Gamification Mobile Application in Healthcare Market
Gamification Mobile Application in Healthcare Market Analysis, By Product Type (Casual Games, Serious Games, and Exercise Games), Application (Prevention, Therapeutics, and Education), and End-User (Enterprise Based, and Consumer-Based), and Region - Market Insights 2024 to 2034
Analysis of Gamification Mobile Application in Healthcare Market Covering 30+ Countries Including Analysis of US, Canada, UK, Germany, France, Nordics, GCC countries, Japan, Korea and many more
Gamification Mobile Application in Healthcare Market Outlook (2024 to 2034)
The global gamification mobile application in healthcare market was valued at US$ 3,895.7 million in 2023 and has been forecasted to expand at a noteworthy CAGR of 21.4% to end up at US$ 31,168.1 million by 2034.
A gamification mobile application in healthcare (GMA) is defined as a smart smartphone application that uses gaming components and techniques to engage users to participate in health-related activities and hopefully improve their overall healthcare experience. The end goal is to develop a more solicited, engaging, and doable healthcare experience for all end users, by which healthcare and health services activities are easily adaptable on a broader spectrum globally.
mHealth apps can employ various gamification programs such as badges, rewards, points, leaderboards, and feedback to motivate end users to achieve disease-specified health outcomes. These applications gather patient's day-to-day activities in the form of medication adherence, vital sign monitoring, physical activity, and health education. This enables healthcare providers to make informed decisions about patient care and improve outcomes.
In summary, GMAs are an innovative option for increasing health engagement, health education, and self-care to build resilience, so users are more likely to comply with their prescribed healthcare regimen.
Report Attributes | Details |
---|---|
Gamification Mobile Application in Healthcare Market Size (2023A) | US$ 3,895.7 Million |
Estimated Market Value (2024E) | US$ 4,480.0 Million |
Forecasted Market Value (2034F) | US$ 31,168.1 Million |
Global Market Growth Rate (2024-2034) | 21.4% CAGR |
East Asia Market Share (2024) | 12.9% |
China Market Growth Rate (2024-2034) | 17.5% CAGR |
Key Companies Profiled | Mango Health; Propeller Health; Omada Health Inc.; Fitbit Health Solutions; Akili, Inc.; Big Health; Calm.com, Inc.; Headspace Inc.; Sleep Cycle; Lumi Health (Apple Inc.); Healthy365 (Ministry of Health Singapore); Other Prominent Players. |
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Historic Analysis (2019 to 2023) and Future (2024 to 2034) Pathway Analysis for the gamification mobile application in the healthcare market
Based on a historical analysis from 2019-2023, the market saw significant growth after the COVID-19 pandemic as the need for immediate and effective treatment became a priority. Telehealth and teleconsultation paved the way and became the most easy and reliable mode of treatment. Gamification helps patients engage themselves in innovative and interactive user interfaces that help the user/patients track and feed vital information in mobile applications.
- Short Term (2024 to 2028): Gamification in the healthcare application market is seen to have steady development in the short term. As and how the need for disease management increases the demand for gamification in mobile health apps. The gamification development will focus on target diseases that will help healthcare professionals in disease management and treatment in-home care services. The integration of AI and machine learning in healthcare and wearables will further demand gamification in healthcare.
- For instance, In February 2023, Lark Health announced the effective results of a study conducted to manage cardiovascular risk factors in their new program named Artificial Intelligence (AI)-powered Heart Health program.
- Medium Term (2028 to 2030): In the mid-term, the market will reach a maturity phase. Market players will be contemplating new strategies such as collaboration, acquisition of startups, and partnership with well-known healthcare organizations to incorporate their gamified applications into the use. Various communicable and non-communicable diseases will have unprecedented growth in the future. This rise in diseases will focus on more improved technologically based solutions in daily use. The adoption of gamification in mobile healthcare applications will see a significant rise during the years 2028 to 2030.
- For instance, In June 2024, Noom (a digital healthcare company) launched an AI personal health assistant app. This app features tracking of daily meals and intake of nutrient content. This app also features personal assistance 24/7 in case of any queries and confusion.
- Long Term (2030 to 2034): In the long run, numerous Software integrator will incorporate digital health into the healthcare system. The number of startups and global players will rise in the coming future, as blockchain and neurotechnologies will create brand new opportunities in the healthcare system and will drive market growth. The market will witness significant diversification into developing countries. The focus on developing healthcare infrastructure will drive the market exponentially in the long term.
On the back of the aforementioned facts, the gamification mobile application in healthcare market is anticipated to grow at a CAGR of 21.4% during the forecast period from 2024-2034, According to the Fact.MR, a market research and competitive intelligence provider.
