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Medical Care

Global Healthcare Gamification Market Research Report 2021, Competitive Analysis, Industry Growth Trends And Forecast 2027

Market Analysis and Insights: Global Healthcare Gamification Market
The research report studies the Healthcare Gamification market using different methodologies and analyzes to provide accurate and in-depth information about the market. For a clearer understanding, it is divided into several parts to cover different aspects of the market. Each area is then elaborated to help the reader comprehend the growth potential of each region and its contribution to the global market. The researchers have used primary and secondary methodologies to collate the information in the report. They have also used the same data to generate the current market scenario. This report is aimed at guiding people towards an apprehensive, better, and clearer knowledge of the market.
The global Healthcare Gamification market size is projected to reach US$ 6094 million by 2027, from US$ 892.2 million in 2020, at a CAGR of 31.0% during 2021-2027.
Global Healthcare Gamification Scope and Segment
The global Healthcare Gamification market is segmented by company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Healthcare Gamification market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by region (country), by Type, and by Application for the period 2016-2027.
by Type, the market is primarily split into
Enterprise-Based Solutions
Consumer-Based Solutions
Others
by Application, this report covers the following segments
Fitness Management
Medical Training
Medication Management
Physical Therapy
Others
Global Healthcare Gamification market: regional analysis, the major regions covered in the report are:
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Nordic
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia-Pacific
Latin America
Mexico
Brazil
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of Middle East & Africa
The report lists the major players in the regions and their respective market share on the basis of global revenue. It also explains their strategic moves in the past few years, investments in product innovation, and changes in leadership to stay ahead in the competition. This will give the reader an edge over others as a well-informed decision can be made looking at the holistic picture of the market.
The Healthcare Gamification key players in this market include:
Microsoft
Under Armour
Strava
Adidas
Apple
FitBit
Jawbone
Nike
Google
Ayogo Health
Rally Health
Badgeville
Hubbub Health
Zimmer Biomet
Welltok
Akili Interactive Labs
Bunchball
Fitocracy
EveryMove
SuperBetter
Syandus
Mango Health
Medisafe
Reflexion Health
1 Market Overview of Healthcare Gamification
1.1 Healthcare Gamification Market Overview
1.1.1 Healthcare Gamification Product Scope
1.1.2 Healthcare Gamification Market Status and Outlook
1.2 Global Healthcare Gamification Market Size Overview by Region 2016 VS 2021VS 2027
1.3 Global Healthcare Gamification Market Size by Region (2016-2027)
1.4 Global Healthcare Gamification Historic Market Size by Region (2016-2021)
1.5 Global Healthcare Gamification Market Size Forecast by Region (2022-2027)
1.6 Key Regions, Healthcare Gamification Market Size (2016-2027)
1.6.1 North America Healthcare Gamification Market Size (2016-2027)
1.6.2 Europe Healthcare Gamification Market Size (2016-2027)
1.6.3 Asia-Pacific Healthcare Gamification Market Size (2016-2027)
1.6.4 Latin America Healthcare Gamification Market Size (2016-2027)
1.6.5 Middle East & Africa Healthcare Gamification Market Size (2016-2027)
2 Healthcare Gamification Market Overview by Type
2.1 Global Healthcare Gamification Market Size by Type: 2016 VS 2021 VS 2027
2.2 Global Healthcare Gamification Historic Market Size by Type (2016-2021)
2.3 Global Healthcare Gamification Forecasted Market Size by Type (2022-2027)
2.4 Enterprise-Based Solutions
2.5 Consumer-Based Solutions
2.6 Others
3 Healthcare Gamification Market Overview by Application
3.1 Global Healthcare Gamification Market Size by Application: 2016 VS 2021 VS 2027
3.2 Global Healthcare Gamification Historic Market Size by Application (2016-2021)
3.3 Global Healthcare Gamification Forecasted Market Size by Application (2022-2027)
3.4 Fitness Management
3.5 Medical Training
3.6 Medication Management
3.7 Physical Therapy
3.8 Others
4 Healthcare Gamification Competition Analysis by Players
4.1 Global Healthcare Gamification Market Size by Players (2016-2021)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Healthcare Gamification as of 2020)
4.3 Date of Key Players Enter into Healthcare Gamification Market
4.4 Global Top Players Healthcare Gamification Headquarters and Area Served
4.5 Key Players Healthcare Gamification Product Solution and Service
4.6 Competitive Status
4.6.1 Healthcare Gamification Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles and Key Data
5.1 Microsoft
5.1.1 Microsoft Profile
5.1.2 Microsoft Main Business
5.1.3 Microsoft Healthcare Gamification Products, Services and Solutions
5.1.4 Microsoft Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.1.5 Microsoft Recent Developments
5.2 Under Armour
5.2.1 Under Armour Profile
5.2.2 Under Armour Main Business
5.2.3 Under Armour Healthcare Gamification Products, Services and Solutions
5.2.4 Under Armour Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.2.5 Under Armour Recent Developments
5.3 Strava
5.3.1 Strava Profile
5.3.2 Strava Main Business
5.3.3 Strava Healthcare Gamification Products, Services and Solutions
5.3.4 Strava Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.3.5 Adidas Recent Developments
5.4 Adidas
5.4.1 Adidas Profile
5.4.2 Adidas Main Business
5.4.3 Adidas Healthcare Gamification Products, Services and Solutions
5.4.4 Adidas Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.4.5 Adidas Recent Developments
5.5 Apple
5.5.1 Apple Profile
