세계의 헬스케어 게이미피케이션 시장 규모, 점유율, 업계 분석 보고서 : 최종 용도별, 유형별, 용도별, 지역별 전망 및 예측(2025-2032년)
Global Healthcare Gamification Market Size, Share & Industry Analysis Report By End Use (Enterprise Based, and Consumer Based), By Type (Exercise Game, Serious Game, and Casual Game), By Application, By Regional Outlook and Forecast, 2025 - 2032
상품코드:1768582
리서치사:KBV Research
발행일:2025년 06월
페이지 정보:영문 300 Pages
라이선스 & 가격 (부가세 별도)
한글목차
헬스케어 게이미피케이션 시장 규모는 예측 기간 동안 18.9%의 CAGR로 성장하여 2032년까지 178억 9,000만 달러에 달할 것으로 예상됩니다.
헬스케어 게임화 시장을 이끄는 가장 중요한 요인 중 하나는 전 세계적으로 빠르게 확산되고 있는 디지털 헬스 및 모바일 헬스(모바일 헬스) 기술입니다. 스마트폰, 태블릿, 웨어러블 기기의 보급은 사람들이 건강 관련 컨텐츠에 접근하고 건강을 관리하는 방식을 변화시켰습니다. 게임화는 포인트, 배지, 리더보드, 도전과제, 보상과 같은 게임 요소를 건강 앱에 통합하여 이러한 플랫폼을 활용하여 건강 관리를 보다 인터랙티브하고 매력적으로 만들어 줍니다. 즉, 디지털 헬스 및 모바일 헬스 기술의 광범위한 보급은 게임화가 발전할 수 있는 비옥한 환경을 조성하고 있다고 할 수 있습니다.
또한, 예방적 건강관리와 만성질환 관리는 전 세계 보건 시스템에서 중요한 우선순위로 부상하고 있으며, 이는 헬스케어 분야에서의 게임화에 대한 수요를 크게 증가시키고 있습니다. 당뇨병, 심혈관질환, 비만, 정신질환과 같은 만성질환은 지속적인 관리와 생활습관 개선이 필요하며, 장기적인 유지가 어려울 수 있습니다. 따라서 예방적 건강관리와 만성질환 관리에 대한 관심이 높아지면서 헬스케어 게임화 시장의 중요한 원동력이 되고 있습니다.
시장 억제요인
프라이버시와 데이터 보안에 대한 우려는 헬스케어 게임화의 확산을 가로막는 가장 큰 제약 중 하나입니다. 헬스케어 게임화의 활용은 본질적으로 생체인식 데이터, 투약 스케줄, 정신건강 상태, 만성질환 관리 상태 등 매우 민감한 개인 의료 정보의 수집, 저장, 처리를 수반합니다. 따라서 프라이버시 및 데이터 보안 문제는 헬스케어 게임화 시장에 큰 제약이 되고 있습니다.
가치사슬 분석
헬스케어 게임화 시장의 가치사슬은 연구개발(R&D)에서 시작하여 의학적 신뢰성을 확보하기 위한 임상 검증 및 증거 생성으로 이어지는 종합적인 프로세스로 구성되어 있습니다. 그 다음에는 컨텐츠와 게임 디자인, 그리고 원활한 기능을 구현하는 기술 플랫폼 개발로 이어집니다. 도입과 통합을 진행하기 전에 규제 준수와 데이터 보안을 통해 의료 표준을 준수할 수 있도록 합니다. 도입 후에는 마케팅과 사용자 참여가 중요한 역할을 하며, 이후 효과 측정 및 분석을 통해 효과를 평가합니다. 마지막으로 지원 및 피드백 루프를 통해 제품을 개선하고 R&D에 피드백하여 지속적인 개선이 이루어지도록 합니다.
COVID-19 영향 분석
COVID-19 팬데믹으로 인해 전 세계적으로 헬스케어 게임화 솔루션의 도입이 급격히 가속화되고 있습니다. 전통적인 의료 서비스 제공이 전례 없는 도전에 직면한 가운데, 게임화는 원격지에 있는 환자들과 소통하고 건강한 행동을 유도하는 효과적인 도구로 부상했습니다. 많은 의료 기관과 조직은 폐쇄 및 사회적 거리두기 조치로 인해 만성질환, 정신건강, 재활 프로그램에 대한 환자들의 동기를 유지하기 위해 게임화를 활용한 앱과 플랫폼을 도입했습니다. 이처럼 COVID-19 팬데믹은 시장에 긍정적인 영향을 미쳤습니다.
