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Global Healthcare Gamification Market By Product (Enterprise based solutions, Consumer based solutions), By Applications (Fitness management, Medical Training, Medication Management) – Business Overview, Analysis and Industry Forecast 2017-2023

 Healthcare and Pharmaceuticals

Report Overview

Global Healthcare Gamification Market was valued at USD 18 Billion in the year 2017. Global Healthcare Gamification Market is further estimated to grow at a CAGR of 12% from 2018 to reach USD 35.53 Billion by the year 2023. North America region holds the highest market share in 2017 and the Asia Pacific is considered as the fastest growing market in the forecasted period. At a country level, India and China are projected to grow strongly in the coming years.

Microsoft (U.S), Adidas Group (Germany), Apple Inc. (U.S), Fitbit, Inc. (U.S) are some of the key players in the Global Healthcare Gamification Market. Rising research and development expenses cater to changing demand of end users. Similarly, growth strategies such as acquisition, merger, and expansion of the distribution network were few techniques adopted by most of Tier 1 and Tier 2 manufacturers in recent years.


Focus on wellness in the workplace

Increased adoption of smartphones


Tech-savvy gaming applications


Constant advancement of software. For ex. healthcare app like Healthify Me.

Generated interest in the healthcare and education industry.


Intense competition has developed among the producers.

Low motivation and research in actual game design hamper the productivity.

The global healthcare gamification market is segmented into three parts –By Product, Applications and Game type. The product segment is divided into enterprise-based solutions and consumer-based solutions. Consumer-based solutions contribute to the highest market share.

The applications segment is divided into fitness management, medical training, medication management and physical therapy. Fitness management application segment has the highest share in the market as a result of changing lifestyle and growing focus on overall fitness. The game type segment is divided into casual games, serious games, and exercise games. Casual games hold the highest market share. Among all, it is expected that the casual games segment will be growing at a moderate CAGR of XX % in the assessment period. 

Key Benefits for Stakeholders

Healthcare gaming applications producers.

Government agencies and authorities.

Research and consulting organizations

By Product

Enterprise-based solutions

Consumer-based solutions

By Applications

Fitness management

Medical Training

Medication Management

Physical Therapy

By Game Type

Casual Games

Serious Games

Exercise Games

By Region

North America




Key Market Players


Adidas Group

Apple Inc.

Fitbit, Inc.

Nike, Inc.

Ayogo Health, Inc.

Google LLC

Rally Health, Inc.


Hubbub Health, Inc.

(A brief overview of 10 companies is also provided)

Detailed customization is also available for you. Further, if the report listed above does not meet your key requirements. Our customized research report will analytically cover the required market information you need which will help you to plan your business decisions.

Research Methodology:

Genesis Market Insights follows in-depth Research Methodology focused on reducing deviation in the collected data. GMI offers the most precise evaluations and projection for the market numbers. GMI engages following Market Engineering techniques –

  1.      Raw Market Data is collected and compared with the Existing in-house Data on a broad front.
  2.      Both Bottom-Up and Top-Down approaches are analyzed for segmenting and estimating measurable aspects of the market.
  3.      To avoid bias, we filter the collected data collected from authenticated sources.
  4.      GMI has a well proven Statistical Modeling System for estimates and forecasts.
  5.      Further, the report findings are validated with the Industry Expert Panel on face to face or telephonic interviews.
  6.      Panelists are approached from Leading Enterprises across the value chain including manufacturers, suppliers, technology providers, domain experts and buyers so as to validate a thorough and balanced market overview.

Detailed customization is also available for you. Further, if the report listed above does not meet your key requirements. Our customized research report will analytically cover the required market information you need which will help you to plan your business decisions.

Table Of Content

1. Introduction

1.1 Market Vision

      1.1.1 Market Definition

      1.1.2 Market Scope

1.2 Limitations

1.3 Stakeholders

2. Research Methodology

2.1. Research Process

       2.1.1. Secondary Research

        Key Data from Secondary Research

       2.1.2. Primary Research

        Key Data from Primary Research

        Breakdowns of Primary Interviews

2.2. Market Size Estimation

       2.2.1. Bottoms-Up Approach

       2.2.2. Top-Down Approach

       2.2.3. Annual Revenue Process

2.3. Data Triangulation 

2.4. Research Assumptions 

       2.4.1. Assumption

3. Executive Summary

4. Market Overview

4.1. Introduction

4.2. Drivers

4.3. Restraints

4.4. Opportunities

4.5. Challenges

4.6. Regulations

4.7. Supply Chain/Value Chain Analysis

4.8. Patent & Standards

5. Industry Trends

5.1. Introduction

5.2. Porter’s Five Forces Analysis

       5.2.1. Threat of New Entrants

       5.2.2. Threat of Substitutes

       5.2.3. Bargaining Power of Buyers

       5.2.4. Bargaining Power of Suppliers

       5.2.5. Intensity of Competitive Rivalry

6. Global Healthcare Gamification Market, by Product

6.1 Enterprise based solutions    

6.2. Consumer-based solutions               

7. Global Healthcare Gamification Market, by Application

7.1 Fitness management

7.2 Medical training

7.3 Medication management

7.4 Physical therapy

8. Global Healthcare Gamification Market, by Game Type.

8.1 Casual Games

      8.1.1. Easy and fun games

8.2 Serious games

      8.2.1 Education

      8.2.2 Training

      8.2.3 Performance Improvement

8.3 Exercise Games

            8.3.1 Fitness and interactive physical motion games

9. Geographical Analysis

9.1. Introduction

9.2. North America

       10.2.1. U.S.

       10.2.2. Canada

       10.2.3. Mexico

9.3. Europe

       9.3.1. U.K.

       9.3.2. Germany

       9.3.3. Italy

       9.3.4. France

       9.3.5. RoE

9.4. Asia Pacific

       9.4.1. South Korea

       9.4.2. China

       9.4.3. Japan

       9.4.4. India

       9.4.5. RoAPAC

9.5. RoW

       9.5.1. Latin America

       9.5.2. Middle East and Africa  

10. Company Profiles

(Business Overview, Financial Overview, Product write up, Recent Developments)

10.1 Microsoft

10.2 Adidas Group

10.3 Apple Inc.

10.4 Fitbit, Inc.

10.5 Nike, Inc.

10.6 Ayogo Health, Inc.

10.7 Google LLC

10.8 Rally Health, Inc.

10.9 Badgeville

10.10 Hubbub Health, Inc.


(A brief overview of 10 companies is also provided)

11. Competitive Analysis

11.1. Introduction

11.2. Market Positioning of Key Players

11.3 Competitive Strategies Adopted by Leading Players

        11.3.1. Investments & Expansions

        11.3.2. New Product Launches

        11.3.3. Mergers & Acquisitions

        11.3.4. Agreements, Joint Ventures, and Partnerships

12. Appendix

12.1. Questionnaire

12.2. Available Customizations 

12.3. Upcoming Events (Trade Fair, Exhibitions, Conferences)


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