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)

TIPRE00022632 | Pages: 106 | Healthcare IT | May 2021 | Type: Regional | Status: Published

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.

 


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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

  • Determine prospective investment areas based on a detailed trend analysis of Europe healthcare gamification market over the next years.
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  • Strengthen your knowledge of the market in terms of demand drivers, industry trends, and the latest technological developments, among others.
  • Identify the major channels driving the Europe healthcare gamification market, providing a clear picture of future opportunities that will help Analyze, resulting in revenue expansion.
  • Channelize resources by focusing on the ongoing programs undertaken by the different countries within the Europe healthcare gamification market.

 

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

1.           Introduction

1.1         Scope of the Study

1.2         The Insight Partners Research Report Guidance

1.3         Market Segmentation

1.3.1        Europe Healthcare Gamification Market – By Game Type

1.3.2        Europe Healthcare Gamification Market – By Application

1.3.3        Europe Healthcare Gamification Market – By End User

1.3.4        Europe Healthcare Gamification Market – By Country

2.           Healthcare Gamification Market – Key Takeaways

3.           Research Methodology

3.1         Coverage

3.2         Secondary Research

3.3         Primary Research

4.           Europe Healthcare Gamification– Market Landscape

4.1         Overview

4.2         PEST Analysis

4.2.1        Europe - PEST Analysis

4.3         Expert Opinions

5.           Europe Healthcare Gamification Market – Key Industry Dynamics

5.1         Market Drivers

5.1.1        Increasing Adoption of Gamification in Healthcare

5.1.2        Rise in Number of Technology Launches

5.2         Market Restraints

5.2.1        Difficulties in Long-Term User Engagement

5.3         Market Opportunities

5.3.1        Emergence of Health Consumerism

5.4         Future Trends

5.4.1        Rising Market Consolidation

5.5         Impact Analysis of Drivers and Restraints

6.           Healthcare Gamification Market – Regional Analysis

6.1         Europe Healthcare Gamification Market Revenue Forecast and Analysis

7.           Healthcare Gamification Market Analysis – Game Type

7.1         Overview

7.2         Healthcare Gamification Market Revenue Share, Game Type (2019 and 2027)

7.3         Casual Games

7.3.1        Overview

7.3.2        Casual Games: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)

7.4         Exercise Games

7.4.1        Overview

7.4.2        Exercise Games: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)

7.5         Serious Games

7.5.1        Overview

7.5.2        Serious Games: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)

8.           Healthcare Gamification Market Analysis – By Application

8.1         Overview

8.2         Healthcare Gamification Market Revenue Share, by Application (2019 and 2027)

8.3         Fitness Management

8.3.1        Overview

8.3.2        Fitness Management: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)

8.4         Medical Training

8.4.1        Overview

8.4.2        Medical Training: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)

8.5         Physical Therapy

8.5.1        Overview

8.5.2        Physical Therapy: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)

8.6         Others

8.6.1        Overview

8.6.2        Others: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)

9.           Healthcare Gamification Market Analysis – By End User

9.1         Overview

9.2         Healthcare Gamification Market Share, by End User, 2019 and 2027, (%)

9.3         Enterprise-Based Users

9.3.1        Overview

9.3.2        Enterprise-Based Users: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)

9.4         Consumer-Based Users

9.4.1        Overview

9.4.2        Consumer-Based Users: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)

10.        Healthcare Gamification Market – Europe Analysis

10.1      Europe: Healthcare Gamification Market

10.1.1     Overview

10.1.2     Europe: Healthcare Gamification Market, by Country, 2019 & 2027 (%)

10.1.3     Germany: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)

10.1.3.1       Germany: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)

10.1.3.2       Germany: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)

10.1.3.3       Germany: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)

10.1.3.4       Germany: Healthcare Gamification Market, by End User, 2018–2027 (USD Million)

10.1.4     UK: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)

10.1.4.1       UK: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)

10.1.4.2       UK: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)

10.1.4.3       UK: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)

10.1.4.4       UK: Medical Devices Market, by End User, 2018–2027 (USD Million)

10.1.5     France: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)

10.1.5.1       France: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)

10.1.5.2       France: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)

10.1.5.3       France: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)

10.1.5.4       France: Medical Devices Market, by End User, 2018–2027 (USD Million)

10.1.6     Spain: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)

10.1.6.1       Spain: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)

10.1.6.2       Spain: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)

10.1.6.3       Spain: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)

10.1.6.4       Spain: Medical Devices Market, by End User, 2018–2027 (USD Million)

10.1.7     Italy: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)

10.1.7.1       Italy: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)

10.1.7.2       Italy: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)

10.1.7.3       Italy: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)

10.1.7.4       Italy: Healthcare Gamification Market, by End User, 2018–2027 (USD Million)

10.1.8     Rest of Europe: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)

10.1.8.1       Rest of Europe: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)

10.1.8.2       Rest of Europe: Healthcare Gamification Market, by Game Type, 2018–2027 (USD Million)

10.1.8.3       Rest of Europe: Healthcare Gamification Market, by Application, 2018–2027 (USD Million)