최종 용도 전망
최종 용도별로 보면 시장은 엔터프라이즈 기반과 소비자 기반으로 나뉩니다. 소비자 기반 부문은 2024년 시장에서 44%의 매출 점유율을 차지했습니다. 이 부문은 주로 피트니스 추적, 정신건강 개선, 복약 순응도 및 전반적인 건강 관리를 위해 게임화된 앱과 플랫폼을 사용하는 개인 사용자에 초점을 맞추고 있습니다. 모바일 건강 앱, 웨어러블 기기, 디지털 피트니스 플랫폼의 인기가 높아짐에 따라 소비자들은 개인화된 인터랙티브 건강 경험을 원하고 있습니다.
유형 전망
유형별로 보면 시장은 운동 게임, 진지한 게임, 캐주얼 게임으로 분류됩니다. 진지한 게임 부문은 2024년 시장에서 39%의 매출 점유율을 차지했습니다. 이 게임들은 순수한 오락이 아닌 사용자 교육 및 트레이닝을 주요 목적으로 개발되고 있습니다. 헬스케어 분야에서는 의료 교육, 환자 교육, 치료, 정신건강 지원 등에 진지한 게임이 많이 활용되고 있습니다.
용도 전망
용도별로는 의사 교육 및 훈련, 병원 직원 교육 및 훈련, 의약품 판매 훈련, 환자 상업적 이익, 게임화를 활용한 보험사, 임상시험에서의 게임화 등으로 분류됩니다. 병원 직원 교육 및 훈련 부문은 2024년 시장 점유율 22%를 차지했습니다. 이 분야는 간호사, 기술자, 사무직원, 기타 의사 이외의 의료 종사자를 대상으로 게임화 모듈을 사용하여 교육하는 분야입니다. 인터랙티브 시뮬레이션과 보상 기반 학습을 통해 게임화는 병원의 프로토콜 준수율을 높이고, 커뮤니케이션 및 팀워크와 같은 소프트 스킬을 향상시키며, 응급상황에 효과적으로 대응할 수 있도록 돕습니다.
지역 전망
지역별로는 북미, 유럽, 아시아태평양, 라틴아메리카, 중동 및 아프리카로 시장을 분석했습니다. 북미 부문은 2024년 시장 매출의 41%를 차지했습니다. 이 지역의 높은 수준의 의료 인프라, 높은 디지털화율, 주요 시장 기업의 강력한 존재감이 이러한 성장세를 뒷받침하고 있습니다. 특히 미국에서는 만성질환 관리, 전문 의료 교육, 피트니스, 웰니스 등의 분야에서 게임화를 활용한 건강 솔루션이 널리 도입되고 있습니다.
목차
제1장 시장 범위와 조사 방법
시장 정의
목적
시장 범위
세분화
조사 방법
제2장 시장 요람
주요 하이라이트
제3장 시장 개요
소개
개요
시장 구성과 시나리오
시장에 영향을 미치는 주요 요인
시장 성장 촉진요인
시장 성장 억제요인
시장 기회
시장 과제
Porter’s Five Forces 분석
제4장 헬스케어 게이미피케이션 시장 밸류체인 분석
연구개발(R&D)
임상 검증과 에비덴스 생성
컨텐츠와 게임 디자인
테크놀러지 플랫폼 개발
규제 준수와 데이터 보안
전개와 통합
마케팅과 사용자 참여
서포트와 피드백 루프
성과 측정과 분석
제5장 헬스케어 게이미피케이션 시장의 주요 고객 기준
사용자 참여와 모티베이션
임상 효과와 건강 성과
사용 용이성(UX/UI디자인)
개인화와 적응성
데이터 보안과 프라이버시 컴플라이언스
EHR, EMR, 웨어러블과의 통합
분석과 진행 상황 추적
비용 효율과 ROI
근거중심 디자인
규제 당국 승인과 인증
노인이나 장애인을 위한 접근성
실시간 피드백과 통지
커뮤니티와 소셜 기능
제6장 세계 시장 : 최종 용도별
세계 기업 기반 시장 : 지역별
세계 소비자 기반 시장 : 지역별
제7장 세계 시장 : 유형별
세계의 엑서사이즈 게임 시장 : 지역별
세계의 시리어스 게임 시장 : 지역별
세계의 캐주얼 게임 시장 : 지역별
제8장 세계 시장 : 용도별
세계의 의사 교육·연수 시장 : 지역별
세계의 병원 직원 교육·연수 시장 : 지역별
세계의 의약품 판매 연수 시장 : 지역별
세계의 환자 상업적 이익 시장 : 지역별
세계의 게이미피케이션을 활용하는 보험회사 시장 : 지역별
세계의 임상시험 게이미피케이션 시장 : 지역별
제9장 세계 시장 : 지역별
북미
북미의 시장 : 국가별
미국
캐나다
멕시코
기타 북미
유럽
유럽의 시장 : 국가별
독일
영국
프랑스
러시아
스페인
이탈리아
기타 유럽
아시아태평양
아시아태평양의 시장 : 국가별
중국
일본
인도
한국
싱가포르
말레이시아
기타 아시아태평양
라틴아메리카, 중동 및 아프리카
라틴아메리카, 중동 및 아프리카 시장 : 국가별
브라질
아르헨티나
아랍에미리트
사우디아라비아
남아프리카공화국
나이지리아
기타 라틴아메리카, 중동 및 아프리카
제10장 기업 개요
Fitbit, Inc(Google LLC)
Microsoft Corporation
Medtronic PLC
Sephora SA(LVMH Moet Hennessy Louis Vuitton)
Brainlab AG
BI WORLDWIDE
Omada Health, Inc
Cognifit, Inc
Mango Health, Inc(Mercalis)
Reflexion Health
제11장 헬스케어 게이미피케이션 시장 성공 필수 조건
ksm
영문 목차
영문목차
The Global Healthcare Gamification Market size is expected to reach $17.89 billion by 2032, rising at a market growth of 18.9% CAGR during the forecast period.
These solutions are designed to improve operational efficiency, boost employee productivity, and enhance patient care through interactive and goal-driven platforms. The strong performance of this segment reflects the growing investment by organizations in digital health tools to drive long-term engagement, compliance, and professional development within the healthcare ecosystem.
Market Growth Factors
