Growing acceptance of gamified models throughout the healthcare is expected to drive the growth of global healthcare gamification market.
According to TechSci Research, “Global Healthcare Gamification Market By Product (Consumer Based Solutions v/s Enterprise-based Solutions),By Game Type (Exercise Games, Serious Games, Casual Games),By Application (Education, Fitness Management, Medical Training, Medication Management, Physical Therapy, Others),By Company, By Region, Forecast & Opportunities, 2026”, the global healthcare gamification market is expected to grow at an impressive rate during the forecast period on account of the growing geriatric population susceptible to various chronic diseases such as cardiovascular diseases, diabetes, respiratory disorders, cancer, among others. This has drastically increased the patient pool thereby positively influencing the market growth through 2026. Additionally, emergence of health consumerism has led to an increase in demand for technological solutions across the healthcare industry. This in turn is expected to fuel the market growth over the next few years. Also, enterprises have started focusing on the wellness and health of their employees for which they require targeted strategic and value added interventions, thereby spurring the market growth during the forecast period. However, high cost of deployment and setup of healthcare gamification system can hamper the market growth through 2026. Besides, low acceptability and awareness especially in the emerging world is further expected to restrict the market growth over the next five years. Moreover, healthcare gamification is helpful in achieving short term goals and does not add value to long term goals. This is further expected to slow down the market growth.
XXX Pages and an in-depth TOC on “ Global Healthcare Gamification Market” https://www.techsciresearch.com/report/healthcare-gamification-market/7394.html
The global healthcare gamification market is segmented based on product, game type, application, company and region. Based on product, the market can be split into consumer based solutions and enterprise based solutions. The enterprise based segment is expected to register significant growth during the forecast period. This can be ascribed to the growing focus of enterprises on the wellness and health of their employees. Additionally, the enterprises are also organizing several events like walkathon, running for a cause, among others to maintain the health of their employees. Also, several companies across the globe are offering Fitbits and other fitness tracker solutions to their employees to improve their overall health.
Welltok Inc., SuperBetter,LLC, Reflexion Health Inc, Nike Inc., Microsoft Corporation, Mango Health Inc., JawBone Inc., FitBit Inc., EveryMove Inc., Ayogo Health Inc. are some of the leading players operating in global healthcare gamification market. Companies operating in the market are using organic strategies such as product launches, mergers and collaborations to boost their share. For instance, Mango Health announced partnership with Express Scripts which is a United States based organization wherein patients were allowed to use apps which track medication, habits of clients and boost their adherence to medication.
Download Sample Report @ https://www.techsciresearch.com/sample-report.aspx?cid=7394
Customers can also request for 10% free customization on this report.
“Asia Pacific is expected to register significant growth in the global healthcare gamification market during the forecast period. This can be ascribed to the growing prevalence of chronic diseases in the region especially in highly populated countries China and India. As a result of this, countries China have started focusing on early diagnosis and disease prevention rather than curing and treating a particular disease. Additionally, increasing awareness pertaining to healthcare, growing expenditure on healthcare, and improving healthcare infrastructure in the region are further expected to fuel the market growth through 2026.” said Mr. Karan Chechi, Research Director with TechSci Research, a research based global management consulting firm.
“Global Healthcare Gamification Market By Product (Consumer Based Solutions v/s Enterprise-based Solutions), By Game Type (Exercise Games, Serious Games, Casual Games), By Application (Education, Fitness Management, Medical Training, Medication Management, Physical Therapy, Others), By Market By Company, By Region, Forecast & Opportunities, 2026”, has evaluated the future growth potential of global healthcare gamification market and provides statistics & information on market size, structure and future market growth. The report intends to provide cutting-edge market intelligence and help decision makers take sound investment decisions. Besides, the report also identifies and analyzes the emerging trends along with essential drivers, challenges and opportunities in global healthcare gamification market.
Mr. Ken Mathews
708 Third Avenue,
New York – 10017
Website : https://www.techsciresearch.com/
Our Blog : https://techsciblog.com/