5.5.2 Apple Main Business
5.5.3 Apple Healthcare Gamification Products, Services and Solutions
5.5.4 Apple Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.5.5 Apple Recent Developments
5.6 FitBit
5.6.1 FitBit Profile
5.6.2 FitBit Main Business
5.6.3 FitBit Healthcare Gamification Products, Services and Solutions
5.6.4 FitBit Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.6.5 FitBit Recent Developments
5.7 Jawbone
5.7.1 Jawbone Profile
5.7.2 Jawbone Main Business
5.7.3 Jawbone Healthcare Gamification Products, Services and Solutions
5.7.4 Jawbone Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.7.5 Jawbone Recent Developments
5.8 Nike
5.8.1 Nike Profile
5.8.2 Nike Main Business
5.8.3 Nike Healthcare Gamification Products, Services and Solutions
5.8.4 Nike Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.8.5 Nike Recent Developments
5.9 Google
5.9.1 Google Profile
5.9.2 Google Main Business
5.9.3 Google Healthcare Gamification Products, Services and Solutions
5.9.4 Google Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.9.5 Google Recent Developments
5.10 Ayogo Health
5.10.1 Ayogo Health Profile
5.10.2 Ayogo Health Main Business
5.10.3 Ayogo Health Healthcare Gamification Products, Services and Solutions
5.10.4 Ayogo Health Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.10.5 Ayogo Health Recent Developments
5.11 Rally Health
5.11.1 Rally Health Profile
5.11.2 Rally Health Main Business
5.11.3 Rally Health Healthcare Gamification Products, Services and Solutions
5.11.4 Rally Health Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.11.5 Rally Health Recent Developments
5.12 Badgeville
5.12.1 Badgeville Profile
5.12.2 Badgeville Main Business
5.12.3 Badgeville Healthcare Gamification Products, Services and Solutions
5.12.4 Badgeville Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.12.5 Badgeville Recent Developments
5.13 Hubbub Health
5.13.1 Hubbub Health Profile
5.13.2 Hubbub Health Main Business
5.13.3 Hubbub Health Healthcare Gamification Products, Services and Solutions
5.13.4 Hubbub Health Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.13.5 Hubbub Health Recent Developments
5.14 Zimmer Biomet
5.14.1 Zimmer Biomet Profile
5.14.2 Zimmer Biomet Main Business
5.14.3 Zimmer Biomet Healthcare Gamification Products, Services and Solutions
5.14.4 Zimmer Biomet Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.14.5 Zimmer Biomet Recent Developments
5.15 Welltok
5.15.1 Welltok Profile
5.15.2 Welltok Main Business
5.15.3 Welltok Healthcare Gamification Products, Services and Solutions
5.15.4 Welltok Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.15.5 Welltok Recent Developments
5.16 Akili Interactive Labs
5.16.1 Akili Interactive Labs Profile
5.16.2 Akili Interactive Labs Main Business
5.16.3 Akili Interactive Labs Healthcare Gamification Products, Services and Solutions
5.16.4 Akili Interactive Labs Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.16.5 Akili Interactive Labs Recent Developments
5.17 Bunchball
5.17.1 Bunchball Profile
5.17.2 Bunchball Main Business
5.17.3 Bunchball Healthcare Gamification Products, Services and Solutions
5.17.4 Bunchball Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.17.5 Bunchball Recent Developments
5.18 Fitocracy
5.18.1 Fitocracy Profile
5.18.2 Fitocracy Main Business
5.18.3 Fitocracy Healthcare Gamification Products, Services and Solutions
5.18.4 Fitocracy Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.18.5 Fitocracy Recent Developments
5.19 EveryMove
5.19.1 EveryMove Profile
5.19.2 EveryMove Main Business
5.19.3 EveryMove Healthcare Gamification Products, Services and Solutions
5.19.4 EveryMove Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.19.5 EveryMove Recent Developments
5.20 SuperBetter
5.20.1 SuperBetter Profile
5.20.2 SuperBetter Main Business
5.20.3 SuperBetter Healthcare Gamification Products, Services and Solutions
5.20.4 SuperBetter Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.20.5 SuperBetter Recent Developments
5.21 Syandus
5.21.1 Syandus Profile
5.21.2 Syandus Main Business
5.21.3 Syandus Healthcare Gamification Products, Services and Solutions
5.21.4 Syandus Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.21.5 Syandus Recent Developments
5.22 Mango Health
5.22.1 Mango Health Profile
5.22.2 Mango Health Main Business
5.22.3 Mango Health Healthcare Gamification Products, Services and Solutions
5.22.4 Mango Health Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.22.5 Mango Health Recent Developments
5.23 Medisafe
5.23.1 Medisafe Profile
5.23.2 Medisafe Main Business
5.23.3 Medisafe Healthcare Gamification Products, Services and Solutions
5.23.4 Medisafe Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.23.5 Medisafe Recent Developments
5.24 Reflexion Health
5.24.1 Reflexion Health Profile
5.24.2 Reflexion Health Main Business
5.24.3 Reflexion Health Healthcare Gamification Products, Services and Solutions
5.24.4 Reflexion Health Healthcare Gamification Revenue (US$ Million) & (2016-2021)
5.24.5 Reflexion Health Recent Developments
6 North America
6.1 North America Healthcare Gamification Market Size by Country (2016-2027)
6.2 United States
6.3 Canada
7 Europe
7.1 Europe Healthcare Gamification Market Size by Country (2016-2027)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Healthcare Gamification Market Size by Region (2016-2027)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Healthcare Gamification Market Size by Country (2016-2027)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Healthcare Gamification Market Size by Country (2016-2027)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Healthcare Gamification Market Dynamics
11.1 Healthcare Gamification Industry Trends
11.2 Healthcare Gamification Market Drivers
11.3 Healthcare Gamification Market Challenges
11.4 Healthcare Gamification Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List
  • FORMAT: PDF
  • PUBLISHED DATE: Apr, 2021
  • NO OF PAGES: 125