One of the most significant drivers propelling the healthcare gamification market is the rapid adoption of digital health and mobile health (mHealth) technologies worldwide. The proliferation of smartphones, tablets, and wearable devices has transformed how individuals engage with health-related content and manage their wellness. Gamification leverages these platforms by integrating game mechanics-such as points, badges, leaderboards, challenges, and rewards-into health apps to make health management more interactive and engaging. In conclusion, the widespread adoption of digital and mobile health technologies creates a fertile environment for gamification to thrive.
Additionally, Preventive healthcare and chronic disease management have emerged as critical priorities in global health systems, significantly fueling the demand for gamification in healthcare. Chronic conditions such as diabetes, cardiovascular diseases, obesity, and mental health disorders require ongoing management and lifestyle modifications, which can be challenging to maintain over the long term. Hence, the increasing focus on preventive healthcare and chronic disease management is a key driver of the healthcare gamification market.
Market Restraining Factors
Privacy and data security concerns stand as one of the foremost restraints hampering the widespread adoption of gamification in healthcare. Healthcare gamification applications inherently involve the collection, storage, and processing of highly sensitive personal health information, ranging from biometric data and medication schedules to mental health status and chronic disease management details. Therefore, privacy and data security issues represent a significant restraint for the healthcare gamification market.
Value Chain Analysis
The value chain of the Healthcare Gamification Market involves a comprehensive process that begins with Research & Development (R&D), followed by Clinical Validation & Evidence Generation to ensure medical credibility. Next is Content & Game Design, which is supported by Technology Platform Development for seamless functionality. Regulatory Compliance & Data Security ensures adherence to healthcare standards before moving into Deployment & Integration. Post-deployment, Marketing & User Engagement plays a key role, followed by Outcome Measurement & Analytics to assess effectiveness. Finally, a Support & Feedback Loop helps refine the product and feeds back into R&D for continuous improvement.
COVID 19 Impact Analysis
The COVID-19 pandemic significantly accelerated the adoption of healthcare gamification solutions across the globe. As traditional healthcare delivery faced unprecedented challenges, gamification emerged as an effective tool to engage patients remotely and encourage healthier behaviors. Many healthcare providers and organizations incorporated gamified apps and platforms to maintain patient motivation in managing chronic diseases, mental health, and rehabilitation programs during lockdowns and social distancing measures. Thus, the COVID-19 pandemic had a positive impact on the market.