Market Dynamics
What are the Factors Propelling Global Sales of Gamification Mobile Application in Healthcare?
“Rising Adoption of Digital Health Solutions is Set to Drive the Market Growth”
The healthcare industry has been incorporating digital health solutions such as teleconsultation, telehealth, telemedicine, mobile health trackers, and remote patient monitoring tools to understand the signs and symptoms of diseases to alter the course of treatment. These solutions have been benefiting healthcare professionals and industry in analyzing disease courses to improve patient's quality of life. These digital health solutions have been gaining traction since the COVID-19 Pandemic.
These solutions are cost-effective and can be utilized by developed countries as well as developing countries. Further, gamification in mobile applications has proven to be engaging and user-friendly. These solutions help in the management of chronic or long-standing diseases. The gamified applications will make day-to-day tasks more engaging and interactive, thus driving market growth.
- For instance, MySugr, a digital health company has developed a gamified application to track daily insulin intake and help maintain and improve quality of life.
“Increase in Internet Accessibility and Smartphone Penetration”
Increasing adoption of mobile phones and internet connectivity solutions has been evident for a few years now and this has shifted the trend to focus on developing devices and or systems that are easily accessible to the consumers. App builders have focused on digital solutions to retain their share in the global market. Mobile smartphone penetration has not only been ruling developed countries but also marking their presence in underdeveloped regions.
This helps the population of underdeveloped regions to access better healthcare without spending out-of-pocket. According to the GSMA Annual Report 2023, there are approximately 5.4 billion individuals who use smartphones in a population of more than 7 billion globally. This shows the need importance and reliability of people on the internet and smartphones. Software integrator and app builders have been focusing on consumer preferences and developing novel products that are handy to patients.
What are the Challenges Encountered by Market Players of Gamification Mobile Application in Healthcare?
“Data Breach and Security Remains a Concern”
Bringing in digital health in the healthcare industry is exciting as well as concerning. The healthcare sector has been ruling with several regulatory frameworks. It is not an easy task to ensure these regulations are followed globally and are of utmost importance before the product and or device becomes commercialized. The U.S. follows the Health Insurance Portability and Accountability Act (HIPAA) and Europe follows the General Data Protection Regulation (GDPR). The approval and coping with compliance and stringent regulations will hamper the market growth. These regulations have an impact on startups thus causing hindrance for the new entrants in the market.
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Country-wise Insights
Why is Adoption of Gamification Mobile Application in Healthcare High in the United States?
“Extensive Use of Technological Advanced Solutions”
The market in the United States is estimated at US$ 1,208.2 million in 2024 and is projected to expand at a CAGR of 18.4% through 2034. The U.S. has a well-established healthcare infrastructure, making the digital solutions market grow. Telehealth, telemedicine, and electronic health record (EHR) have been driving the demand for tools to combat and prevent various diseases. This causes demand for the gamification mobile application in the healthcare market.
The North American region is closely connected, which makes Canada and Mexico accessible markets for gamification mobile applications in healthcare from the United States.
Why is China a Lucrative Market for Gamification Mobile Application in Healthcare?
“Rising Incidence of Chronic Disorders”
Urbanization, the aging population, and lifestyle changes are the factors affecting the rise of chronic diseases. China contributes 25% of the total global population, which creates wide opportunities for the penetration of digital health in China. China has always focused on face-to-face culture, but in the recent era, china has been evolving its base in the digital health solutions market. This adoption of new technologies and tools has been transformed in different marketplaces inclusive of healthcare.
Category-wise Insights
Why is Exercise Game Segments Widely Adopted for the Production of Gamification Mobile Applications in Healthcare?
“Increasing Health Awareness Boosts the Exercise Games Segment in the Global Market”
The exercise games segment is estimated to account for 49.4% share of the market in 2024, and the segment is projected to reach a market valuation of US$ 17,135.6 million by 2034-end. The increasing adoption of mobile phones and internet connectivity creates opportunities for the market due to the easy availability of applications that can be downloaded free of cost.
Market players have been exploring gamified mobile applications for not only patients but also for medical students and others in need. This helps the consumers to learn and read whenever possible. The applications are hand-held and thus are the driving factor for the segment to grow in the coming years.
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Competitive Landscape
Key players in the gamification mobile application in the healthcare market are Mango Health, Propeller Health, Omada Health Inc., Fitbit Health Solutions, Akili, Inc., Big Health, Calm.com, Inc., Headspace Inc., Sleep Cycle, Lumi Health (Apple Inc.), Healthy365 (Ministry of Health Singapore).
