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Meticulous Research®—a leading global market research company, published a research report titled, ‘Healthcare Gamification Market by Offering (Solutions, Services), End User (Consumers, Enterprise), Deployment Mode (Cloud-based, On-premises) and Geography - Global Forecast to 2032.’
According to this latest publication from Meticulous Research®, the healthcare gamification market is projected to reach $3.5 billion by 2032, at a CAGR of 21.4% during the forecast period.The growth of this market is driven by the increasing health consciousness and the growing use of healthcare gamification to empower patients’ health and medical therapy. However, difficulties in sustaining long-term user engagement restrain the growth of this market.
Furthermore, the use of gamification tools to update the periodic knowledge of medical students and rising awareness of disease prevention are expected to create market growth opportunities. However, the limited effectiveness of gamification in treating chronic conditions is a major challenge for the players operating in this market. Additionally, the adoption of AI, machine learning, AR & VR in gamification and the increasing availability of smartphones, which enable easy access to healthcare and well-being apps, are some trends in the healthcare gamification market.
The healthcare gamification market is segmented by offering, deployment mode, and end user. The study also evaluates industry competitors and analyzes the market at the region/country level.
Based on offering, the healthcare gamification market is segmented into solutions and services. The solutions segment is further segmented into health checks, fitness management, medical training, medication management, physical therapy, telemedicine, e-Pharmacy, medical rooms, and other solutions. In 2025, the solutions segment is expected to account for the larger share of the healthcare gamification market. The large market share of this segment is attributed to the increasing availability of smartphones that enable easy access to healthcare and well-being apps. There are a variety of mobile apps that use gamification to promote healthy behaviors and track progress toward health goals. For example, the Zombies, Run! app encourages users to go for runs by immersing them in a post-apocalyptic world where they must outrun zombies. Furthermore, the solutions segment is projected to register the highest CAGR during the forecast period.
Based on deployment mode, the healthcare gamification market is segmented into cloud-based deployments and on-premises deployments. In 2025, the cloud-based deployment segment is expected to account for the larger share of the healthcare gamification market. This segment's large market share is attributed to the increasing demand for configurable gamification platforms that encourage various end users to use cloud computing technology for gamification.
Furthermore, the cloud-based deployment segment is projected to register the highest CAGR during the forecast period. Cloud-based healthcare gamification solutions have the potential to revolutionize the healthcare industry by making healthcare more accessible, convenient, and engaging for patients and healthcare providers. However, ensuring these solutions are developed and deployed ethically and securely is important, with patient privacy and safety as top priorities.
Based on end user, the healthcare gamification market is segmented into consumers and enterprises. In 2025, the consumers segment is expected to account for the larger share of the healthcare gamification market.
Based on geography, the healthcare gamification market is segmented into North America, Europe, Asia-Pacific, Latin America, and the Middle East & Africa. In 2025, North America is expected to account for the largest share of the healthcare gamification systems market, followed by Europe, Asia-Pacific, Latin America, and the Middle East & Africa. The increasing adoption of gamification and the technology-savvy user base drives the demand for healthcare gamification in North America. Game-based patient education programs are also gaining popularity in North America. For example, the Great Cholesterol Challenge is a game-based program designed to educate patients about cholesterol management and healthy lifestyle choices.
Key Players:
The key players operating in the healthcare gamification market include Akili Interactive Labs, Inc. (U.S.), Ayogo Health, Inc. (Canada), Schoeneckers, Inc. (U.S.), EveryMove, Inc. (U.S.), Fitbit, Inc.(U.S.), Mambo Solutions Ltd. (U.K.), CogniFit Inc. (U.S.), Mango Health, Inc. (U.S.), Microsoft Corporation (U.S.), ManagingLife, Inc. (Canada), Rally Health, Inc. (U.S.), Reflexion Health, Inc. (U.S.), Strava, Inc. (U.S.), Nike, Inc. (U.S.), Under Armour, Inc. (U.S.), and Novartis AG (Switzerland).
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Key questions answered in the report-
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