End Use Outlook
By end use, the market is divided into enterprise based and consumer based. The consumer based segment garnered 44% revenue share in the market in 2024. This segment primarily focuses on individual users who adopt gamified apps and platforms for fitness tracking, mental health improvement, medication adherence, and overall wellness management. With the rising popularity of mobile health apps, wearable devices, and digital fitness platforms, consumers are increasingly seeking personalized and interactive health experiences.
Type Outlook
Based on type, the market is characterized into exercise game, serious game, and casual game. The serious game segment procured 39% revenue share in the market in 2024. These games are developed with the primary goal of educating or training users, rather than purely for entertainment. In the healthcare context, serious games are often used for medical training, patient education, therapy, and mental health support.
Application Outlook
On the basis of application, the market is classified into education/training of physicians, education/training of hospital staff, pharmaceutical sales training, commercial gains for patients, insurance companies using gamification, and gamification in clinical trials. The education/training of hospital staff segment recorded 22% revenue share in the market in 2024. This application involves using gamified modules to train nurses, technicians, administrative staff, and other non-physician healthcare personnel. Through interactive simulations and reward-based learning, gamification helps improve compliance with hospital protocols, enhances soft skills like communication and teamwork, and ensures effective response during emergencies.
Regional Outlook
Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The North America segment recorded 41% revenue share in the market in 2024. This strong performance is attributed to the region's advanced healthcare infrastructure, high digital adoption, and strong presence of key market players. The U.S. in particular has seen widespread implementation of gamified health solutions in areas such as chronic disease management, professional medical training, fitness, and wellness.
List of Key Companies Profiled
Fitbit, Inc. (Google LLC)
Microsoft Corporation
Medtronic PLC
Sephora SA (LVMH Moet Hennessy Louis Vuitton)
Brainlab AG
BI WORLDWIDE
Omada Health, Inc.
Cognifit, Inc.
Mango Health, Inc. (TrialCard, Incorporated)
Reflexion Health
Global Healthcare Gamification Market Report Segmentation
By End Use
Enterprise Based
Consumer Based
By Type
Exercise Game
Serious Game
Casual Game
By Application
Education/Training of Physicians
Education/Training of Hospital Staff
Pharmaceutical Sales Training
Commercial Gains for Patients
Insurance companies using Gamification
Gamification in Clinical Trials
By Geography
North America
US
Canada
Mexico
Rest of North America
Europe
Germany
UK
France
Russia
Spain
Italy
Rest of Europe
Asia Pacific
China
Japan
India
South Korea
Singapore
Malaysia
Rest of Asia Pacific
LAMEA
Brazil
Argentina
UAE
Saudi Arabia
South Africa
Nigeria
Rest of LAMEA
Table of Contents
Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Healthcare Gamification Market, by End Use
1.4.2 Global Healthcare Gamification Market, by Type
1.4.3 Global Healthcare Gamification Market, by Application
1.4.4 Global Healthcare Gamification Market, by Geography
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
3.3 Porter Five Forces Analysis
Chapter 4. Value Chain Analysis of Healthcare Gamification Market
4.1 Research & Development (R&D)
4.2 Clinical Validation & Evidence Generation
4.3 Content & Game Design
4.4 Technology Platform Development
4.5 Regulatory Compliance & Data Security
4.6 Deployment & Integration
4.7 Marketing & User Engagement
4.8 Support & Feedback Loop
4.9 Outcome Measurement & Analytics
Chapter 5. Key Customer Criteria of Healthcare Gamification Market
5.1 User Engagement & Motivation
