헬스케어 게이미피케이션 시장 : 제공별, 최종사용자별, 전개 방식별, 지역별 - 세계 예측(-2030년)
Healthcare Gamification Market by Offering (Solutions, Services), End User (Consumer, Enterprise), Deployment Mode (Cloud-based, On-premises) and Geography - Global Forecast to 2030
상품코드 : 1518443
리서치사 : Meticulous Research
발행일 : On Demand Report
페이지 정보 : 영문 230 Pages
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한글목차

Meticulous Research(R)의 '헬스케어 게이미피케이션 시장 : 제공별(솔루션, 서비스), 최종사용자별(소비자, 기업), 전개 방식별(클라우드 기반, 온프레미스), 지역별 - 2031년까지 세계 예측' 보고서는 5개 주요 지역의 헬스케어 시장을 상세히 분석하여 현재 시장 동향, 시장 규모, 시장 점유율, 최근 동향, 2031년까지의 예측 등에 초점을 맞추고 있습니다.

헬스케어 게이미피케이션 시장은 2024년부터 2031년까지 21.9%의 CAGR로 2031년까지 43억 달러에 달할 것으로 예상됩니다.

건강에 대한 인식이 높아지고 환자의 건강 증진과 의료 치료를 위해 헬스케어 게이미피케이션를 활용하는 사례가 증가하면서 이 시장의 성장을 촉진하고 있습니다. 그러나 사용자들과의 장기적인 참여 유지의 어려움은 이 시장의 성장을 저해하는 요인으로 작용하고 있습니다.

또한, 게임화 툴을 통해 의대생들의 정기적인 지식 업데이트와 질병 예방에 대한 인식이 높아짐에 따라 시장 성장의 기회를 창출할 것으로 예상됩니다. 그러나 만성질환 치료에 있어 게임화의 효과가 제한적이라는 점은 이 시장에서 사업을 전개하는 기업들에게 큰 도전이 될 수 있습니다. 또한, AI, ML, AR, VR을 활용한 게임화의 증가와 헬스케어 및 웰니스 앱에 쉽게 접근할 수 있는 스마트폰 사용자의 증가는 헬스케어 게이미피케이션 시장의 성장 동력이 될 것으로 보입니다.

목차

제1장 시장 정의와 범위

제2장 조사 방법

제3장 주요 요약

제4장 시장 인사이트

제5장 세계의 헬스케어 게이미피케이션 시장 평가 : 제공별

제6장 세계의 헬스케어 게이미피케이션 시장 평가 : 전개 방식별

제7장 세계의 헬스케어 게이미피케이션 시장 평가 : 최종사용자별

제8장 헬스케어 게이미피케이션 시장 평가 : 지역별

제9장 경쟁 분석

제10장 기업 개요(사업 개요, 재무 개요, 제품 제공, 전략적 전개)

제11장 부록

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영문 목차

영문목차

Healthcare Gamification Market by Offering (Solutions, Services), End User (Consumers, Enterprise), Deployment Mode (Cloud-based, On-premises), and Geography-Global Forecast to 2031

The research report titled 'Healthcare Gamification Market by Offering (Solutions, Services), End User (Consumers, Enterprise), Deployment Mode (Cloud-based, On-premises), and Geography -Global Forecast to 2031' from Meticulous Research(R) provides an in-depth analysis of the healthcare market across five major geographies and focuses on the current market trends, market sizes, market shares, recent developments, and forecasts to 2031.

The healthcare gamification market is projected to reach $4.3 billion by 2031, at a CAGR of 21.9% from 2024 to 2031.

The growth of this market is driven by the increasing health consciousness and the growing use of healthcare gamification to enhance patients' health and medical therapy. However, difficulties in sustaining long-term user engagement restrain the growth of this market.

Furthermore, the use of gamification tools to update the periodic knowledge of medical students and rising awareness of disease prevention are expected to create market growth opportunities. However, the limited effectiveness of gamification in treating chronic conditions is a major challenge for the players operating in this market. Additionally, the rising adoption of AI, ML, AR, and VR in gamification and the increasing number of smartphone users, which facilitate easy access to healthcare and well-being apps, are some trends in the healthcare gamification market.

