Growing acceptance of
gamified models throughout the healthcare is expected to drive the growth of global
healthcare gamification market.
According
to TechSci Research, “Global Healthcare Gamification Market By Product
(Consumer Based Solutions v/s Enterprise-based Solutions),By Game Type (Exercise
Games, Serious Games, Casual Games),By Application (Education, Fitness
Management, Medical Training, Medication Management, Physical Therapy, Others),By Company, By Region,
Forecast & Opportunities, 2026”, the global healthcare gamification market is expected to grow
at an impressive rate during the forecast period on account of the growing
geriatric population susceptible to various chronic diseases such as
cardiovascular diseases, diabetes, respiratory disorders, cancer, among others.
This has drastically increased the patient pool thereby positively influencing
the market growth through 2026. Additionally, emergence of health consumerism
has led to an increase in demand for technological solutions across the
healthcare industry. This in turn is expected to fuel the market growth over
the next few years. Also, enterprises have started focusing on the wellness and
health of their employees for which they require targeted strategic and value
added interventions, thereby spurring the market growth during the forecast
period. However, high cost of deployment and setup of healthcare gamification
system can hamper the market growth through 2026. Besides, low acceptability
and awareness especially in the emerging world is further expected to restrict
the market growth over the next five years. Moreover, healthcare gamification
is helpful in achieving short term goals and does not add value to long term
goals. This is further expected to slow down the market growth.
XXX Pages and an in-depth TOC on " Global Healthcare
Gamification Market"
https://www.techsciresearch.com/report/healthcare-gamification-market/7394.html
The global healthcare gamification market is segmented based on product,
game type, application, company and region. Based on product, the market can be
split into consumer based solutions and enterprise based solutions. The
enterprise based segment is expected to register significant growth during the
forecast period. This can be ascribed to the growing focus of enterprises on
the wellness and health of their employees. Additionally, the enterprises are
also organizing several events like walkathon, running for a cause, among
others to maintain the health of their employees. Also, several companies
across the globe are offering Fitbits and other fitness tracker solutions to
their employees to improve their overall health.
Welltok Inc., SuperBetter,LLC, Reflexion Health Inc, Nike
Inc., Microsoft Corporation, Mango Health Inc., JawBone Inc., FitBit Inc.,
EveryMove Inc., Ayogo Health Inc. are some of the leading players operating in global healthcare
gamification market. Companies operating in the market are using organic
strategies such as product launches, mergers and collaborations to boost their
share. For instance, Mango Health
announced partnership with Express Scripts which is a United States based
organization wherein patients were allowed to use apps which track medication,
habits of clients and boost their adherence to medication.
Download
Sample Report @ https://www.techsciresearch.com/sample-report.aspx?cid=7394
Customers can also request for 10% free
customization on this report.
“Asia Pacific is expected to register
significant growth in the global healthcare gamification market during the
forecast period. This can be ascribed to the growing prevalence of chronic
diseases in the region especially in highly populated countries China and India.
As a result of this, countries China have started focusing on early diagnosis
and disease prevention rather than curing and treating a particular disease.
Additionally, increasing awareness pertaining to healthcare, growing
expenditure on healthcare, and improving healthcare infrastructure in the
region are further expected to fuel the market growth through 2026.” said Mr. Karan Chechi, Research Director with TechSci Research, a
research based global management consulting firm.
“Global Healthcare Gamification Market By Product
(Consumer Based Solutions v/s Enterprise-based Solutions), By Game Type
(Exercise Games, Serious Games, Casual Games), By Application (Education,
Fitness Management, Medical Training, Medication Management, Physical Therapy,
Others), By Market
By Company, By Region, Forecast & Opportunities, 2026”, has evaluated the future growth potential of global healthcare
gamification market and provides statistics & information on market size,
structure and future market growth. The report intends to provide cutting-edge
market intelligence and help decision makers take sound investment decisions. Besides,
the report also identifies and analyzes the emerging trends along with
essential drivers, challenges and opportunities in global healthcare gamification
market.
No comments:
Post a Comment