5.2 Clinical Efficacy & Health Outcomes
5.3 Ease of Use (UX/UI Design)
5.4 Personalization & Adaptability
5.5 Data Security & Privacy Compliance
5.6 Integration with EHR, EMR & Wearables
5.7 Analytics & Progress Tracking
5.8 Cost-Effectiveness and ROI
5.9 Evidence-Based Design
5.10. Regulatory Approvals & Certifications
5.11 Accessibility for Elderly and Disabled Users
5.12 Real-Time Feedback & Notifications
5.13 Community and Social Features
Chapter 6. Global Healthcare Gamification Market by End Use
6.1 Global Enterprise Based Market by Region
6.2 Global Consumer Based Market by Region
Chapter 7. Global Healthcare Gamification Market by Type
7.1 Global Exercise Game Market by Region
7.2 Global Serious Game Market by Region
7.3 Global Casual Game Market by Region
Chapter 8. Global Healthcare Gamification Market by Application
8.1 Global Education/Training of Physicians Market by Region
8.2 Global Education/Training of Hospital Staff Market by Region
8.3 Global Pharmaceutical Sales Training Market by Region
8.4 Global Commercial Gains for Patients Market by Region
8.5 Global Insurance companies using Gamification Market by Region
8.6 Global Gamification in Clinical Trials Market by Region
Chapter 9. Global Healthcare Gamification Market by Region
9.1 North America Healthcare Gamification Market
9.1.1 North America Healthcare Gamification Market by End Use
9.1.1.1 North America Enterprise Based Market by Country
9.1.1.2 North America Consumer Based Market by Country
9.1.2 North America Healthcare Gamification Market by Type
9.1.2.1 North America Exercise Game Market by Country
9.1.2.2 North America Serious Game Market by Country
9.1.2.3 North America Casual Game Market by Country
9.1.3 North America Healthcare Gamification Market by Application
9.1.3.1 North America Education/Training of Physicians Market by Country
9.1.3.2 North America Education/Training of Hospital Staff Market by Country
9.1.3.3 North America Pharmaceutical Sales Training Market by Country
9.1.3.4 North America Commercial Gains for Patients Market by Country
9.1.3.5 North America Insurance companies using Gamification Market by Country
9.1.3.6 North America Gamification in Clinical Trials Market by Country
9.1.4 North America Healthcare Gamification Market by Country
9.1.4.1 US Healthcare Gamification Market
9.1.4.1.1 US Healthcare Gamification Market by End Use
9.1.4.1.2 US Healthcare Gamification Market by Type
9.1.4.1.3 US Healthcare Gamification Market by Application
9.1.4.2 Canada Healthcare Gamification Market
9.1.4.2.1 Canada Healthcare Gamification Market by End Use
9.1.4.2.2 Canada Healthcare Gamification Market by Type
9.1.4.2.3 Canada Healthcare Gamification Market by Application
9.1.4.3 Mexico Healthcare Gamification Market
9.1.4.3.1 Mexico Healthcare Gamification Market by End Use
9.1.4.3.2 Mexico Healthcare Gamification Market by Type
9.1.4.3.3 Mexico Healthcare Gamification Market by Application
9.1.4.4 Rest of North America Healthcare Gamification Market
9.1.4.4.1 Rest of North America Healthcare Gamification Market by End Use
9.1.4.4.2 Rest of North America Healthcare Gamification Market by Type
9.1.4.4.3 Rest of North America Healthcare Gamification Market by Application
9.2 Europe Healthcare Gamification Market
9.2.1 Europe Healthcare Gamification Market by End Use
9.2.1.1 Europe Enterprise Based Market by Country
9.2.1.2 Europe Consumer Based Market by Country
9.2.2 Europe Healthcare Gamification Market by Type
9.2.2.1 Europe Exercise Game Market by Country
9.2.2.2 Europe Serious Game Market by Country
9.2.2.3 Europe Casual Game Market by Country
9.2.3 Europe Healthcare Gamification Market by Application
9.2.3.1 Europe Education/Training of Physicians Market by Country
9.2.3.2 Europe Education/Training of Hospital Staff Market by Country
9.2.3.3 Europe Pharmaceutical Sales Training Market by Country
9.2.3.4 Europe Commercial Gains for Patients Market by Country