The healthcare gamification market is segmented by offering, deployment mode, and end user. The study also evaluates industry competitors and analyzes the market at the regional and country levels.

Based on offering, the healthcare gamification market is segmented into solutions and services. The solutions segment is further segmented into health checks, fitness management, medical training, medication management, physical therapy, telemedicine, e-pharmacy, medical rooms, and other solutions. In 2024, the solutions segment is expected to account for the largest share of the healthcare gamification market. The large market share of this segment is attributed to the increasing availability of smartphones that enable easy access to healthcare and well-being apps. There are a variety of mobile apps that use gamification to promote healthy behaviors and track progress toward health goals. For example, the Zombies, Run! app encourages users to go for runs by immersing them in a post-apocalyptic world where they must outrun zombies. Furthermore, the solutions segment is projected to register the highest CAGR during the forecast period.

Based on deployment mode, the healthcare gamification market is segmented into cloud-based deployments and on-premises deployments. In 2024, the cloud-based deployment segment is expected to account for the larger share of the healthcare gamification market. This segment's large market share is attributed to the increasing demand for configurable gamification platforms that encourage various end users to use cloud computing technology for gamification.

Furthermore, the cloud-based deployment segment is projected to register the highest CAGR during the forecast period. Cloud-based healthcare gamification solutions have the potential to revolutionize the healthcare industry by making healthcare more accessible, convenient, and engaging for patients and healthcare providers. However, ensuring these solutions are developed and deployed ethically and securely is important, with patient privacy and safety as top priorities.

Based on end user, the healthcare gamification market is segmented into consumers and enterprises. In 2024, the consumers segment is expected to account for the larger share of the healthcare gamification market. Gamification targeted at consumers has emerged as an excellent tool for encouraging healthy behaviors and improving health outcomes. By making health-related activities more engaging and rewarding, individuals are more inclined to adopt and maintain healthy habits. These aspects enhance the appeal of gamification among consumers.

Based on geography, the healthcare gamification market is segmented into North America, Europe, Asia-Pacific, Latin America, and the Middle East & Africa. In 2024, North America is expected to account for the largest share of the healthcare gamification systems market, followed by Europe, Asia-Pacific, Latin America, and the Middle East & Africa. The demand for healthcare gamification in North America is driven by increasing adoption among tech-savvy users. Game-based patient education programs are gaining popularity in North America. For example, the Great Cholesterol Challenge is a game-based program designed to educate patients about cholesterol management and healthy lifestyle choices.

The key players operating in the healthcare gamification market include Akili Interactive Labs, Inc. (U.S.), Ayogo Health, Inc. (Canada), Schoeneckers, Inc. (U.S.), EveryMove, Inc. (U.S.), Fitbit, Inc.(U.S.), Mambo Solutions Ltd. (U.K.), CogniFit Inc. (U.S.), Mango Health, Inc. (U.S.), Microsoft Corporation (U.S.), ManagingLife, Inc. (Canada), Rally Health, Inc. (U.S.), Reflexion Health, Inc. (U.S.), Strava, Inc. (U.S.), Nike, Inc. (U.S.), Under Armour, Inc. (U.S.), and Novartis AG (Switzerland).

Key Questions Answered in the Report:

Scope of the Report:

Healthcare Gamification Market Assessment-by Offering

Healthcare Gamification Market Assessment-by Deployment Mode

Healthcare Gamification Market Assessment-by End User

Healthcare Gamification Market Assessment-by Geography

TABLE OF CONTENTS

1. Market Definition & Scope

2. Research Methodology

3. Executive Summary

4. Market Insights

5. Global Healthcare Gamification Market Assessment-by Offering

6. Global Healthcare Gamification Market Assessment-by Deployment Mode

7. Global Healthcare Gamification Market Assessment-by End User

8. Healthcare Gamification Market Assessment-by Geography

9. Competition Analysis

10. Company Profiles (Business Overview, Financial Overview, Product Offering, and Strategic Developments)

11. Appendix

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