Healthcare gamification refers to the incorporation of game elements, such as competition, rewards, and interactive challenges, into healthcare-related activities and platforms. It is utilized to encourage positive behavior change and promote wellness. Gamification is employed in healthcare to educate patients about medical conditions, treatment plans, and medication adherence.
The main types of healthcare gamification are casual games, serious games, exercise games, brain training games, and others. Casual games refer to simple, easy-to-learn video games designed for a broad audience. These are used in various applications, such as health and wellness management, medical training and education, patient engagement, physical therapy and rehabilitation, behavior change and lifestyle improvement, and others, and are used by various end-users, such as hospitals and clinics, pharmaceutical companies, medical schools and training institutions, patients, healthcare professionals, others.
The main types of healthcare gamification are casual games, serious games, exercise games, brain training games, and others. Casual games refer to simple, easy-to-learn video games designed for a broad audience. These are used in various applications, such as health and wellness management, medical training and education, patient engagement, physical therapy and rehabilitation, behavior change and lifestyle improvement, and others, and are used by various end-users, such as hospitals and clinics, pharmaceutical companies, medical schools and training institutions, patients, healthcare professionals, others.
The healthcare gamification market size has grown rapidly in recent years. It will grow from $4.65 billion in 2024 to $5.36 billion in 2025 at a compound annual growth rate (CAGR) of 15.4%. The growth in the historic period can be attributed to increased focus on preventive healthcare, rising prevalence of chronic diseases, growth in adoption of smartphones and wearable devices, expanding healthcare IT infrastructure, increasing focus on patient engagement.
The healthcare gamification market size is expected to see rapid growth in the next few years. It will grow to $9.48 billion in 2029 at a compound annual growth rate (CAGR) of 15.3%. The growth in the forecast period can be attributed to the integration of artificial intelligence in gamified health solutions, rising demand for remote patient monitoring, increasing awareness and acceptance of gamification in healthcare, advancements in augmented reality for medical applications, and emphasis on personalized healthcare. Major trends in the forecast period include gamification for mental health and stress management, virtual reality-based healthcare gamification, blockchain technology in healthcare gamification, personalized gamified fitness plans, and gamified solutions for elderly healthcare.
The rising incidence of lifestyle-related and chronic diseases is anticipated to drive the growth of the healthcare gamification market in the coming years. These health conditions are influenced or worsened by individual lifestyle choices and sustained factors. Healthcare gamification effectively tackles these issues by using game-like mechanics and design to encourage people to adopt healthier habits and manage their health better. For example, according to the Australian Bureau of Statistics in December 2023, 81.4% of the Australian population, equating to 20.7 million people, reported having at least one long-term health condition in 2022, with 49.9% experiencing at least one chronic condition. Consequently, the rising incidence of lifestyle-related and chronic diseases is fueling the expansion of the healthcare gamification market.
Major companies operating in the healthcare gamification market are focused on developing innovative products with advanced technologies, such as AI health coaches with gamification, to increase their profitability in the market. An AI health coach with gamification is a digital platform that uses artificial intelligence to provide personalized health coaching and motivation, incorporating game-like elements to engage and encourage users to achieve their health and fitness goals. For instance, in May 2023, T-Systems International GmbH, a Germany-based IT company, launched MagMoves. MagMoves aims to revolutionize virtual care by integrating gamified healthcare, customization, and personalization for proactive and preventative healthcare. The app is designed to make healthcare engaging and enjoyable, taking it to the next level of virtual care. It uses artificial intelligence to provide a gamified virtual health coach experience, promoting a proactive approach to health management.
In June 2023, Switzerland-based technology company EvokAI Creative Labs Inc. acquired Rehaboo Oy for an undisclosed sum. With this acquisition, EvokAI Creative Labs seeks to bolster its presence in the healthcare industry by incorporating AI-driven rehabilitation solutions to improve patient care and outcomes. Rehaboo Oy, a healthcare technology company based in Finland, focuses on delivering digital rehabilitation solutions and platforms that use gamification and artificial intelligence to enhance patient engagement and recovery.
