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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
세계의 헬스케어 게이미피케이션 : PESTEL 분석(정치, 사회, 기술, 환경, 법적 요인, 촉진요인과 억제요인)
최종 이용 산업의 분석
세계의 헬스케어 게이미피케이션 시장 : 성장률 분석
세계의 헬스케어 게이미피케이션 시장 실적 : 규모와 성장(2019-2024년)
세계의 헬스케어 게이미피케이션 시장 예측 : 규모와 성장(2024-2029년, 2034F)
세계의 헬스케어 게이미피케이션 : 총 시장 규모(TAM)
제6장 시장 세분화
세계의 헬스케어 게이미피케이션 시장 : 유형별, 분석과 예측(2019-2024년, 2024-2029F, 2034F)
캐주얼 게임
시리어스 게임
운동 게임
두뇌훈련 게임
기타 유형
세계의 헬스케어 게이미피케이션 시장 : 용도별, 분석과 예측(2019-2024년, 2024-2029F, 2034F)
건강과 웰빙 관리
의료 연수 및 교육
환자 참여
물리치료와 재활
행동변용과 라이프스타일 개선
기타 용도
세계의 헬스케어 게이미피케이션 시장 : 최종 사용자별, 분석과 예측(2019-2024년, 2024-2029F, 2034F)
병원 및 진료소
제약회사
의학부 및 연수기관
환자
헬스케어 종사자
기타 최종 사용자
세계의 헬스케어 게이미피케이션 시장 : 세분화 캐주얼 게임(유형별), 분석과 예측(2019-2024년, 2024-2029F, 2034F)
모바일 캐주얼 게임
웹 기반 캐주얼 게임
세계의 헬스케어 게이미피케이션 시장 : 세분화 시리어스 게임(유형별), 분석과 예측(2019-2024년, 2024-2029F, 2034F)
교육용 헬스케어 게임
시뮬레이션 기반 트레이닝 게임
세계의 헬스케어 게이미피케이션 시장 : 세분화 운동 게임(유형별), 분석과 예측(2019-2024년, 2024-2029F, 2034F)
피트니스 게임
모션 센서 게임
세계의 헬스케어 게이미피케이션 시장 : 세분화 두뇌훈련 게임(유형별), 분석과 예측(2019-2024년, 2024-2029F, 2034F)
인지능력 게임
기억력 향상 게임
주의력과 집중력 게임
세계의 헬스케어 게이미피케이션 시장 : 세분화 기타 유형(유형별), 분석과 예측(2019-2024년, 2024-2029F, 2034F)
가상현실(VR) 게임
증강현실(AR)게임
소셜 및 멀티기업 건강 게임
제7장 지역별/국가별 분석
세계의 헬스케어 게이미피케이션 시장 : 지역별, 분석과 예측(2019-2024년, 2024-2029F, 2034F)
세계의 헬스케어 게이미피케이션 시장 : 국가별, 분석과 예측(2019-2024년, 2024-2029F, 2034F)
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
헬스케어 게이미피케이션 시장 : 경쟁 구도
헬스케어 게이미피케이션 시장 : 기업 프로파일
Google LLC : 개요, 제품 및 서비스, 전략 및 재무 분석
Microsoft Corporation : 개요, 제품 및 서비스, 전략 및 재무 분석
Nike Inc. : 개요, 제품 및 서비스, 전략 및 재무 분석
Medtronic PLC : 개요, 제품 및 서비스, 전략 및 재무 분석
Adidas AG : 개요, 제품 및 서비스, 전략 및 재무 분석
제31장 기타 주요 기업 및 혁신 기업
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
제32장 세계 시장 경쟁 벤치마킹과 대시보드
제33장 주요 인수합병(M&A)
제34장 최근 시장 동향
제35장 시장의 잠재력이 높은 국가, 부문, 전략
헬스케어 게이미피케이션 시장(2029년) : 새로운 기회를 제공하는 국가
헬스케어 게이미피케이션 시장(2029년) : 새로운 기회를 제공하는 부문
헬스케어 게이미피케이션 시장(2029년) : 성장 전략
시장 동향에 기초한 전략
경쟁 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.
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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, 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 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 technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
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.
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; 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.
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.
Delivery Format: PDF, Word and Excel Data Dashboard.
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
4.1. Supply Chain Impact from Tariff War & Trade Protectionism
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