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Global and China Healthcare Gamification Market Size, Status and Forecast 2020-2026

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1 Report Overview

  • 1.1 Study Scope
  • 1.2 Market Analysis by Type
    • 1.2.1 Global Healthcare Gamification Market Size Growth Rate by Type: 2020 VS 2026
    • 1.2.2 Enterprise-Based Solutions
    • 1.2.3 Consumer-Based Solutions
    • 1.2.4 Other
  • 1.3 Market by Application
    • 1.3.1 Global Healthcare Gamification Market Share by Application: 2020 VS 2026
    • 1.3.2 Fitness Management
    • 1.3.3 Medical Training
    • 1.3.4 Medication Management
    • 1.3.5 Physical Therapy
    • 1.3.6 Other
  • 1.4 Study Objectives
  • 1.5 Years Considered

2 Global Growth Trends

  • 2.1 Global Healthcare Gamification Market Perspective (2015-2026)
  • 2.2 Global Healthcare Gamification Growth Trends by Regions
    • 2.2.1 Healthcare Gamification Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Healthcare Gamification Historic Market Share by Regions (2015-2020)
    • 2.2.3 Healthcare Gamification Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Market Restraints

3 Competition Landscape by Key Players

  • 3.1 Global Top Healthcare Gamification Players by Market Size
    • 3.1.1 Global Top Healthcare Gamification Players by Revenue (2015-2020)
    • 3.1.2 Global Healthcare Gamification Revenue Market Share by Players (2015-2020)
  • 3.2 Global Healthcare Gamification Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.3 Players Covered: Ranking by Healthcare Gamification Revenue
  • 3.4 Global Healthcare Gamification Market Concentration Ratio
    • 3.4.1 Global Healthcare Gamification Market Concentration Ratio (CR5 and HHI)
    • 3.4.2 Global Top 10 and Top 5 Companies by Healthcare Gamification Revenue in 2019
  • 3.5 Key Players Healthcare Gamification Area Served
  • 3.6 Key Players Healthcare Gamification Product Solution and Service
  • 3.7 Date of Enter into Healthcare Gamification Market
  • 3.8 Mergers & Acquisitions, Expansion Plans

4 Healthcare Gamification Breakdown Data by Type (2015-2026)

  • 4.1 Global Healthcare Gamification Historic Market Size by Type (2015-2020)
  • 4.2 Global Healthcare Gamification Forecasted Market Size by Type (2021-2026)

5 Healthcare Gamification Breakdown Data by Application (2015-2026)

  • 5.1 Global Healthcare Gamification Historic Market Size by Application (2015-2020)
  • 5.2 Global Healthcare Gamification Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Healthcare Gamification Market Size (2015-2026)
  • 6.2 North America Healthcare Gamification Market Size by Type (2015-2020)
  • 6.3 North America Healthcare Gamification Market Size by Application (2015-2020)
  • 6.4 North America Healthcare Gamification Market Size by Country (2015-2020)
    • 6.4.1 United States
    • 6.4.2 Canada

7 Europe

  • 7.1 Europe Healthcare Gamification Market Size (2015-2026)
  • 7.2 Europe Healthcare Gamification Market Size by Type (2015-2020)
  • 7.3 Europe Healthcare Gamification Market Size by Application (2015-2020)
  • 7.4 Europe Healthcare Gamification Market Size by Country (2015-2020)
    • 7.4.1 Germany
    • 7.4.2 France
    • 7.4.3 U.K.
    • 7.4.4 Italy
    • 7.4.5 Russia
    • 7.4.6 Nordic
    • 7.4.7 Rest of Europe

8 China

  • 8.1 China Healthcare Gamification Market Size (2015-2026)
  • 8.2 China Healthcare Gamification Market Size by Type (2015-2020)
  • 8.3 China Healthcare Gamification Market Size by Application (2015-2020)
  • 8.4 China Healthcare Gamification Market Size by Region (2015-2020)
    • 8.4.1 China
    • 8.4.2 Japan
    • 8.4.3 South Korea
    • 8.4.4 Southeast Asia
    • 8.4.5 India
    • 8.4.6 Australia
    • 8.4.7 Rest of Asia-Pacific

9 Japan

  • 9.1 Japan Healthcare Gamification Market Size (2015-2026)
  • 9.2 Japan Healthcare Gamification Market Size by Type (2015-2020)
  • 9.3 Japan Healthcare Gamification Market Size by Application (2015-2020)
  • 9.4 Japan Healthcare Gamification Market Size by Country (2015-2020)
    • 9.4.1 Mexico
    • 9.4.2 Brazil

10 Southeast Asia

  • 10.1 Southeast Asia Healthcare Gamification Market Size (2015-2026)
  • 10.2 Southeast Asia Healthcare Gamification Market Size by Type (2015-2020)
  • 10.3 Southeast Asia Healthcare Gamification Market Size by Application (2015-2020)
  • 10.4 Southeast Asia Healthcare Gamification Market Size by Country (2015-2020)
    • 10.4.1 Turkey
    • 10.4.2 Saudi Arabia
    • 10.4.3 UAE
    • 10.4.4 Rest of Middle East & Africa

