세계의 헬스케어 게이미피케이션 시장 보고서(2025년)
Healthcare Gamification Global Market Report 2025
상품코드 : 1825398
리서치사 : The Business Research Company
발행일 : On Demand Report
페이지 정보 : 영문 250 Pages
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한글목차

헬스케어 게이미피케이션 시장의 규모는 향후 수년간 급성장할 것으로 전망됩니다. 2029년에는 CAGR 15.3%로 94억 3,000만 달러로 성장할 전망입니다. 예측기간의 성장은 게이미피케이션 건강 솔루션과 인공지능의 통합, 원격 환자 모니터링의 수요 증가, 헬스케어 게이미피케이션의 인식과 수용 증가, 의료 애플리케이션의 증강현실 진보, 맞춤의료의 중시 등에 기인할 것으로 전망됩니다. 예측기간의 주요 동향으로는 정신건강과 스트레스 관리를 위한 게이미피케이션, 가상현실 기반의 헬스케어 게이미피케이션, 헬스케어 게이미피케이션에 사용되는 블록체인 기술, 개인화된 게이미피케이션 피트니스 플랜, 노인 헬스케어를 위한 게이미피케이션 등이 있습니다.

향후 5년간의 예측 성장률 15.3%는 과거 예측에서 0.1% 소폭 감소한 수치입니다. 이러한 성장세 둔화는 주로 미국과 다른 국가 간의 관세의 영향 때문입니다. 관세의 상승은 스웨덴과 호주에서 조달한 치료 게임 용도과 순응도 추적 플랫폼의 비용을 높여, 만성질환 관리의 과제를 악화시키고, 디지털 헬스 프로그램의 비용을 상승시킴으로써, 미국의 환자 참여에 부담을 줄 가능성이 높습니다. 또한 상호관세와 무역의 긴장과 한계 증가로 인한 세계 경제와 무역에 대한 악영향으로 인해 그 영향이 더욱 광범위해질 것으로 예상됩니다.

생활습관병과 만성질환의 이환율 상승은 향후 수년간 헬스케어 게이미피케이션 시장의 성장을 가속할 것으로 예측됩니다. 이러한 건강 상태는 개인의 라이프스타일 선택과 지속적인 요인에 의해 영향을 받거나 악화될 수 있습니다. 헬스케어 게이미피케이션은 보다 건강한 생활습관을 익히고 건강관리를 개선하도록 촉구하기 위해 게임과 같은 구조와 디자인을 이용하여 이러한 문제에 효과적으로 대처하고 있습니다. 예를 들어, 2023년 12월 호주 통계국에 따르면, 2022년에는 호주 인구의 81.4%(2,070만 명 상당)가 적어도 하나의 장기치료가 필요한 건강 상태에 있다고 보고되었으며, 49.9%가 적어도 하나의 만성 상태를 경험하고 있는 것으로 나타났습니다. 따라서, 생활습관병이나 만성질환의 이환율이 상승하고, 헬스케어 게이미피케이션 시장의 확대에 박차를 가하고 있습니다.

목차

제1장 주요 요약

제2장 시장 특징

제3장 시장 동향과 전략

제4장 시장 : 금리, 인플레이션, 지정학, 무역전쟁과 관세, 그리고 코로나 및 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오

제5장 세계의 성장 분석과 전략 분석 프레임워크

제6장 시장 세분화

제7장 지역별/국가별 분석

제8장 아시아태평양 시장

제9장 중국 시장

제10장 인도 시장

제11장 일본 시장

제12장 호주 시장

제13장 인도네시아 시장

제14장 한국 시장

제15장 서유럽 시장

제16장 영국 시장

제17장 독일 시장

제18장 프랑스 시장

제19장 이탈리아 시장

제20장 스페인 시장

제21장 동유럽 시장

제22장 러시아 시장

제23장 북미 시장

제24장 미국 시장

제25장 캐나다 시장

제26장 남미 시장

제27장 브라질 시장

제28장 중동 시장

제29장 아프리카 시장

제30장 경쟁 구도와 기업 프로파일

제31장 기타 주요 기업 및 혁신 기업

제32장 세계 시장 경쟁 벤치마킹과 대시보드

제33장 주요 인수합병(M&A)

제34장 최근 시장 동향

제35장 시장의 잠재력이 높은 국가, 부문, 전략

제36장 부록

CSM
영문 목차

영문목차

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.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The sharp rise in U.S. tariffs and the resulting trade tensions in spring 2025 are having a significant impact on the healthcare sector, especially in the supply of essential medical devices, diagnostic equipment, and pharmaceuticals. Hospitals and healthcare providers are grappling with higher costs for imported surgical tools, imaging systems, and consumables like syringes and catheters, many of which have limited domestic substitutes. These escalating expenses are putting pressure on healthcare budgets, prompting some providers to delay equipment upgrades or pass increased costs on to patients. Furthermore, tariffs on raw materials and components are disrupting the manufacturing of vital drugs and devices, leading to supply chain delays. In response, the industry is adopting diversified sourcing strategies, expanding local production where feasible, and pushing for tariff exemptions on critical medical products.

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 $5.34 billion in 2025 at a compound annual growth rate (CAGR) of 15.0%. 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 $9.43 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 forecast of 15.3% growth over the next five years reflects a slight reduction of 0.1% from the previous projection. This reduction is primarily due to the impact of tariffs between the US and other countries. Tariff escalations are likely to burden U.S. patient engagement by driving up the cost of therapeutic gaming applications and adherence tracking platforms sourced from Sweden and Australia, exacerbating chronic disease management challenges and elevating digital health program costs. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

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.

Reasons to Purchase

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, including technological disruption, regulatory shifts, and changing consumer preferences? 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 forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

Scope

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, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Healthcare Gamification Growth Analysis And Strategic Analysis Framework

6. Healthcare Gamification Market Segmentation

7. Healthcare Gamification Market Regional And Country Analysis

8. Asia-Pacific Healthcare Gamification Market

9. China Healthcare Gamification Market

10. India Healthcare Gamification Market

11. Japan Healthcare Gamification Market

12. Australia Healthcare Gamification Market

13. Indonesia Healthcare Gamification Market

14. South Korea Healthcare Gamification Market

15. Western Europe Healthcare Gamification Market

16. UK Healthcare Gamification Market

17. Germany Healthcare Gamification Market

18. France Healthcare Gamification Market

19. Italy Healthcare Gamification Market

20. Spain Healthcare Gamification Market

21. Eastern Europe Healthcare Gamification Market

22. Russia Healthcare Gamification Market

23. North America Healthcare Gamification Market

24. USA Healthcare Gamification Market

25. Canada Healthcare Gamification Market

26. South America Healthcare Gamification Market

27. Brazil Healthcare Gamification Market

28. Middle East Healthcare Gamification Market

29. Africa Healthcare Gamification Market

30. Healthcare Gamification Market Competitive Landscape And Company Profiles

31. Healthcare Gamification Market Other Major And Innovative Companies

32. Global Healthcare Gamification Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Healthcare Gamification Market

34. Recent Developments In The Healthcare Gamification Market

35. Healthcare Gamification Market High Potential Countries, Segments and Strategies

36. Appendix

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