9.2.3.5 Europe Insurance companies using Gamification Market by Country
9.2.3.6 Europe Gamification in Clinical Trials Market by Country
9.2.4 Europe Healthcare Gamification Market by Country
9.2.4.1 Germany Healthcare Gamification Market
9.2.4.1.1 Germany Healthcare Gamification Market by End Use
9.2.4.1.2 Germany Healthcare Gamification Market by Type
9.2.4.1.3 Germany Healthcare Gamification Market by Application
9.2.4.2 UK Healthcare Gamification Market
9.2.4.2.1 UK Healthcare Gamification Market by End Use
9.2.4.2.2 UK Healthcare Gamification Market by Type
9.2.4.2.3 UK Healthcare Gamification Market by Application
9.2.4.3 France Healthcare Gamification Market
9.2.4.3.1 France Healthcare Gamification Market by End Use
9.2.4.3.2 France Healthcare Gamification Market by Type
9.2.4.3.3 France Healthcare Gamification Market by Application
9.2.4.4 Russia Healthcare Gamification Market
9.2.4.4.1 Russia Healthcare Gamification Market by End Use
9.2.4.4.2 Russia Healthcare Gamification Market by Type
9.2.4.4.3 Russia Healthcare Gamification Market by Application
9.2.4.5 Spain Healthcare Gamification Market
9.2.4.5.1 Spain Healthcare Gamification Market by End Use
9.2.4.5.2 Spain Healthcare Gamification Market by Type
9.2.4.5.3 Spain Healthcare Gamification Market by Application
9.2.4.6 Italy Healthcare Gamification Market
9.2.4.6.1 Italy Healthcare Gamification Market by End Use
9.2.4.6.2 Italy Healthcare Gamification Market by Type
9.2.4.6.3 Italy Healthcare Gamification Market by Application
9.2.4.7 Rest of Europe Healthcare Gamification Market
9.2.4.7.1 Rest of Europe Healthcare Gamification Market by End Use
9.2.4.7.2 Rest of Europe Healthcare Gamification Market by Type
9.2.4.7.3 Rest of Europe Healthcare Gamification Market by Application
9.3 Asia Pacific Healthcare Gamification Market
9.3.1 Asia Pacific Healthcare Gamification Market by End Use
9.3.1.1 Asia Pacific Enterprise Based Market by Country
9.3.1.2 Asia Pacific Consumer Based Market by Country
9.3.2 Asia Pacific Healthcare Gamification Market by Type
9.3.2.1 Asia Pacific Exercise Game Market by Country
9.3.2.2 Asia Pacific Serious Game Market by Country
9.3.2.3 Asia Pacific Casual Game Market by Country
9.3.3 Asia Pacific Healthcare Gamification Market by Application
9.3.3.1 Asia Pacific Education/Training of Physicians Market by Country
9.3.3.2 Asia Pacific Education/Training of Hospital Staff Market by Country
9.3.3.3 Asia Pacific Pharmaceutical Sales Training Market by Country
9.3.3.4 Asia Pacific Commercial Gains for Patients Market by Country
9.3.3.5 Asia Pacific Insurance companies using Gamification Market by Country
9.3.3.6 Asia Pacific Gamification in Clinical Trials Market by Country
9.3.4 Asia Pacific Healthcare Gamification Market by Country
9.3.4.1 China Healthcare Gamification Market
9.3.4.1.1 China Healthcare Gamification Market by End Use
9.3.4.1.2 China Healthcare Gamification Market by Type
9.3.4.1.3 China Healthcare Gamification Market by Application
9.3.4.2 Japan Healthcare Gamification Market
9.3.4.2.1 Japan Healthcare Gamification Market by End Use
9.3.4.2.2 Japan Healthcare Gamification Market by Type
9.3.4.2.3 Japan Healthcare Gamification Market by Application
9.3.4.3 India Healthcare Gamification Market
9.3.4.3.1 India Healthcare Gamification Market by End Use
9.3.4.3.2 India Healthcare Gamification Market by Type
9.3.4.3.3 India Healthcare Gamification Market by Application
9.3.4.4 South Korea Healthcare Gamification Market
9.3.4.4.1 South Korea Healthcare Gamification Market by End Use
9.3.4.4.2 South Korea Healthcare Gamification Market by Type
9.3.4.4.3 South Korea Healthcare Gamification Market by Application
9.3.4.5 Singapore Healthcare Gamification Market
9.3.4.5.1 Singapore Healthcare Gamification Market by End Use
9.3.4.5.2 Singapore Healthcare Gamification Market by Type
9.3.4.5.3 Singapore Healthcare Gamification Market by Application
9.3.4.6 Malaysia Healthcare Gamification Market
9.3.4.6.1 Malaysia Healthcare Gamification Market by End Use
