    Market size, by end-use, 2018 – 2032 (USD Mn)

8.3.5    Germany

8.3.5.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.3.5.2    Market size, by application, 2018 – 2032 (USD Mn)

8.3.5.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.3.6    UK

8.3.6.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.3.6.2    Market size, by application, 2018 – 2032 (USD Mn)

8.3.6.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.3.7    France

8.3.7.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.3.7.2    Market size, by application, 2018 – 2032 (USD Mn)

8.3.7.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.3.8    Italy

8.3.8.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.3.8.2    Market size, by application, 2018 – 2032 (USD Mn)

8.3.8.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.3.9    Spain

8.3.9.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.3.9.2    Market size, by application, 2018 – 2032 (USD Mn)

8.3.9.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.4    Asia Pacific

8.4.1   Market size, by country, 2018 – 2032 (USD Mn)

8.4.2    Market size, by game type, 2018 – 2032 (USD Mn)

8.4.3    Market size, by application, 2018 – 2032 (USD Mn)

8.4.4    Market size, by end-use, 2018 – 2032 (USD Mn)

8.4.5    Japan

8.4.5.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.4.5.2    Market size, by application, 2018 – 2032 (USD Mn)

8.4.5.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.4.6    China

8.4.6.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.4.6.2    Market size, by application, 2018 – 2032 (USD Mn)

8.4.6.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.4.7    India

8.4.7.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.4.7.2    Market size, by application, 2018 – 2032 (USD Mn)

8.4.7.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.4.8    Australia

8.4.8.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.4.8.2    Market size, by application, 2018 – 2032 (USD Mn)

8.4.8.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.4.9    South Korea

8.4.9.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.4.9.2    Market size, by application, 2018 – 2032 (USD Mn)

8.4.9.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.5    Latin America

8.5.1   Market size, by country, 2018 – 2032 (USD Mn)

8.5.2    Market size, by game type, 2018 – 2032 (USD Mn)

8.5.3    Market size, by application, 2018 – 2032 (USD Mn)

8.5.4    Market size, by end-use, 2018 – 2032 (USD Mn)

8.5.5    Brazil

8.5.5.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.5.5.2    Market size, by application, 2018 – 2032 (USD Mn)

8.5.5.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.5.6    Mexico

8.5.6.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.5.6.2    Market size, by application, 2018 – 2032 (USD Mn)

8.5.6.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.5.7    Argentina

8.5.7.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.5.7.2    Market size, by application, 2018 – 2032 (USD Mn)

8.5.7.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.6    MEA

8.6.1   Market size, by country, 2018 – 2032 (USD Mn)

8.6.2    Market size, by game type, 2018 – 2032 (USD Mn)

8.6.3    Market size, by application, 2018 – 2032 (USD Mn)

8.6.4    Market size, by end-use, 2018 – 2032 (USD Mn)

8.6.5    South Africa

8.6.5.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.6.5.2    Market size, by application, 2018 – 2032 (USD Mn)

8.6.5.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.6.6    Saudi Arabia

8.6.6.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.6.6.2    Market size, by application, 2018 – 2032 (USD Mn)

8.6.6.3    Market size, by end-use, 2018 – 2032 (USD Mn)

8.6.7    UAE

8.6.7.1    Market size, by game type, 2018 – 2032 (USD Mn)

8.6.7.2    Market size, by application, 2018 – 2032 (USD Mn)

8.6.7.3    Market size, by end-use, 2018 – 2032 (USD Mn)

Chapter 9   Company Profiles

9.1    Alkili Interactive labs, Inc.

9.1.1   Business overview

9.1.2   Financial data

9.1.3   Service landscape

9.1.4   SWOT analysis

9.2    Ayogo Health Inc.

9.2.1   Business overview

9.2.2    Financial data

9.2.3    Service landscape

9.2.4    SWOT analysis

9.3    BrainLAB AG

9.3.1   Business overview

9.3.2    Financial data

9.3.3    Service landscape

9.3.4    SWOT analysis

9.4    Bunchball

9.4.1   Business overview

9.4.2    Financial data

9.4.3    Service landscape

9.4.4    SWOT analysis

9.5    Cognifit

9.5.1   Business overview

9.5.2    Financial data

9.5.3    Service landscape

9.5.4    SWOT analysis

9.6    EveryMove Inc.

9.6.1   Business overview

9.6.2    Financial data

9.6.3    Service landscape

9.6.4    SWOT analysis

9.7    Google LLC

9.7.1   Business overview

9.7.2    Financial data

9.7.3    Service landscape

9.7.4    SWOT analysis

9.8    Mango Health, Inc.

9.8.1   Business overview

9.8.2    Financial data

9.8.3    Service landscape

9.8.4    SWOT analysis

9.9    Microsoft Corporation

9.9.1   Business overview

9.9.2    Financial data

9.9.3    Service landscape

9.9.4    SWOT analysis

9.10    Nike, Inc.

9.10.1    Business overview

9.10.2    Financial data

9.10.3    Service landscape

9.10.4    SWOT analysis

   

Authors: Mariam Faizullabhoy, Gauri Wani

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Premium Report Details

  • Base Year: 2022
  • Companies covered: 10
  • Tables & Figures: 185
  • Countries covered: 18
  • Pages: 120
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