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Europe Healthcare Gamification Market Forecast to 2027 - COVID-19 Impact and Regional Analysis By Game Type (Casual Games, Serious Games, and Exercise Games), Application (Fitness Management, Medical Training, Physical Therapy, and Others) and End User (Enterprise-Based Users and Consumer-Based Users)

Report Code :  TIPRE00022632
No. of Pages :  106
Published Month :  May 2021
Category :  Technology, Media and Telecommunications
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Market Introduction

Gamification is employed in health and wellness apps related to disease prevention, self-management, medical education-related simulations, medication adherence, and telehealth programs. In healthcare, it is primarily useful for behavioural changes, incentivizing people to increase their wellness by performing game-like tasks and receiving rewards.

 

Market Overview and Dynamics

The Europe healthcare gamification market is expected to reach US$ 9,762.10 million by 2027 from US$ 863.78 million in 2019; it is estimated to grow at a CAGR of 35.6% from 2020 to 2027. The growth of the market is attributed to factors such as growing acceptance of gamified models throughout the healthcare system, rising prevalence of chronic diseases, and emerging health consumerism. However, low motivation and research in actual game design on the behavioral result is likely to hamper the growth of the market.

In healthcare, gamification is primarily useful for behavioral changes, incentivizing people to increase their wellness by performing game-like tasks and receiving rewards. The games offer the patients an ability to express themselves—which is not otherwise the case in majority of patient cases—thereby helping professionals to design a better therapy, leading to effective treatment outcomes. Therefore, the rising prevalence of chronic diseases such as mental illness and musculoskeletal and orthopedic conditions, which are treatable to an extent with gaming technologies, is expected to escalate the demand for healthcare gamification. Owing to increasing rate of literacy and rising importance of health through various social media platforms, campaigns, initiatives, and advertisements, millennial and young population are aware of healthcare and health parameters. In addition, the increasing adoption of Internet and smartphones has made it easy for the healthcare information technology companies to reach consumers directly through online platforms. Direct-to-consumer advertising of healthcare games and technology platforms offers widened opportunities to companies for patient empowerment and participation. Training platforms and healthcare games help patients to gain knowledge and feel comfortable with the use of tech-based gadgets and software to keep a track of their health, thereby being a part of health consumerism. Thus, health consumerism is likely to be a driving factor of the industry and expected to offer various growth opportunities for the players involved in the healthcare gamification market.

In Europe, there is exponential growth of COVID-19 cases. Some research articles published aims at evaluating serious games as an effective educational tool to teach young adults about prevention measures that could mitigate the spread of COVID-19. Hundreds of apps have been developed in the past years in Europe that used the simplest of gamification strategies to motivate users to enhance their health. For instance, for check-ups, UK-based start-up Clinicoin rewards patients with crypto currency when they follow recommended health steps like regular check-ups and exercise. Hence, COVID-19 has a positive impact on Europe healthcare gamification market.

 

Key Market Segments

Based on game type, the Europe healthcare gamification market is segmented into casual games, exercise games, and serious games. The casual games segment held the largest share of the market in 2019. However, the exercise games segment is anticipated to register the highest CAGR in the market during the forecast period.

In terms of application, the Europe healthcare gamification market is segmented into fitness management, medical training, physical therapy, and others. The fitness management segment held the largest share of the market in 2019. Also, the same segment is anticipated to register the highest CAGR in the market during the forecast period.

Based on end user, the Europe healthcare gamification market is segmented into enterprise-based users and consumer-based users. The enterprise-based users segment held the largest share of the market in 2019 and is estimated to register the highest CAGR in the market during the forecast period.

 

Major Sources and Companies Listed

A few of the primary and secondary sources associated with this report on the Europe healthcare gamification market are the European Center for Disease Prevention and Control (ECDC), European Medicines Agency (EMA) and European Union (EU).

 

Reasons to buy the report

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EUROPE HEALTHCARE GAMIFICATION MARKET SEGMENTATION

By Game Type

  • Casual Games
  • Serious Games
  • Exercise Games

 

By Application

  • Fitness Management
  • Medical Training
  • Physical Therapy
  • Others

By End User

  • Enterprise-Based Users
  • Consumer-Based Users

By Country

  • UK
  • Germany
  • France
  • Italy
  • Spain
  • Rest of Europe

Company Profiles

  • BUNCHBALL
  • Ayogo Health Inc.
  • Fitbit, Inc
  • Nike, Inc.
  • mySugr
  • BUNCHBALL
  • Ayogo Health Inc.
  • Fitbit, Inc
  • Nike, Inc.
  • mySugr

 

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  • Highlights key business priorities in order to assist companies to realign their business strategies.
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  • Develop/modify business expansion plans by using substantial growth offering developed and emerging markets.
  • Scrutinize in-depth market trends and outlook coupled with the factors driving the market, as well as those hindering it.
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