11 Key Players Profiles

  • 11.1 Microsoft
    • 11.1.1 Microsoft Company Details
    • 11.1.2 Microsoft Business Overview
    • 11.1.3 Microsoft Healthcare Gamification Introduction
    • 11.1.4 Microsoft Revenue in Healthcare Gamification Business (2015-2020))
    • 11.1.5 Microsoft Recent Development
  • 11.2 Under Armour
    • 11.2.1 Under Armour Company Details
    • 11.2.2 Under Armour Business Overview
    • 11.2.3 Under Armour Healthcare Gamification Introduction
    • 11.2.4 Under Armour Revenue in Healthcare Gamification Business (2015-2020)
    • 11.2.5 Under Armour Recent Development
  • 11.3 Strava
    • 11.3.1 Strava Company Details
    • 11.3.2 Strava Business Overview
    • 11.3.3 Strava Healthcare Gamification Introduction
    • 11.3.4 Strava Revenue in Healthcare Gamification Business (2015-2020)
    • 11.3.5 Strava Recent Development
  • 11.4 Adidas AG
    • 11.4.1 Adidas AG Company Details
    • 11.4.2 Adidas AG Business Overview
    • 11.4.3 Adidas AG Healthcare Gamification Introduction
    • 11.4.4 Adidas AG Revenue in Healthcare Gamification Business (2015-2020)
    • 11.4.5 Adidas AG Recent Development
  • 11.5 Apple
    • 11.5.1 Apple Company Details
    • 11.5.2 Apple Business Overview
    • 11.5.3 Apple Healthcare Gamification Introduction
    • 11.5.4 Apple Revenue in Healthcare Gamification Business (2015-2020)
    • 11.5.5 Apple Recent Development
  • 11.6 FitBit
    • 11.6.1 FitBit Company Details
    • 11.6.2 FitBit Business Overview
    • 11.6.3 FitBit Healthcare Gamification Introduction
    • 11.6.4 FitBit Revenue in Healthcare Gamification Business (2015-2020)
    • 11.6.5 FitBit Recent Development
  • 11.7 Jawbone
    • 11.7.1 Jawbone Company Details
    • 11.7.2 Jawbone Business Overview
    • 11.7.3 Jawbone Healthcare Gamification Introduction
    • 11.7.4 Jawbone Revenue in Healthcare Gamification Business (2015-2020)
    • 11.7.5 Jawbone Recent Development
  • 11.8 Nike
    • 11.8.1 Nike Company Details
    • 11.8.2 Nike Business Overview
    • 11.8.3 Nike Healthcare Gamification Introduction
    • 11.8.4 Nike Revenue in Healthcare Gamification Business (2015-2020)
    • 11.8.5 Nike Recent Development
  • 11.9 Google
    • 11.9.1 Google Company Details
    • 11.9.2 Google Business Overview
    • 11.9.3 Google Healthcare Gamification Introduction
    • 11.9.4 Google Revenue in Healthcare Gamification Business (2015-2020)
    • 11.9.5 Google Recent Development
  • 11.10 Ayogo Health
    • 11.10.1 Ayogo Health Company Details
    • 11.10.2 Ayogo Health Business Overview
    • 11.10.3 Ayogo Health Healthcare Gamification Introduction
    • 11.10.4 Ayogo Health Revenue in Healthcare Gamification Business (2015-2020)
    • 11.10.5 Ayogo Health Recent Development
  • 11.11 Rally Health
    • 10.11.1 Rally Health Company Details
    • 10.11.2 Rally Health Business Overview
    • 10.11.3 Rally Health Healthcare Gamification Introduction
    • 10.11.4 Rally Health Revenue in Healthcare Gamification Business (2015-2020)
    • 10.11.5 Rally Health Recent Development
  • 11.12 Badgeville
    • 10.12.1 Badgeville Company Details
    • 10.12.2 Badgeville Business Overview
    • 10.12.3 Badgeville Healthcare Gamification Introduction
    • 10.12.4 Badgeville Revenue in Healthcare Gamification Business (2015-2020)
    • 10.12.5 Badgeville Recent Development
  • 11.13 Hubbub Health
    • 10.13.1 Hubbub Health Company Details
    • 10.13.2 Hubbub Health Business Overview
    • 10.13.3 Hubbub Health Healthcare Gamification Introduction
    • 10.13.4 Hubbub Health Revenue in Healthcare Gamification Business (2015-2020)
    • 10.13.5 Hubbub Health Recent Development
  • 11.14 Zimmer Biomet
    • 10.14.1 Zimmer Biomet Company Details
    • 10.14.2 Zimmer Biomet Business Overview
    • 10.14.3 Zimmer Biomet Healthcare Gamification Introduction
    • 10.14.4 Zimmer Biomet Revenue in Healthcare Gamification Business (2015-2020)
    • 10.14.5 Zimmer Biomet Recent Development
  • 11.15 Welltok
    • 10.15.1 Welltok Company Details
    • 10.15.2 Welltok Business Overview
    • 10.15.3 Welltok Healthcare Gamification Introduction
    • 10.15.4 Welltok Revenue in Healthcare Gamification Business (2015-2020)
    • 10.15.5 Welltok Recent Development
  • 11.16 Akili Interactive Labs
    • 10.16.1 Akili Interactive Labs Company Details
    • 10.16.2 Akili Interactive Labs Business Overview
    • 10.16.3 Akili Interactive Labs Healthcare Gamification Introduction
    • 10.16.4 Akili Interactive Labs Revenue in Healthcare Gamification Business (2015-2020)
    • 10.16.5 Akili Interactive Labs Recent Development
  • 11.17 Bunchball
    • 10.17.1 Bunchball Company Details
    • 10.17.2 Bunchball Business Overview
    • 10.17.3 Bunchball Healthcare Gamification Introduction
    • 10.17.4 Bunchball Revenue in Healthcare Gamification Business (2015-2020)
    • 10.17.5 Bunchball Recent Development
  • 11.18 Fitocracy
    • 10.18.1 Fitocracy Company Details
    • 10.18.2 Fitocracy Business Overview
    • 10.18.3 Fitocracy Healthcare Gamification Introduction
    • 10.18.4 Fitocracy Revenue in Healthcare Gamification Business (2015-2020)
    • 10.18.5 Fitocracy Recent Development
  • 11.19 EveryMove
    • 10.19.1 EveryMove Company Details
    • 10.19.2 EveryMove Business Overview
    • 10.19.3 EveryMove Healthcare Gamification Introduction
    • 10.19.4 EveryMove Revenue in Healthcare Gamification Business (2015-2020)
    • 10.19.5 EveryMove Recent Development
  • 11.20 SuperBetter
    • 10.20.1 SuperBetter Company Details
    • 10.20.2 SuperBetter Business Overview
    • 10.20.3 SuperBetter Healthcare Gamification Introduction
    • 10.20.4 SuperBetter Revenue in Healthcare Gamification Business (2015-2020)
    • 10.20.5 SuperBetter Recent Development
  • 11.21 Syandus
    • 10.21.1 Syandus Company Details
    • 10.21.2 Syandus Business Overview
    • 10.21.3 Syandus Healthcare Gamification Introduction
    • 10.21.4 Syandus Revenue in Healthcare Gamification Business (2015-2020)
    • 10.21.5 Syandus Recent Development
  • 11.22 Mango Health
    • 10.22.1 Mango Health Company Details
    • 10.22.2 Mango Health Business Overview
    • 10.22.3 Mango Health Healthcare Gamification Introduction
    • 10.22.4 Mango Health Revenue in Healthcare Gamification Business (2015-2020)
    • 10.22.5 Mango Health Recent Development
  • 11.23 Medisafe
    • 10.23.1 Medisafe Company Details
    • 10.23.2 Medisafe Business Overview
    • 10.23.3 Medisafe Healthcare Gamification Introduction
    • 10.23.4 Medisafe Revenue in Healthcare Gamification Business (2015-2020)
    • 10.23.5 Medisafe Recent Development
  • 11.24 Reflexion Health
    • 10.24.1 Reflexion Health Company Details
    • 10.24.2 Reflexion Health Business Overview
    • 10.24.3 Reflexion Health Healthcare Gamification Introduction
    • 10.24.4 Reflexion Health Revenue in Healthcare Gamification Business (2015-2020)
    • 10.24.5 Reflexion Health Recent Development