9.3.4.6.2 Malaysia Healthcare Gamification Market by Type
9.3.4.6.3 Malaysia Healthcare Gamification Market by Application
9.3.4.7 Rest of Asia Pacific Healthcare Gamification Market
9.3.4.7.1 Rest of Asia Pacific Healthcare Gamification Market by End Use
9.3.4.7.2 Rest of Asia Pacific Healthcare Gamification Market by Type
9.3.4.7.3 Rest of Asia Pacific Healthcare Gamification Market by Application
9.4 LAMEA Healthcare Gamification Market
9.4.1 LAMEA Healthcare Gamification Market by End Use
9.4.1.1 LAMEA Enterprise Based Market by Country
9.4.1.2 LAMEA Consumer Based Market by Country
9.4.2 LAMEA Healthcare Gamification Market by Type
9.4.2.1 LAMEA Exercise Game Market by Country
9.4.2.2 LAMEA Serious Game Market by Country
9.4.2.3 LAMEA Casual Game Market by Country
9.4.3 LAMEA Healthcare Gamification Market by Application
9.4.3.1 LAMEA Education/Training of Physicians Market by Country
9.4.3.2 LAMEA Education/Training of Hospital Staff Market by Country
9.4.3.3 LAMEA Pharmaceutical Sales Training Market by Country
9.4.3.4 LAMEA Commercial Gains for Patients Market by Country
9.4.3.5 LAMEA Insurance companies using Gamification Market by Country
9.4.3.6 LAMEA Gamification in Clinical Trials Market by Country
9.4.4 LAMEA Healthcare Gamification Market by Country
9.4.4.1 Brazil Healthcare Gamification Market
9.4.4.1.1 Brazil Healthcare Gamification Market by End Use
9.4.4.1.2 Brazil Healthcare Gamification Market by Type
9.4.4.1.3 Brazil Healthcare Gamification Market by Application
9.4.4.2 Argentina Healthcare Gamification Market
9.4.4.2.1 Argentina Healthcare Gamification Market by End Use
9.4.4.2.2 Argentina Healthcare Gamification Market by Type
9.4.4.2.3 Argentina Healthcare Gamification Market by Application
9.4.4.3 UAE Healthcare Gamification Market
9.4.4.3.1 UAE Healthcare Gamification Market by End Use
9.4.4.3.2 UAE Healthcare Gamification Market by Type
9.4.4.3.3 UAE Healthcare Gamification Market by Application
9.4.4.4 Saudi Arabia Healthcare Gamification Market
9.4.4.4.1 Saudi Arabia Healthcare Gamification Market by End Use
9.4.4.4.2 Saudi Arabia Healthcare Gamification Market by Type
9.4.4.4.3 Saudi Arabia Healthcare Gamification Market by Application
9.4.4.5 South Africa Healthcare Gamification Market
9.4.4.5.1 South Africa Healthcare Gamification Market by End Use
9.4.4.5.2 South Africa Healthcare Gamification Market by Type
9.4.4.5.3 South Africa Healthcare Gamification Market by Application
9.4.4.6 Nigeria Healthcare Gamification Market
9.4.4.6.1 Nigeria Healthcare Gamification Market by End Use
9.4.4.6.2 Nigeria Healthcare Gamification Market by Type
9.4.4.6.3 Nigeria Healthcare Gamification Market by Application
9.4.4.7 Rest of LAMEA Healthcare Gamification Market
9.4.4.7.1 Rest of LAMEA Healthcare Gamification Market by End Use
9.4.4.7.2 Rest of LAMEA Healthcare Gamification Market by Type
9.4.4.7.3 Rest of LAMEA Healthcare Gamification Market by Application
Chapter 10. Company Profiles
10.1 Fitbit, Inc. (Google LLC)
10.1.1 Company Overview
10.1.2 Financial Analysis
10.1.3 Segmental and Regional Analysis
10.1.4 Research & Development Expenses
10.2 Microsoft Corporation
10.2.1 Company Overview
10.2.2 Financial Analysis
10.2.3 Segmental and Regional Analysis
10.2.4 Research & Development Expenses
10.2.5 SWOT Analysis
10.3 Medtronic PLC
10.3.1 Company overview
10.3.2 Financial Analysis
10.3.3 Segmental and Regional Analysis
10.3.4 Research & Development Expenses
10.3.5 SWOT Analysis
10.4 Sephora SA (LVMH Moet Hennessy Louis Vuitton)
10.4.1 Company Overview
10.4.2 SWOT Analysis
10.5 Brainlab AG
10.5.1 Company Overview
10.5.2 SWOT Analysis
10.6 BI WORLDWIDE
10.6.1 Company Overview
10.7 Omada Health, Inc.
10.7.1 Company Overview
10.7.2 SWOT Analysis
10.8 Cognifit, Inc.
10.8.1 Company Overview
10.9 Mango Health, Inc. (Mercalis)
10.9.1 Company Overview
10.10. Reflexion Health
10.10.1 Company Overview
Chapter 11. Winning Imperatives of Healthcare Gamification Market