Companies devote a significant portion of their revenue to R&D to resolve problems and offer creative solutions to draw in new customers and stay competitive. Companies are developing customized offerings for issues that meet industry-specific needs to compete with other players.
- In April 2022, Google said that the new photoplethysmography algorithm-which detects atrial fibrillation-in their wearables, the Fitbit, has received approval from the US Food and Drug Administration.
- In June 2023, UC Davis Health and Propeller Health announced a new collaboration with UC Davis Health that will offer personalized treatment for high-risk patients with asthma and chronic obstructive pulmonary disease (COPD) aiming to improve their health outcomes.
Fact.MR has provided detailed information about the price points of key market players of gamification mobile applications in healthcare positioned across regions, sales growth, production capacity, and speculative technological expansion, in the recently published report.
Segmentation of Gamification Mobile Application in Healthcare Industry Research
-
By Product Type :
- Casual Games
- Serious Games
- Exercise Games
-
By Application :
- Prevention
- Therapeutics
- Education
-
By End User :
- Enterprise Based
- Consumer Based
-
By Region :
- North America
- Latin America
- Western Europe
- Eastern Europe
- East Asia
- South Asia & Pacific
- Middle East & Africa
Table of Content
1. Executive Summary 2. Industry Introduction, including Taxonomy and Market Definition 3. Trends and Success Factors, including Macro-economic Factors, Market Dynamics, and Recent Industry Developments 4. Global Demand Analysis 2019 to 2023 and Forecast 2024 to 2034, including Historical Analysis and Future Projections 5. Global Analysis 2019 to 2023 and Forecast 2024 to 2034 5.1. Product 5.2. Application 5.3. End User 6. Global Analysis 2019 to 2023 and Forecast 2024 to 2034, By Product 6.1. Casual Games 6.2. Serious Games 6.3. Exercise Games 7. Global Analysis 2019 to 2023 and Forecast 2024 to 2034, By Application 7.1. Prevention 7.2. Therapeutics 7.3. Education 8. Global Analysis 2019 to 2023 and Forecast 2024 to 2034, By End User 8.1. Enterprise Based 8.2. Consumer Based 9. Global Analysis 2019 to 2023 and Forecast 2024 to 2034, By Region 9.1. North America 9.2. Latin America 9.3. Western Europe 9.4. Eastern Europe 9.5. East Asia 9.6. South Asia & Pacific 9.7. MEA 10. North America Sales Analysis 2019 to 2023 and Forecast 2024 to 2034, by Key Segments and Countries 11. Latin America Sales Analysis 2019 to 2023 and Forecast 2024 to 2034, by Key Segments and Countries 12. Western Europe Sales Analysis 2019 to 2023 and Forecast 2024 to 2034, by Key Segments and Countries 13. Eastern Europe Sales Analysis 2019 to 2023 and Forecast 2024 to 2034, by Key Segments and Countries 14. East Asia Sales Analysis 2019 to 2023 and Forecast 2024 to 2034, by Key Segments and Countries 15. South Asia & Pacific Sales Analysis 2019 to 2023 and Forecast 2024 to 2034, by Key Segments and Countries 16. MEA Sales Analysis 2019 to 2023 and Forecast 2024 to 2034, by Key Segments and Countries 17. Sales Forecast 2024 to 2034 by Product, Application, and End User for 30 Countries 18. Competition Outlook, including Market Structure Analysis, Company Share Analysis by Key Players, and Competition Dashboard 19. Company Profile 19.1. Mango Health 19.2. Propeller Health 19.3. Omada Health Inc. 19.4. Fitbit Health Solutions 19.5. Akili, Inc. 19.6. Big Health 19.7. Calm.com, Inc. 19.8. Headspace Inc. 19.9. Sleep Cycle 19.10. Lumi Health (Apple Inc.) 19.11. Healthy365 (Ministry of Health Singapore) 19.12. Other Prominent Players 20. Assumptions & Acronyms Used 21. Research Methodology
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List Of Table
Table 01: Global US$ Mn Forecast by Region, 2019-2034
Table 02: Global US$ Mn Forecast by Product, 2019-2034
Table 03: Global US$ Mn Forecast by Application, 2019-2034
Table 04: Global US$ Mn Forecast by End User, 2019-2034
Table 05: North America US$ Mn Forecast by Country, 2019-2034
Table 06: North America US$ Mn Forecast by Product, 2019-2034
Table 07: North America US$ Mn Forecast by Application, 2019-2034
Table 08: North America US$ Mn Forecast by End User, 2019-2034
Table 09: Latin America US$ Mn Forecast by Country, 2019-2034
Table 10: Latin America US$ Mn Forecast by Product, 2019-2034
Table 11: Latin America US$ Mn Forecast by Application, 2019-2034
Table 12: Latin America US$ Mn Forecast by End User, 2019-2034
Table 13: Western Europe US$ Mn Forecast by Country, 2019-2034
Table 14: Western Europe US$ Mn Forecast by Product, 2019-2034
Table 15: Western Europe US$ Mn Forecast by Application, 2019-2034
Table 16: Western Europe US$ Mn Forecast by End User, 2019-2034
Table 17: Eastern Europe US$ Mn Forecast by Country, 2019-2034
Table 18: Eastern Europe US$ Mn Forecast by Product, 2019-2034
Table 19: Eastern Europe US$ Mn Forecast by Application, 2019-2034
