Gamification is a process of using ‘gaming’ elements to motivate and engage people in non-gaming contexts. The various elements of gamification include game mechanics (e.g. points, badges, leader boards, rewards) and game experience design (e.g. countdown, storyline, discovery, quests and challenges, levels). Many industries are successfully applying gaming elements in non-game contexts using a technique called gamification. It has been widely used in fields like education and military for years.
However, the concept of gamification started to generate interest in the healthcare industry only in the last few years. Many healthcare professionals recognize gamification as a potentially vital element to patient engagement, wellness adherence, and outcome improvement. In the age of computerization, technologically updated gamification applications are helping users to solve various problems related to health and fitness. “Meticulous Research” in its latest publication states that, the “global market for healthcare gamification is expected to grow at a CAGR of 54.7% from 2017 to 2022 to reach $3,780.6 million by 2022.”
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The digital transformation of business and society presents enormous growth potential for healthcare gamification. Digital transformation is primarily attributed to the fusion of advanced technologies and the integration of physical and digital systems, the predominance of innovative business models and new processes, and the creation of smart products and services.
Many emerging countries such as India, China, Brazil, and South Africa are now taking various steps towards digitalization. For instance, Indian government has launched Digital India program to increase the digitalization and the technology use with the country. Similarly, South African government has implemented Digitize Africa program to increase digitalization in South Africa.
Digitalization and gamification work hand in hand. It has increased access to digital and mobile technologies that are now common in lives. Rapid technological development and digitalization have changed the way businesses now operate. This transformation is not just evident in the interaction between business and customers. It has also increased the pace of work, efficiency, and accessibility to information. Digitalization in healthcare industry has been transforming health and workplaces globally and is expected to continue its influence in the coming years, thereby driving the market for healthcare gamification.
The report provides meticulous analysis of healthcare gamification market on the basis of product (Enterprise-based solutions and consumer-based solutions), application (Fitness management, Medical Training, Medication Management, Physical Therapy, and others), and geography.
The key players analyzed in the Healthcare Gamification Market are Microsoft Corporation, Under Armour Inc., Strava Inc., Adidas AG, Apple Inc., FitBit Inc., Jawbone, Nike Inc., Google Inc., Ayogo Health Inc., Rally Health, Inc., Badgeville, Inc., Hubbub Health Inc., Welltok, Inc., Akili Interactive Labs, Inc., Bunchball, Fitocracy, EveryMove Inc., SuperBetter, LLC, Syandus Inc., Mango Health, Medisafe Inc., Reflexion Health Inc., and Respond well (a part of Zimmer Biomet).
Key Topics Covered in This Report:
- Research Methodology
- Executive Summary
- Market Share Analysis
- Market Insights
- Global Healthcare Gamification Market, By Product
- Global Healthcare Gamification Market, By Application
- Geographic Analysis
- Competitive Landscape
- Company Profiles
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