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Global Healthcare Gamification Market to Grow at a CAGR of 55.1% by 2022 According to New Research

The global healthcare gamification market is expected to grow at a healthy CAGR of 55.1% from 2017 to 2022 to USD 4,180.5 million by 2022, driven by the growing technological advancements, rising use of smartphones, changing lifestyle, increasing digitalization, and growing focus on wellness at workplace.

This press release was orginally distributed by SBWire

Houston, TX -- (SBWIRE) -- 02/08/2018 -- Numerous enterprises are effectively applying gaming components in non-diversion settings utilizing a strategy called gamification. It has been broadly utilized as a part of fields like training and military for quite a long time. In any case, the idea of gamification began to create enthusiasm for the healthcare business just over the most recent couple of years. Numerous healthcare experts perceive gamification as a possibly indispensable component to patient engagement, wellness adherence, and outcome improvement. In the time of computerization, mechanically refreshed gamification applications are helping clients to take care of different issues identified with wellbeing and wellness.
Increased use of social media and smartphones and increased adoption of gaming models through healthcare accelerate the industry growth for the forecasted period. Technological advances for well-being adherence, patient participation, and game development for result-based medicine will further drive business revenues.
As the awareness of personal health and preventive measures increases, the shift from disease treatment to disease prevention approaches, and the increasing use of wearable products that continuously collect health and contextual data, the market for medical supplies will grow. Initiatives to improve patient drug therapies with customized treatment based on results tracking to enable ongoing patient education and participation will lead to the exponential growth of the industry.

Exercise game segments is expected to grow at a profitable pace as awareness of health games and their impact on brain health and human health grows has increased use of a variety of casual games, especially those with diabetes and Alzheimer's disease, will accelerate segment growth.
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The corporate sector will see significant growth during the forecast period as employer plans for employee health and employee participation increase. In order to encourage individuals health,
Demand for the global Healthcare Gamification market is growing rapidly, so many of the market experts have spent time and effort to find out if there is a basis for this market The latest research information will allowed the readers to understand the concept of global Healthcare Gamification market growth. Current indicators and past essentials of government and the private sector are used to estimate the current market position and to position it for the next five years. Clear results have been registered when considering research information and calculating some underlying facts that affect market growth.
The prominent players in the global healthcare gamification market are Microsoft Corporation, 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), among others.

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The report examines the overall demand and supply chain in the global Healthcare Gamification market and focuses on the various components. The effects of Porter's five forces on market growth were similarly researched in the report. With the exception of case studies, the report follows the historical development of the market. Demand for each product type was investigated in the report.
By analyzing all collected data using SWOT analysis, the research provides clear Understanding of economic situation of Global Healthcare Gamification Market. The outlook for the market has become clear and economic threats have become evident.
There is a visible intentional direction in the market, which is observed in the underlying trends and improvements studied. Market data has been studied by using the underlying norms, policies and trends of other important factors achieving market overview. In conclusion, the assessment of the Global Healthcare Gamification Market is anticipated by various analytical tools and comprehensive study
The regional analysis of the Global Market splits the global market into key regions that include both continents as well as specific countries that are currently shining in terms of either demand, volume or overall growth. Users of the report can focus on these regions if they are looking to expand their business borders.
The stages of development of Healthcare Gamification market with respect to many geographic regions have also been presented thoroughly. This information which is provided helps the emerging players gain up-to-date information which can help them take perfect business decisions. In similar way, many other segments and sub segments are mentioned in this market helping in conveying impeccable data to the users.

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Table of Contents
Global Healthcare Gamification Market Research Report 2017
Chapter 1 Healthcare Gamification Market Overview
Chapter 2 Global Economic Impact on Industry
Chapter 3 Global Market Competition by Manufacturers
Chapter 4 Global Production, Revenue (Value) by Region
Chapter 5 Global Supply (Production), Consumption, Export, Import by Regions
Chapter 6 Global Production, Revenue (Value), Price Trend by Type
Chapter 7 Global Market Analysis by Application
Chapter 8 Manufacturing Cost Analysis
Chapter 9 Industrial Chain, Sourcing Strategy and Downstream Buyers
Chapter 10 Marketing Strategy Analysis, Distributors/Traders
Chapter 11 Market Effect Factors Analysis
Chapter 12 Global Market Forecast

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