10.1.8.4       Rest of Europe: Medical Devices Market, by End User, 2018–2027 (USD Million)

11.        Impact of COVID-19 Pandemic on Europe Healthcare Gamification Market

11.1      Europe (EU): Impact Assessment of COVID-19 Pandemic

12.        Industry Landscape

12.1      Overview

12.2      Organic Developments

12.2.1     Overview

12.3      Inorganic Developments

12.3.1     Overview

13.        Company Profile

13.1      BUNCHBALL

13.1.1     Key Facts

13.1.2     Business Description

13.1.3     Products and Services

13.1.4     Financial Overview

13.1.5     SWOT Analysis

13.1.6     Key Developments

13.2      Fitbit, Inc

13.2.1     Key Facts

13.2.2     Business Description

13.2.3     Products and Services

13.2.4     Financial Overview

13.2.5     SWOT Analysis

13.2.6     Key Developments

13.3      Nike, Inc.

13.3.1     Key Facts

13.3.2     Business Description

13.3.3     Products and Services

13.3.4     Financial Overview

13.3.5     SWOT Analysis

13.3.6     Key Developments

13.4      mySugr

13.4.1     Key Facts

13.4.2     Business Description

13.4.3     Products and Services

13.4.4     Financial Overview

13.4.5     SWOT Analysis

13.4.6     Key Developments

13.5      Ayogo Health Inc.

13.5.1     Key Facts

13.5.2     Business Description

13.5.3     Products and Services

13.5.4     Financial Overview

13.5.5     SWOT Analysis

13.5.6     Key Developments

14.        Appendix

14.1      About the Insight Partners

14.2      Glossary of Terms

LIST OF TABLES

Table 1.             Germany Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)

Table 2.             Germany Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)

Table 3.             Germany Healthcare Gamification Market, by End User – Revenue and Forecast to 2027 (USD Million)

Table 4.             UK Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)

Table 5.             UK Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)

Table 6.             UK Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)

Table 7.             France Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)

Table 8.             France Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)

Table 9.             France Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)

Table 10.          Spain Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)

Table 11.          Spain Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)

Table 12.          Spain Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)

Table 13.          Italy Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)

Table 14.          Italy Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)

Table 15.          Italy Healthcare Gamification Market, by End User – Revenue and Forecast to 2027 (USD Million)

Table 16.          Rest of Europe Healthcare Gamification Market, by Game Type – Revenue and Forecast to 2027 (USD Million)

Table 17.          Rest of Europe Healthcare Gamification Market, by Application – Revenue and Forecast to 2027 (USD Million)

Table 18.          Rest of Europe Medical Devices Market, by End User – Revenue and Forecast to 2027 (USD Million)

Table 19.          Organic Developments Done by Companies

Table 20.          Inorganic Developments Done by Companies

Table 21.          Glossary of Terms, Healthcare Gamification Market

LIST OF FIGURES

Figure 1.           Healthcare gamification Market Segmentation

Figure 2.           Healthcare Gamification Market, By Country

Figure 3.           Europe Healthcare Gamification Market Overview

Figure 4.           Casual Games Segment Held Largest Share of Game Type Segment in Healthcare Gamification Market

Figure 5.           Europe Healthcare Gamification Market- Leading Country Markets (USD Million)

Figure 6.           Europe - PEST Analysis

Figure 7.           Healthcare Gamification Market Impact Analysis of Driver and Restraint

Figure 8.           Europe Healthcare Gamification Market – Revenue Forecast and Analysis – 2019- 2027

Figure 9.           Healthcare Gamification Market Revenue Share, Game Type (2019 and 2027)

Figure 10.        Casual Games: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)

Figure 11.        Exercise Games: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)

Figure 12.        Serious Games: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)

Figure 13.        Healthcare Gamification Market Revenue Share, by Application (2019 and 2027)

Figure 14.        Fitness Management: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)

Figure 15.        Medical Training: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)

Figure 16.        Physical Therapy: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)

Figure 17.        Others: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)

Figure 18.        Healthcare Gamification Market Share, by End User, 2019 and 2027 (%)

Figure 19.        Enterprise-Based Users: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)

Figure 20.        Consumer-Based Users: Healthcare Gamification Market – Revenue and Forecast to 2027 (US$ Million)

Figure 21.        Europe: Healthcare Gamification Market, by Key Country – Revenue (2019) (USD Million)

Figure 22.        Europe: Healthcare Gamification Market, by Country, 2019 & 2027 (%)

Figure 23.        Germany: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)

Figure 24.        UK: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)

Figure 25.        France: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)

Figure 26.        Spain: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)

Figure 27.        Italy: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)

Figure 28.        Rest of Europe: Healthcare Gamification Market – Revenue and Forecast to 2027 (USD Million)

Figure 29.        Impact of COVID-19 Pandemic in Europe Country Markets

 

 

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

 

  • Save and reduce time carrying out entry-level research by identifying the growth, size, leading players and segments in the Europe healthcare gamification market.
  • Highlights key business priorities in order to assist companies to realign their business strategies.
  • The key findings and recommendations highlight crucial progressive industry trends in the Europe hhealthcare gamification market, thereby allowing players across the value chain to develop effective long-term strategies.
  • 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.
  • Enhance the decision-making process by understanding the strategies that underpin security interest with respect to client products, segmentation, pricing and distribution.

 

 

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