Table 20: Eastern Europe US$ Mn Forecast by End User, 2019-2034
Table 21: East Asia US$ Mn Forecast by Country, 2019-2034
Table 22: East Asia US$ Mn Forecast by Product, 2019-2034
Table 23: East Asia US$ Mn Forecast by Application, 2019-2034
Table 24: East Asia US$ Mn Forecast by End User, 2019-2034
Table 25: South Asia & Pacific US$ Mn Forecast by Country, 2019-2034
Table 26: South Asia & Pacific US$ Mn Forecast by Product, 2019-2034
Table 27: South Asia & Pacific US$ Mn Forecast by Application, 2019-2034
Table 28: South Asia & Pacific US$ Mn Forecast by End User, 2019-2034
Table 29: MEA US$ Mn Forecast by Country, 2019-2034
Table 30: MEA US$ Mn Forecast by Product, 2019-2034
Table 31: MEA US$ Mn Forecast by Application, 2019-2034
Table 32: MEA US$ Mn Forecast by End User, 2019-2034
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List Of Figures
Figure 01: Global Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Product, 2019-2034
Figure 02: Global Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Application, 2019-2034
Figure 03: Global Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by End User, 2019-2034
Figure 04: Global Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Region, 2019-2034
Figure 05: North America Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Product, 2019-2034
Figure 06: North America Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Application, 2019-2034
Figure 07: North America Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by End User, 2019-2034
Figure 08: North America Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Country, 2019-2034
Figure 09: Latin America Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Product, 2019-2034
Figure 10: Latin America Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Application, 2019-2034
Figure 11: Latin America Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by End User, 2019-2034
Figure 12: Latin America Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Country, 2019-2034
Figure 13: Western Europe Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Product, 2019-2034
Figure 14: Western Europe Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Application, 2019-2034
Figure 15: Western Europe Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by End User, 2019-2034
Figure 16: Western Europe Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Country, 2019-2034
Figure 17: Eastern Europe Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Product, 2019-2034
Figure 18: Eastern Europe Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Application, 2019-2034
Figure 19: Eastern Europe Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by End User, 2019-2034
Figure 20: Eastern Europe Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Country, 2019-2034
Figure 21: East Asia Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Product, 2019-2034
Figure 22: East Asia Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Application, 2019-2034
Figure 23: East Asia Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by End User, 2019-2034
Figure 24: East Asia Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Country, 2019-2034
Figure 25: South Asia & Pacific Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Product, 2019-2034
Figure 26: South Asia & Pacific Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Application, 2019-2034
Figure 27: South Asia & Pacific Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by End User, 2019-2034
Figure 28: South Asia & Pacific Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Country, 2019-2034
Figure 29: MEA Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Product, 2019-2034
Figure 30: MEA Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Application, 2019-2034
Figure 31: MEA Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by End User, 2019-2034
Figure 32: MEA Value Share (%), Growth Rate (Y-o-Y), and US$ Mn Projection by Country, 2019-2034
Know thy Competitors
Competitive landscape highlights only certain players
Complete list available upon request
- FAQs -
What was the Global Gamification Mobile Application in Healthcare Market Size Reported by Fact.MR for 2023?
The global gamification mobile application in the healthcare market was valued at US$ 3,895.7 million in 2023.
Who are the Major Players Operating in the Gamification Mobile Application in the Healthcare Market?
Prominent players in the market are Mango Health, Propeller Health, Omada Health Inc., Fitbit Health Solutions, Headspace Inc., Sleep Cycle, Lumi Health (Apple Inc.), and Healthy365 (Ministry of Health Singapore) among others.
What is the Estimated Valuation of the Gamification Mobile Application in the Healthcare Market in 2034?
The market is expected to reach a valuation of US$ 31,168.1 million in 2034.
What Value CAGR did the Gamification Mobile Application in the Healthcare Market Exhibit Over the Last Five Years?
The historic growth rate of the gamification mobile application in the healthcare market was 11.9% from 2019-2023.