The global healthcare gamification market size was valued at USD 3.31 billion in 2022. It is projected to reach USD 8.6 billion by 2031, growing at a CAGR of 10.98% during the forecast period (2023-2031).
Gamification in the healthcare industry is gaining momentum. Digital practitioners or consultants use various gaming principles and techniques to improve patient clinical outcomes. Healthcare gamification techniques are widely used for patient behavior management, motivation and education, appointment booking, and prescription tracking. These games are patient-centric and designed to improve patient engagement by making their experiences more personalized. The patient participates in gaming activities and earns rewards.
Additionally, patients can set challenges in some healthcare gamification apps and track their progress toward those goals, while in other apps, they compete against other patients. By participating in different activities and challenges, patients feel motivated and engaged. The companies developing mobile healthcare games are incorporating games into digital monitoring apps. The main purpose of incorporating the game into digital monitoring apps is to increase patient engagement and create health data that can be used for personalized treatment. These apps not only impro
Game therapy has been greatly influenced by the use of games in healthcare since they were first introduced in early 1975. Additionally, with the incorporation of artificial intelligence and augmented reality into the healthcare industry, the games have recently attracted interest in their therapeutic features. The games allow patients to express themselves, which is uncommon in most patient instances. This allows specialists to create better therapies that have better treatment outcomes. Therefore, the need for healthcare gamification is anticipated to increase as the prevalence of chronic diseases such as mental illness and musculoskeletal and orthopedic problems, which are somewhat curable using game technology, rises. Young people accustomed to continually dealing with technology may also benefit from gaming therapy.
Additionally, the advent of cutting-edge technology like augmented reality (AR) and virtual reality (VR) in the healthcare industry assists experts in counseling sessions and treating patients' mental illnesses. For instance, a group of game developers in the US released a DEEP-VR experience in 2016 that leads users through an underwater world while teaching them how to recognize and manage anxiety and stress symptoms. VR can also be used in rehabilitation by including physical tasks in video games. For instance, Rice University students produced the video game Equilibrium for pediatric physical therapy in October 2017. The game's Wii Balance Board and specially created balanced bars encourage children to acquire balance and develop better walking techniques. The healthcare gamification industry is expanding due to the growing use of gamification for therapeutic purposes.
Growth in the market is predicted to be fueled by the development of chronic diseases and the adoption of unhealthy, sedentary lifestyle choices. Digital and mobile technology development for treating chronic ailments has enabled the healthcare sector to grow dramatically. Routine testing and monitoring are necessary for effective illness management. Gamification helps manage diabetes by tracking and rewarding users' blood glucose, insulin, and food intake. Gamification in the healthcare industry enables people to manage their diabetes through self-care.
High expenses and little acceptability may impede the growth of the healthcare gamification business. The high cost of planning and establishing a healthcare gamification system can limit market growth. In addition, there is a lack of understanding of healthcare gamification in developing countries. As a result, adaptation happens at a slow rate.
The global healthcare gamification industry will have expansion potential due to rising health consumerism. The growth of health consumerism will probably bring forth prosperous chances for healthcare gamification. People are getting healthier as lifestyles change and the prevalence of illness rises. Therefore, the healthcare industry is transitioning from one centered on sick care to one in which the consumer drives economic decisions. As a result, more people are using healthcare games to keep themselves healthy. The expanding appeal of fitness and mind games will also bode well for the future of the healthcare gamification industry.
Study Period | 2020-2032 | CAGR | 10.98% |
Historical Period | 2020-2022 | Forecast Period | 2024-2032 |
Base Year | 2023 | Base Year Market Size | USD XX Billion |
Forecast Year | 2032 | Forecast Year Market Size | USD XX Billion |
Largest Market | North America | Fastest Growing Market | Asia-Pacific |
North America Dominates the Global Market
Based on regions, the global healthcare gamification market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.
North America is the most significant shareholder and is expected to grow considerably over the forecast period. North America held a commanding market share of 43.13% in 2022. This expansion can be attributed to increased smartphone accessibility, internet usage, and gamification application features like telehealth appointments, fitness modules, and medication adherence notifications. The market expansion in this region is also being fueled by the strategic activities prominent market players are taking, such as new product launches and alliances. For instance, Ayogo Health Inc., a behavior science-based digital health company, and Baxter International Inc. introduced the CKD&Me app in November 2019 in the United States. Patients with kidney failure can receive timely, relevant, and customized support through the new mobile application, driving market growth.
Asia-Pacific is predicted to exhibit a CAGR of 9.8% during the forecast period. This is because of the development of digital health technology in the region. Market participants in this area are spending R&D to provide their clientele with improved healthcare solutions. For instance, a pharmaceutical business named Astellas worked with the Tokyo University of the Arts and Yokohama City University to create and launch cutting-edge gamified virtual healthcare solutions in August 2019.
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The global healthcare gamification market is segmented into game type, application, and end-use.
Based on the game type, the global healthcare gamification market is bifurcated into casual games, serious games, and exercise games.
The casual games segment owns the highest market share of 34.02% in 2022 and is expected to grow significantly over the forecast period. Casual games are simple, entertaining, and quick. Young patients enjoy playing these activities. Casual games educate players on disease specifics and serve as a communication link between doctors and parents, going beyond simple pleasure. This is mainly because healthcare platforms use casual games to treat patients by observing their behavior. The primary driver of the demand for casual games during the projection period is the rising popularity among young patients.
In the global healthcare gamification market projection, serious games are gaining ground. These games, created using 3D computer technology, are more frequently linked to learning and fun. Serious games are instructional tools that instruct both patients and medical professionals. Serious games have the power to alter the patient's behavior. The key driver boosting demand for serious games during the projection period is the rising penetration and development of serious healthcare games.
Based on the application, the global healthcare gamification market is split into prevention, therapeutic, education, and others.
The prevention segment is the highest contributor to the market and is expected to grow at a CAGR of 8.76% over the forecast period. Games are becoming more popular in the healthcare industry due to their many advantages. Patients can control and avoid diseases with the use of these games. Gaming strategies allow patients to control their illness online and prevent unneeded hospital trips. Since these games are created utilizing 3D computer technology, the patient can realistically battle mental illness and disease and use simulation techniques to prevent future illness.
The therapeutic segment is predicted to increase quickly over the projected period. Video games are frequently employed in healthcare settings to divert patients' attention from physical suffering and emotional distress. Patients with depression, anxiety, post-traumatic stress disorder (PTSD), and attention deficit hyperactivity disorder (ADHD) have been aided by playing video games. By giving patients the appropriate gaming resources for therapy, these games improve health and lead to higher patient satisfaction. The market is expected to be driven by doctors' growing usage of healthcare games to keep patients interested in their treatments over the forecast period.
Based on end-user, the global healthcare gamification market is categorized into enterprise based and consumer based.
The enterprise-based segment held the largest market growth, with a market share of 38.01% in 2022. It is well known that many businesses worldwide prioritize enhancing their workforce's physical health and wellness. The vast majority of businesses are known to promote employee wellness initiatives. The enterprise-based segment is anticipated to grow rapidly in the near future due to this growth in corporate activities to promote employee wellness.
The consumer-based sub-segment is anticipated to experience the fastest growth over the forecast period. It is a "cross-disease" concept of customized healthcare that focuses on the "health experiences" of the individual. Examples of such a paradigm include telemedicine, online therapy, and diabetes apps that give patients personalized tracking and recommendations. The main driver fueling demand for the healthcare gamification market during the forecast period is the rising use of wearable technology and smartphones.