12 Analyst's Viewpoints/Conclusions

    13 Appendix

    • 13.1 Research Methodology
      • 13.1.1 Methodology/Research Approach
      • 13.1.2 Data Source
    • 13.2 Disclaimer

    Global Healthcare Gamification Scope and Market Size
    Healthcare Gamification market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Healthcare Gamification market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.

    Market segment by Type, the product can be split into
    Enterprise-Based Solutions
    Consumer-Based Solutions
    Other

    Market segment by Application, split into
    Fitness Management
    Medical Training
    Medication Management
    Physical Therapy
    Other

    Based on regional and country-level analysis, the Healthcare Gamification market has been segmented as follows:
    North America
    United States
    Canada
    Europe
    Germany
    France
    U.K.
    Italy
    Russia
    Nordic
    Rest of Europe
    Asia-Pacific
    China
    Japan
    South Korea
    Southeast Asia
    India
    Australia
    Rest of Asia-Pacific
    Latin America
    Mexico
    Brazil
    Middle East & Africa
    Turkey
    Saudi Arabia
    UAE
    Rest of Middle East & Africa

    In the competitive analysis section of the report, leading as well as prominent players of the global Healthcare Gamification market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
    The key players covered in this study
    Microsoft
    Under Armour
    Strava
    Adidas AG
    Apple
    FitBit
    Jawbone
    Nike
    Google
    Ayogo Health
    Rally Health
    Badgeville
    Hubbub Health
    Zimmer Biomet
    Welltok
    Akili Interactive Labs
    Bunchball
    Fitocracy
    EveryMove
    SuperBetter
    Syandus
    Mango Health
    Medisafe
    Reflexion Health

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