Healthcare Gamification Market to grow at an impressive rate During the Forecast Period
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.
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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.
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“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.
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