Major companies operating in the healthcare gamification market are Google LLC, Microsoft Corporation, Nike Inc., Medtronic PLC, Adidas AG, Cognizant, Aon plc, Spring Health Inc., Omada Health Inc., BioSerenity, Biofourmis, Rally Health, MPS Interactive Systems Limited, Axonify Inc., Happify Inc., WellDoc Inc., Akili Inc., Kaia Health, Mango Health, Pear Therapeutics, CogniFit Inc., Ayogo Health Inc., Freespira, Syandus Inc., Badgeville Inc.
North America was the largest region in the healthcare gamification market in 2024. Europe was the fastest-growing region in the forecast period. The regions covered in the healthcare gamification market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The countries covered in the healthcare gamification market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The healthcare gamification market includes revenues earned by entities by providing services such as corporate wellness programs, stress management and community health initiatives. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
Healthcare Gamification Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses on healthcare gamification market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Where is the largest and fastest growing market for healthcare gamification ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The healthcare gamification market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.
The market characteristics section of the report defines and explains the market.
The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
The forecasts are made after considering the major factors currently impacting the market. These include:
The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
Market segmentations break down the market into sub markets.
The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:1) By Type: Casual Games; Serious Games; Exercise Games; Brain Training Games; Other Types
2) By Application: Health And Wellness Management; Medical Training And Education; Patient Engagement; Physical Therapy And Rehabilitation; Behavior Change And Lifestyle Improvement; Other Applications
3) By End User: Hospitals And Clinics; Pharmaceutical Companies; Medical Schools And Training Institutions; Patients; Healthcare Professionals; Other End Users
Subsegments:
1) By Casual Games: Mobile Casual Games; Web-Based Casual Games
2) By Serious Games: Educational Healthcare Games; Simulation-Based Training Games
3) By Exercise Games: Fitness Games; Motion-Sensing Games
4) By Brain Training Games: Cognitive Skill Games; Memory Improvement Games; Attention And Focus Games
5) By Other Types: Virtual Reality (VR) Games; Augmented Reality (AR) Games; Social And Multiplayer Health Games
Companies Mentioned: Google LLC; Microsoft Corporation; Nike Inc.; Medtronic PLC; Adidas AG
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
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Table of Contents
1. Executive Summary
2. Healthcare Gamification Market Characteristics
3. Healthcare Gamification Market Trends And Strategies
4. Healthcare Gamification Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Covid And Recovery On The Market
5. Global Healthcare Gamification Growth Analysis And Strategic Analysis Framework
5.1. Global Healthcare Gamification PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
5.2. Analysis Of End Use Industries
5.3. Global Healthcare Gamification Market Growth Rate Analysis
5.4. Global Healthcare Gamification Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
5.5. Global Healthcare Gamification Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
5.6. Global Healthcare Gamification Total Addressable Market (TAM)
6. Healthcare Gamification Market Segmentation
6.1. Global Healthcare Gamification Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Casual Games
Serious Games
Exercise Games
Brain Training Games
Other Types
6.2. Global Healthcare Gamification Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Health And Wellness Management
Medical Training And Education
Patient Engagement
Physical Therapy And Rehabilitation
Behavior Change And Lifestyle Improvement
Other Applications
6.3. Global Healthcare Gamification Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Hospitals And Clinics
Pharmaceutical Companies
Medical Schools And Training Institutions
Patients
Healthcare Professionals
Other End Users
6.4. Global Healthcare Gamification Market, Sub-Segmentation Of Casual Games, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Mobile Casual Games
Web-Based Casual Games
6.5. Global Healthcare Gamification Market, Sub-Segmentation Of Serious Games, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Educational Healthcare Games
Simulation-Based Training Games
6.6. Global Healthcare Gamification Market, Sub-Segmentation Of Exercise Games, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Fitness Games
Motion-Sensing Games
6.7. Global Healthcare Gamification Market, Sub-Segmentation Of Brain Training Games, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Cognitive Skill Games
Memory Improvement Games
Attention And Focus Games
6.8. Global Healthcare Gamification Market, Sub-Segmentation Of Other Types, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Virtual Reality (VR) Games
Augmented Reality (AR) Games
Social And Multiplayer Health Games
7. Healthcare Gamification Market Regional And Country Analysis
7.1. Global Healthcare Gamification Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
7.2. Global Healthcare Gamification Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion