Global Gamified Healthcare Solutions Market By Type (Consumed Based Solutions, Enterprise Based Solutions); By Age Group (Children, Adult, Elderly); By Device Type (Handheld Devices, Wearable); By Platform (Web Based, App based, iOS, Android, Windows); By Application (Physical Fitness and Nutrition, Mental Health, Chronic Disease Management, Physical Therapy and Rehabilitation, Medication Management, Total Wellbeing, Employee Fitness and Corporate Wellness, Others); By Revenue Model (Freemium, Subscription Based, Monthly, Annually); By End Users (Hospitals, Clinics, Home Care, Corporates, Educational Institutions, Others); By Region (North America (U.S., Canada, Mexico, Rest Of North America), Europe (France, The UK, Spain, Germany, Italy, Denmark, Finland, Iceland, Sweden, Norway, Belgium, The Netherlands, Luxembourg, Rest of Europe), Asia Pacific (China, Japan, India, New Zealand, Australia, South Korea, Southeast Asia, Indonesia, Thailand, Malaysia, Singapore, Rest of Southeast Asia, Rest of Asia Pacific, Middle East & Africa (Saudi Arabia, UAE, Egypt, Kuwait, South Africa, Rest of Middle East & Africa) Latin America (Brazil, Argentina, Rest of Latin America)) - Global Insights, Growth, Size, Comparative Analysis, Trends and Forecast, 2022 – 2030
Industry Trends
Gamification happens to be the process of integrating a game or an element similar to a game into a task in order to increase participation in the event. This process has been displaying its efficacy owing to its ability of tapping into any individual’s natural desire related to competition and achievement. Also the fact, gamification basically is key feature in designing websites and apps that help in motivating people to tackle personal hurdles, which aids the user in tracking the progress of their task in extra funny way. One of the major reasons why the global gamified healthcare solutions market is rising use of wellness apps and wearable products that have gaming features. One of the biggest advantages of these apps is that the number of people using fitness and wellness apps that are available for free is going upwards. This is due to the fact that these apps help the users in communicating directly with the doctors and medical experts. Along with this, the gamification in healthcare solutions is brought in use for various purposes, like prescribing medication & management of the chronic illness, tracking fitness and monitor heart-rate and blood glucose and pressure levels.
Gamified healthcare solutions not just enhance the level of engagement, but also motivate patients to take their diet and exercises seriously, and this is also the reason why the global gamified healthcare solutions market is growing rapidly.
In terms of revenue, the global gamified healthcare solutions market was valued at US$ 4.2 Bn in 2021 growing at a CAGR of 11% over the forecast period (2022 – 2030). The study analyses the market in terms of revenue across all the major regions, which have been bifurcated into countries.
Global Gamified Healthcare Solutions Market Revenue & Forecast, (US$ Million), 2015 – 2030
Application Outlook
Based on the application outlook, the global gamified healthcare solutions market has been segmented into physical fitness and nutrition, mental health, chronic disease management, physical therapy and rehabilitation, medication management, total wellbeing, employee fitness and corporate wellness and others. Physical fitness and nutrition segment makes most of the money for this market because number of people that are taking fitness and following their diet very seriously. Also gamified healthcare solutions plays a huge role in managing chronic diseases.
Region Outlook
On the basis of the region, the continent of North America accounts for majority of revenue generated by the global gamified healthcare solutions market in the year 2021. Rampant technological and economic growth in the countries like the United States and Canada is the major reason behind this. Along with this, the number of millennials and the young population are rampantly adopting these solutions in wake of growing awareness about benefits of having a great health. The growth of this market has been amplified due to use of smartphones and internet.
Competitive Landscape
The report provides both, qualitative and quantitative research of global gamified healthcare solutions market, as well as provides comprehensive insights and development methods adopted by the key contenders. The report also offers extensive research on the key players in this market and details on the competitiveness of these players. Key business strategies such as mergers and acquisitions (M&A), affiliations, collaborations, and contracts adopted by these major market participants are also recognized and analysed in the report. For each company, the report studies their global presence, competitors, service offerings and specification amongst others.
Some of the players operating in the global gamified healthcare solutions market are:
- Nike, Inc.
- Rally Health, Inc.
- Runtastic GmbH
- Sonic Boom Wellness
- Strava, Inc.
- SuperBetter, LLC
- Truworth Health Technologies Pvt. Ltd
- Vantage Circle
- Welltok, Inc.
- Zen Labs, LLC
- Zombies Run
- Other Market Participants
Global Gamified Healthcare Solutions Market:
By Type
- Consumed Based Solutions
- Enterprise Based Solutions
By Age Group
- Children
- Adult
- Elderly
By Device Type
- Handheld Devices
- Wearable
By Platform
- Web Based
- App based
- iOS
- Android
- Windows
By Application
- Physical Fitness and Nutrition
- Mental Health
- Chronic Disease Management
- Physical Therapy and Rehabilitation
- Medication Management
- Total Wellbeing
- Employee Fitness and Corporate Wellness
- Others
By Revenue Model
- Freemium
- Subscription Based
- Monthly
- Annually
By End Users
- Hospitals
- Clinics
- Home Care
- Corporates
- Educational Institutions
- Others
By Region
- North America (U.S., Canada, Mexico, Rest of North America)
- Europe (France, The UK, Spain, Germany, Italy, Nordic Countries (Denmark, Finland, Iceland, Sweden, Norway), Benelux Union (Belgium, The Netherlands, Luxembourg), Rest of Europe
- Asia Pacific (China, Japan, India, New Zealand, Australia, South Korea, Southeast Asia (Indonesia, Thailand, Malaysia, Singapore, Rest of Southeast Asia), Rest of Asia Pacific
- Middle East & Africa (Saudi Arabia, UAE, Egypt, Kuwait, South Africa, Rest of Middle East & Africa)
- Latin America (Brazil, Argentina, Rest of Latin America)
Table of Contents
1. Market Scope
1.1. Market Segmentation
1.2. Years Considered
1.2.1.
Historic Years: 2015 - 2020
1.2.2.
Base Year: 2021
1.2.3.
Forecast Years: 2022 – 2030
2. Key Target Audiences
3. Research Methodology
3.1. Primary Research
3.1.1.
Research Questionnaire
3.1.2.
Global Percentage Breakdown
3.1.3.
Primary Interviews: Key Opinion Leaders
(KOLs)
3.2. Secondary Research
3.2.1.
Paid Databases
3.2.2.
Secondary Sources
3.3. Market Size Estimates
3.3.1.
Top-Down Approach
3.3.2.
Bottom-Up Approach
3.4. Data Triangulation Methodology
3.5. Research Assumptions
4. Recommendations and Insights
from AMI’s Perspective**
5. Holistic Overview of Gamified Healthcare Solutions Market
6. Market Synopsis: Gamified
Healthcare Solutions Market
7. Gamified Healthcare Solutions Market Analysis: Qualitative Perspective
7.1. Introduction
7.1.1.
Product Definition
7.1.2.
Industry Development
7.2. Market Dynamics
7.2.1.
Drivers
7.2.2.
Restraints
7.2.3.
Opportunities
7.3. Trends in Gamified Healthcare Solutions Market
7.4. Market Determinants Radar Chart
7.5. Macro-Economic and Micro-Economic Indicators: Gamified Healthcare Solutions
Market
7.6. Porter’s Five Force Analysis
7.7. Impact of Covid-19 on Gamified Healthcare Solutions Market
8. Global Gamified Healthcare Solutions Market Analysis
and Forecasts, 2022 – 2030
8.1. Overview
8.1.1.
Global Gamified Healthcare Solutions Market Revenue
(US$ Mn)
8.2. Global Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and Forecasts, By Type
8.2.1.
Consumer Based Solutions
8.2.1.1.
Definition
8.2.1.2.
Market Estimation and Penetration, 2015 – 2021
8.2.1.3.
Market Forecast, 2022 – 2030
8.2.1.4.
Compound Annual Growth
Rate (CAGR)
8.2.1.5.
Regional Bifurcation
8.2.1.5.1.
North America
8.2.1.5.1.1.
Market Estimation, 2015 – 2021
8.2.1.5.1.2.
Market Forecast, 2022 – 2030
8.2.1.5.2.
Europe
8.2.1.5.2.1.
Market Estimation, 2015 – 2021
8.2.1.5.2.2.
Market Forecast, 2022 – 2030
8.2.1.5.3.
Asia Pacific
8.2.1.5.3.1.
Market Estimation, 2015 – 2021
8.2.1.5.3.2.
Market Forecast, 2022 – 2030
8.2.1.5.4.
Middle East and Africa
8.2.1.5.4.1.
Market Estimation, 2015 – 2021
8.2.1.5.4.2.
Market Forecast, 2022 – 2030
8.2.1.5.5.
Latin America
8.2.1.5.5.1.
Market Estimation, 2015 – 2021
8.2.1.5.5.2.
Market Forecast, 2022 – 2030
8.2.2.
Enterprise Based Solutions
8.2.2.1.
Definition
8.2.2.2.
Market Estimation and Penetration, 2015 – 2021
8.2.2.3.
Market Forecast, 2022 – 2030
8.2.2.4.
Compound Annual Growth
Rate (CAGR)
8.2.2.5.
Regional Bifurcation
8.2.2.5.1.
North America
8.2.2.5.1.1.
Market Estimation, 2015 – 2021
8.2.2.5.1.2.
Market Forecast, 2022 – 2030
8.2.2.5.2.
Europe
8.2.2.5.2.1.
Market Estimation, 2015 – 2021
8.2.2.5.2.2.
Market Forecast, 2022 – 2030
8.2.2.5.3.
Asia Pacific
8.2.2.5.3.1.
Market Estimation, 2015 – 2021
8.2.2.5.3.2.
Market Forecast, 2022 – 2030
8.2.2.5.4.
Middle East and Africa
8.2.2.5.4.1.
Market Estimation, 2015 – 2021
8.2.2.5.4.2.
Market Forecast, 2022 – 2030
8.2.2.5.5.
Latin America
8.2.2.5.5.1.
Market Estimation, 2015 – 2021
8.2.2.5.5.2.
Market Forecast, 2022 – 2030
8.3. Key Segment for Channeling Investments
8.3.1.
By Type
9. Global Gamified Healthcare Solutions Market Analysis
and Forecasts, 2022 – 2030
9.1. Overview
9.2.
Global Gamified Healthcare Solutions
Market Revenue (US$ Mn) and Forecasts, By Age
Group
9.2.1.
Children
9.2.1.1.
Definition
9.2.1.2.
Market Estimation and Penetration, 2015 – 2021
9.2.1.3.
Market Forecast, 2022 – 2030
9.2.1.4.
Compound Annual Growth
Rate (CAGR)
9.2.1.5.
Regional Bifurcation
9.2.1.5.1.
North America
9.2.1.5.1.1.
Market Estimation, 2015 – 2021
9.2.1.5.1.2.
Market Forecast, 2022 – 2030
9.2.1.5.2.
Europe
9.2.1.5.2.1.
Market Estimation, 2015 – 2021
9.2.1.5.2.2.
Market Forecast, 2022 – 2030
9.2.1.5.3.
Asia Pacific
9.2.1.5.3.1.
Market Estimation, 2015 – 2021
9.2.1.5.3.2.
Market Forecast, 2022 – 2030
9.2.1.5.4.
Middle East and Africa
9.2.1.5.4.1.
Market Estimation, 2015 – 2021
9.2.1.5.4.2.
Market Forecast, 2022 – 2030
9.2.1.5.5.
Latin America
9.2.1.5.5.1.
Market Estimation, 2015 – 2021
9.2.1.5.5.2.
Market Forecast, 2022 – 2030
9.2.2.
Adult
9.2.2.1.
Definition
9.2.2.2.
Market Estimation and Penetration, 2015 – 2021
9.2.2.3.
Market Forecast, 2022 – 2030
9.2.2.4.
Compound Annual Growth
Rate (CAGR)
9.2.2.5.
Regional Bifurcation
9.2.2.5.1.
North America
9.2.2.5.1.1.
Market Estimation, 2015 – 2021
9.2.2.5.1.2.
Market Forecast, 2022 – 2030
9.2.2.5.2.
Europe
9.2.2.5.2.1.
Market Estimation, 2015 – 2021
9.2.2.5.2.2.
Market Forecast, 2022 – 2030
9.2.2.5.3.
Asia Pacific
9.2.2.5.3.1.
Market Estimation, 2015 – 2021
9.2.2.5.3.2.
Market Forecast, 2022 – 2030
9.2.2.5.4.
Middle East and Africa
9.2.2.5.4.1.
Market Estimation, 2015 – 2021
9.2.2.5.4.2.
Market Forecast, 2022 – 2030
9.2.2.5.5.
Latin America
9.2.2.5.5.1.
Market Estimation, 2015 – 2021
9.2.2.5.5.2.
Market Forecast, 2022 – 2030
9.2.3.
Elderly
9.2.3.1.
Definition
9.2.3.2.
Market Estimation and Penetration, 2015 – 2021
9.2.3.3.
Market Forecast, 2022 – 2030
9.2.3.4.
Compound Annual Growth Rate (CAGR)
9.2.3.5.
Regional Bifurcation
9.2.3.5.1.
North America
9.2.3.5.1.1.
Market Estimation, 2015 – 2021
9.2.3.5.1.2.
Market Forecast, 2022 – 2030
9.2.3.5.2.
Europe
9.2.3.5.2.1.
Market Estimation, 2015 – 2021
9.2.3.5.2.2.
Market Forecast, 2022 – 2030
9.2.3.5.3.
Asia Pacific
9.2.3.5.3.1.
Market Estimation, 2015 – 2021
9.2.3.5.3.2.
Market Forecast, 2022 – 2030
9.2.3.5.4.
Middle East and Africa
9.2.3.5.4.1.
Market Estimation, 2015 – 2021
9.2.3.5.4.2.
Market Forecast, 2022 – 2030
9.2.3.5.5.
Latin America
9.2.3.5.5.1.
Market Estimation, 2015 – 2021
9.2.3.5.5.2.
Market Forecast, 2022 – 2030
9.3. Key Segment for Channeling Investments
9.3.1.
By Age Group
10. Global Gamified Healthcare Solutions Market Analysis
and Forecasts, 2022 – 2030
10.1. Overview
10.2.
Global Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Device Type
10.2.1.
Handheld Devices
10.2.1.1.
Definition
10.2.1.2.
Market Estimation and Penetration, 2015 – 2021
10.2.1.3.
Market Forecast, 2022 – 2030
10.2.1.4.
Compound Annual Growth
Rate (CAGR)
10.2.1.5.
Regional Bifurcation
10.2.1.5.1.
North America
10.2.1.5.1.1.
Market Estimation, 2015 – 2021
10.2.1.5.1.2.
Market Forecast, 2022 – 2030
10.2.1.5.2.
Europe
10.2.1.5.2.1.
Market Estimation, 2015 – 2021
10.2.1.5.2.2.
Market Forecast, 2022 – 2030
10.2.1.5.3.
Asia Pacific
10.2.1.5.3.1.
Market Estimation, 2015 – 2021
10.2.1.5.3.2. Market Forecast, 2022 – 2030 10.2.1.5.4. Middle East and Africa
10.2.1.5.4.1.
Market Estimation, 2015 – 2021
10.2.1.5.4.2.
Market Forecast, 2022 – 2030
10.2.1.5.5. Latin America
10.2.1.5.5.1.
Market Estimation, 2015 – 2021
10.2.1.5.5.2.
Market Forecast, 2022 – 2030
10.2.2.
Wearable
10.2.2.1.
Definition
10.2.2.2.
Market Estimation and Penetration, 2015 – 2021
10.2.2.3.
Market Forecast, 2022 – 2030
10.2.2.4.
Compound Annual Growth
Rate (CAGR)
10.2.2.5.
Regional Bifurcation
10.2.2.5.1.
North America
10.2.2.5.1.1.
Market Estimation, 2015 – 2021
10.2.2.5.1.2.
Market Forecast, 2022 – 2030
10.2.2.5.2.
Europe
10.2.2.5.2.1.
Market Estimation, 2015 – 2021
10.2.2.5.2.2.
Market Forecast, 2022 – 2030
10.2.2.5.3.
Asia Pacific
10.2.2.5.3.1.
Market Estimation, 2015 – 2021
10.2.2.5.3.2. Market Forecast, 2022 – 2030 10.2.2.5.4. Middle East and Africa
10.2.2.5.4.1.
Market Estimation, 2015 – 2021
10.2.2.5.4.2.
Market Forecast, 2022 – 2030
10.2.2.5.5.
Latin America
10.2.2.5.5.1.
Market Estimation, 2015 – 2021
10.2.2.5.5.2.
Market Forecast, 2022 – 2030
10.3. Key Segment for Channeling Investments
10.3.1.
By Device Type
11. Global Gamified Healthcare Solutions Market Analysis
and Forecasts, 2022 – 2030
11.1. Overview
11.2.
Global Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Platform
11.2.1.
Web Based
11.2.1.1.
Definition
11.2.1.2.
Market Estimation and Penetration, 2015 – 2021
11.2.1.3.
Market Forecast, 2022 – 2030
11.2.1.4.
Compound Annual Growth
Rate (CAGR)
11.2.1.5.
Regional Bifurcation
11.2.1.5.1.
North America
11.2.1.5.1.1.
Market Estimation, 2015 – 2021
11.2.1.5.1.2.
Market Forecast, 2022 – 2030
11.2.1.5.2. Europe
11.2.1.5.2.1.
Market Estimation, 2015 – 2021
11.2.1.5.2.2.
Market Forecast, 2022 – 2030
11.2.1.5.3.
Asia Pacific
11.2.1.5.3.1.
Market Estimation, 2015 – 2021
11.2.1.5.3.2. Market Forecast, 2022 – 2030 11.2.1.5.4. Middle East and Africa
11.2.1.5.4.1.
Market Estimation, 2015 – 2021
11.2.1.5.4.2.
Market Forecast, 2022 – 2030
11.2.1.5.5. Latin America
11.2.1.5.5.1.
Market Estimation, 2015 – 2021
11.2.1.5.5.2.
Market Forecast, 2022 – 2030
11.2.2. App
based (Definition, Market Estimation and Penetration, 2015 – 2021, Market
Estimation (2015 – 2021), Market Forecast (2022 – 2030), Compound Annual Growth
Rate (CAGR), Regional Bifurcation (North America, Europe, Asia Pacific, Middle East and Africa,
Latin America) and Information on iOS, Android,
Windows)
11.2.2.1.
iOS
11.2.2.2.
Android
11.2.2.3.
Windows
11.3. Key Segment for Channeling Investments
11.3.1.
By Platform
12. Global Gamified Healthcare Solutions Market Analysis
and Forecasts, 2022 – 2030
12.1. Overview
12.2.
Global Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Application
12.2.1.
Physical Fitness and Nutrition
12.2.1.1.
Definition
12.2.1.2.
Market Estimation and Penetration, 2015 – 2021
12.2.1.3.
Market Forecast, 2022 – 2030
12.2.1.4.
Compound Annual Growth
Rate (CAGR)
12.2.1.5.
Regional Bifurcation
12.2.1.5.1.
North America
12.2.1.5.1.1.
Market Estimation, 2015 – 2021
12.2.1.5.1.2.
Market Forecast, 2022 – 2030
12.2.1.5.2.
Europe
12.2.1.5.2.1.
Market Estimation, 2015 – 2021
12.2.1.5.2.2.
Market Forecast, 2022 – 2030
12.2.1.5.3.
Asia Pacific
12.2.1.5.3.1.
Market Estimation, 2015 – 2021
12.2.1.5.3.2. Market Forecast, 2022 – 2030 12.2.1.5.4. Middle East and Africa
12.2.1.5.4.1.
Market Estimation, 2015 – 2021
12.2.1.5.4.2.
Market Forecast, 2022 – 2030
12.2.1.5.5.
Latin America
12.2.1.5.5.1.
Market Estimation, 2015 – 2021
12.2.1.5.5.2.
Market Forecast, 2022 – 2030
12.2.2.
Mental Health
12.2.2.1.
Definition
12.2.2.2.
Market Estimation and Penetration, 2015 – 2021
12.2.2.3.
Market Forecast, 2022 – 2030
12.2.2.4.
Compound Annual Growth
Rate (CAGR)
12.2.2.5.
Regional Bifurcation
12.2.2.5.1.
North America
12.2.2.5.1.1.
Market Estimation, 2015 – 2021
12.2.2.5.1.2.
Market Forecast, 2022 – 2030
12.2.2.5.2.
Europe
12.2.2.5.2.1.
Market Estimation, 2015 – 2021
12.2.2.5.2.2.
Market Forecast, 2022 – 2030
12.2.2.5.3.
Asia Pacific
12.2.2.5.3.1.
Market Estimation, 2015 – 2021
12.2.2.5.3.2. Market Forecast, 2022 – 2030 12.2.2.5.4. Middle East and Africa
12.2.2.5.4.1.
Market Estimation, 2015 – 2021
12.2.2.5.4.2.
Market Forecast, 2022 – 2030
12.2.2.5.5.
Latin America
12.2.2.5.5.1.
Market Estimation, 2015 – 2021
12.2.2.5.5.2.
Market Forecast, 2022 – 2030
12.2.3.
Chronic Disease Management
12.2.3.1.
Definition
12.2.3.2.
Market Estimation and Penetration, 2015 – 2021
12.2.3.3.
Market Forecast, 2022 – 2030
12.2.3.4.
Compound Annual Growth
Rate (CAGR)
12.2.3.5.
Regional Bifurcation
12.2.3.5.1.
North America
12.2.3.5.1.1.
Market Estimation, 2015 – 2021
12.2.3.5.1.2.
Market Forecast, 2022 – 2030
12.2.3.5.2. Europe
12.2.3.5.2.1.
Market Estimation, 2015 – 2021
12.2.3.5.2.2.
Market Forecast, 2022 – 2030
12.2.3.5.3. Asia Pacific
12.2.3.5.3.1.
Market Estimation, 2015 – 2021
12.2.3.5.3.2. Market Forecast, 2022 – 2030 12.2.3.5.4. Middle East and Africa
12.2.3.5.4.1.
Market Estimation, 2015 – 2021
12.2.3.5.4.2.
Market Forecast, 2022 – 2030
12.2.3.5.5. Latin America
12.2.3.5.5.1.
Market Estimation, 2015 – 2021
12.2.3.5.5.2.
Market Forecast, 2022 – 2030
12.2.4.
Physical Therapy and Rehabilitation
12.2.4.1.
Definition
12.2.4.2.
Market Estimation and Penetration, 2015 – 2021
12.2.4.3.
Market Forecast, 2022 – 2030
12.2.4.4.
Compound Annual Growth
Rate (CAGR)
12.2.4.5.
Regional Bifurcation
12.2.4.5.1.
North America
12.2.4.5.1.1.
Market Estimation, 2015 – 2021
12.2.4.5.1.2.
Market Forecast, 2022 – 2030
12.2.4.5.2.
Europe
12.2.4.5.2.1.
Market Estimation, 2015 – 2021
12.2.4.5.2.2.
Market Forecast, 2022 – 2030
12.2.4.5.3.
Asia Pacific
12.2.4.5.3.1.
Market Estimation, 2015 – 2021
12.2.4.5.3.2. Market Forecast, 2022 – 2030 12.2.4.5.4. Middle East and Africa
12.2.4.5.4.1.
Market Estimation, 2015 – 2021
12.2.4.5.4.2.
Market Forecast, 2022 – 2030
12.2.4.5.5.
Latin America
12.2.4.5.5.1.
Market Estimation, 2015 – 2021
12.2.4.5.5.2.
Market Forecast, 2022 – 2030
12.2.5.
Medication Management
12.2.5.1.
Definition
12.2.5.2.
Market Estimation and Penetration, 2015 – 2021
12.2.5.3.
Market Forecast, 2022 – 2030
12.2.5.4.
Compound Annual Growth
Rate (CAGR)
12.2.5.5.
Regional Bifurcation
12.2.5.5.1. North America
12.2.5.5.1.1.
Market Estimation, 2015 – 2021
12.2.5.5.1.2.
Market Forecast, 2022 – 2030
12.2.5.5.2. Europe
12.2.5.5.2.1.
Market Estimation, 2015 – 2021
12.2.5.5.2.2.
Market Forecast, 2022 – 2030
12.2.5.5.3.
Asia Pacific
12.2.5.5.3.1.
Market Estimation, 2015 – 2021
12.2.5.5.3.2. Market Forecast, 2022 – 2030 12.2.5.5.4. Middle East and Africa
12.2.5.5.4.1.
Market Estimation, 2015 – 2021
12.2.5.5.4.2.
Market Forecast, 2022 – 2030
12.2.5.5.5.
Latin America
12.2.5.5.5.1.
Market Estimation, 2015 – 2021
12.2.5.5.5.2.
Market Forecast, 2022 – 2030
12.2.6.
Total Wellbeing
12.2.6.1.
Definition
12.2.6.2.
Market Estimation and Penetration, 2015 – 2021
12.2.6.3.
Market Forecast, 2022 – 2030
12.2.6.4.
Compound Annual Growth
Rate (CAGR)
12.2.6.5.
Regional Bifurcation
12.2.6.5.1.
North America
12.2.6.5.1.1.
Market Estimation, 2015 – 2021
12.2.6.5.1.2.
Market Forecast, 2022 – 2030
12.2.6.5.2.
Europe
12.2.6.5.2.1.
Market Estimation, 2015 – 2021
12.2.6.5.2.2.
Market Forecast, 2022 – 2030
12.2.6.5.3.
Asia Pacific
12.2.6.5.3.1.
Market Estimation, 2015 – 2021
12.2.6.5.3.2. Market Forecast, 2022 – 2030 12.2.6.5.4. Middle East and Africa
12.2.6.5.4.1.
Market Estimation, 2015 – 2021
12.2.6.5.4.2.
Market Forecast, 2022 – 2030
12.2.6.5.5.
Latin America
12.2.6.5.5.1.
Market Estimation, 2015 – 2021
12.2.6.5.5.2.
Market Forecast, 2022 – 2030
12.2.7.
Employee Fitness and Corporate Wellness
12.2.7.1.
Definition
12.2.7.2.
Market Estimation and Penetration, 2015 – 2021
12.2.7.3.
Market Forecast, 2022 – 2030
12.2.7.4.
Compound Annual Growth
Rate (CAGR)
12.2.7.5.
Regional Bifurcation
12.2.7.5.1. North America
12.2.7.5.1.1.
Market Estimation, 2015 – 2021
12.2.7.5.1.2.
Market Forecast, 2022 – 2030
12.2.7.5.2.
Europe
12.2.7.5.2.1.
Market Estimation, 2015 – 2021
12.2.7.5.2.2.
Market Forecast, 2022 – 2030
12.2.7.5.3.
Asia Pacific
12.2.7.5.3.1.
Market Estimation, 2015 – 2021
12.2.7.5.3.2. Market Forecast, 2022 – 2030 12.2.7.5.4. Middle East and Africa
12.2.7.5.4.1.
Market Estimation, 2015 – 2021
12.2.7.5.4.2.
Market Forecast, 2022 – 2030
12.2.7.5.5. Latin America
12.2.7.5.5.1.
Market Estimation, 2015 – 2021
12.2.7.5.5.2.
Market Forecast, 2022 – 2030
12.2.8.
Others
12.2.8.1.
Definition
12.2.8.2.
Market Estimation and Penetration, 2015 – 2021
12.2.8.3.
Market Forecast, 2022 – 2030
12.2.8.4.
Compound Annual Growth
Rate (CAGR)
12.2.8.5.
Regional Bifurcation
12.2.8.5.1.
North America
12.2.8.5.1.1.
Market Estimation, 2015 – 2021
12.2.8.5.1.2.
Market Forecast, 2022 – 2030
12.2.8.5.2.
Europe
12.2.8.5.2.1.
Market Estimation, 2015 – 2021
12.2.8.5.2.2.
Market Forecast, 2022 – 2030
12.2.8.5.3.
Asia Pacific
12.2.8.5.3.1.
Market Estimation, 2015 – 2021
12.2.8.5.3.2. Market Forecast, 2022 – 2030 12.2.8.5.4. Middle East and Africa
12.2.8.5.4.1.
Market Estimation, 2015 – 2021
12.2.8.5.4.2.
Market Forecast, 2022 – 2030
12.2.8.5.5.
Latin America
12.2.8.5.5.1.
Market Estimation, 2015 – 2021
12.2.8.5.5.2.
Market Forecast, 2022 – 2030
12.3. Key Segment for Channeling Investments
12.3.1.
By Application
13. Global Gamified Healthcare Solutions Market Analysis
and Forecasts, 2022 – 2030
13.1. Overview
13.2.
Global Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Revenue Model
13.2.1.
Freemium
13.2.1.1.
Definition
13.2.1.2.
Market Estimation and Penetration, 2015 – 2021
13.2.1.3.
Market Forecast, 2022 – 2030
13.2.1.4.
Compound Annual Growth
Rate (CAGR)
13.2.1.5.
Regional Bifurcation
13.2.1.5.1.
North America
13.2.1.5.1.1.
Market Estimation, 2015 – 2021
13.2.1.5.1.2.
Market Forecast, 2022 – 2030
13.2.1.5.2.
Europe
13.2.1.5.2.1.
Market Estimation, 2015 – 2021
13.2.1.5.2.2.
Market Forecast, 2022 – 2030
13.2.1.5.3.
Asia Pacific
13.2.1.5.3.1.
Market Estimation, 2015 – 2021
13.2.1.5.3.2. Market Forecast, 2022 – 2030 13.2.1.5.4. Middle East and Africa
13.2.1.5.4.1.
Market Estimation, 2015 – 2021
13.2.1.5.4.2.
Market Forecast, 2022 – 2030
13.2.1.5.5.
Latin America
13.2.1.5.5.1.
Market Estimation, 2015 – 2021
13.2.1.5.5.2.
Market Forecast, 2022 – 2030
13.2.2. Subscription
Based (Definition, Market Estimation and Penetration, 2015 – 2021, Market Estimation (2015 – 2021), Market Forecast
(2022 – 2030), Compound Annual Growth Rate (CAGR), Regional
Bifurcation (North America, Europe, Asia Pacific, Middle East and Africa, Latin
America) and Information on Monthly, Annually)
13.2.2.1.
Monthly
13.2.2.2.
Annually
13.3. Key Segment for Channeling Investments
13.3.1.
By Revenue Model
14. Global Gamified Healthcare Solutions Market Analysis
and Forecasts, 2022 – 2030
14.1. Overview
14.2.
Global Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By End Users
14.2.1.
Hospitals
14.2.1.1.
Definition
14.2.1.2.
Market Estimation and Penetration, 2015 – 2021
14.2.1.3.
Market Forecast, 2022 – 2030
14.2.1.4.
Compound Annual Growth
Rate (CAGR)
14.2.1.5.
Regional Bifurcation
14.2.1.5.1. North America
14.2.1.5.1.1.
Market Estimation, 2015 – 2021
14.2.1.5.1.2.
Market Forecast, 2022 – 2030
14.2.1.5.2.
Europe
14.2.1.5.2.1.
Market Estimation, 2015 – 2021
14.2.1.5.2.2.
Market Forecast, 2022 – 2030
14.2.1.5.3.
Asia Pacific
14.2.1.5.3.1.
Market Estimation, 2015 – 2021
14.2.1.5.3.2. Market Forecast, 2022 – 2030 14.2.1.5.4. Middle East and Africa
14.2.1.5.4.1.
Market Estimation, 2015 – 2021
14.2.1.5.4.2.
Market Forecast, 2022 – 2030
14.2.1.5.5.
Latin America
14.2.1.5.5.1.
Market Estimation, 2015 – 2021
14.2.1.5.5.2.
Market Forecast, 2022 – 2030
14.2.2.
Clinics
14.2.2.1.
Definition
14.2.2.2.
Market Estimation and Penetration, 2015 – 2021
14.2.2.3.
Market Forecast, 2022 – 2030
14.2.2.4.
Compound Annual Growth
Rate (CAGR)
14.2.2.5.
Regional Bifurcation
14.2.2.5.1. North America
14.2.2.5.1.1.
Market Estimation, 2015 – 2021
14.2.2.5.1.2.
Market Forecast, 2022 – 2030
14.2.2.5.2.
Europe
14.2.2.5.2.1.
Market Estimation, 2015 – 2021
14.2.2.5.2.2.
Market Forecast, 2022 – 2030
14.2.2.5.3.
Asia Pacific
14.2.2.5.3.1.
Market Estimation, 2015 – 2021
14.2.2.5.3.2. Market Forecast, 2022 – 2030 14.2.2.5.4. Middle East and Africa
14.2.2.5.4.1.
Market Estimation, 2015 – 2021
14.2.2.5.4.2.
Market Forecast, 2022 – 2030
14.2.2.5.5.
Latin America
14.2.2.5.5.1.
Market Estimation, 2015 – 2021
14.2.2.5.5.2.
Market Forecast, 2022 – 2030
14.2.3.
Home Care
14.2.3.1.
Definition
14.2.3.2.
Market Estimation and Penetration, 2015 – 2021
14.2.3.3.
Market Forecast, 2022 – 2030
14.2.3.4.
Compound Annual Growth
Rate (CAGR)
14.2.3.5.
Regional Bifurcation
14.2.3.5.1.
North America
14.2.3.5.1.1.
Market Estimation, 2015 – 2021
14.2.3.5.1.2.
Market Forecast, 2022 – 2030
14.2.3.5.2.
Europe
14.2.3.5.2.1.
Market Estimation, 2015 – 2021
14.2.3.5.2.2.
Market Forecast, 2022 – 2030
14.2.3.5.3. Asia Pacific
14.2.3.5.3.1.
Market Estimation, 2015 – 2021
14.2.3.5.3.2. Market Forecast, 2022 – 2030 14.2.3.5.4. Middle East and Africa
14.2.3.5.4.1.
Market Estimation, 2015 – 2021
14.2.3.5.4.2.
Market Forecast, 2022 – 2030
14.2.3.5.5. Latin America
14.2.3.5.5.1.
Market Estimation, 2015 – 2021
14.2.3.5.5.2.
Market Forecast, 2022 – 2030
14.2.4.
Corporates
14.2.4.1.
Definition
14.2.4.2.
Market Estimation and Penetration, 2015 – 2021
14.2.4.3.
Market Forecast, 2022 – 2030
14.2.4.4.
Compound Annual Growth
Rate (CAGR)
14.2.4.5.
Regional Bifurcation
14.2.4.5.1.
North America
14.2.4.5.1.1.
Market Estimation, 2015 – 2021
14.2.4.5.1.2.
Market Forecast, 2022 – 2030
14.2.4.5.2.
Europe
14.2.4.5.2.1.
Market Estimation, 2015 – 2021
14.2.4.5.2.2.
Market Forecast, 2022 – 2030
14.2.4.5.3.
Asia Pacific
14.2.4.5.3.1.
Market Estimation, 2015 – 2021
14.2.4.5.3.2. Market Forecast, 2022 – 2030 14.2.4.5.4. Middle East and Africa
14.2.4.5.4.1.
Market Estimation, 2015 – 2021
14.2.4.5.4.2.
Market Forecast, 2022 – 2030
14.2.4.5.5.
Latin America
14.2.4.5.5.1.
Market Estimation, 2015 – 2021
14.2.4.5.5.2.
Market Forecast, 2022 – 2030
14.2.5.
Educational Institutions
14.2.5.1.
Definition
14.2.5.2.
Market Estimation and Penetration, 2015 – 2021
14.2.5.3.
Market Forecast, 2022 – 2030
14.2.5.4.
Compound Annual Growth
Rate (CAGR)
14.2.5.5.
Regional Bifurcation
14.2.5.5.1.
North America
14.2.5.5.1.1.
Market Estimation, 2015 – 2021
14.2.5.5.1.2.
Market Forecast, 2022 – 2030
14.2.5.5.2. Europe
14.2.5.5.2.1.
Market Estimation, 2015 – 2021
14.2.5.5.2.2.
Market Forecast, 2022 – 2030
14.2.5.5.3.
Asia Pacific
14.2.5.5.3.1.
Market Estimation, 2015 – 2021
14.2.5.5.3.2.
Market Forecast, 2022 – 2030
14.2.5.5.4. Middle East and Africa
14.2.5.5.4.1.
Market Estimation, 2015 – 2021
14.2.5.5.4.2.
Market Forecast, 2022 – 2030
14.2.5.5.5.
Latin America
14.2.5.5.5.1.
Market Estimation, 2015 – 2021
14.2.5.5.5.2.
Market Forecast, 2022 – 2030
14.2.6.
Others
14.2.6.1.
Definition
14.2.6.2.
Market Estimation and Penetration, 2015 – 2021
14.2.6.3.
Market Forecast, 2022 – 2030
14.2.6.4.
Compound Annual Growth
Rate (CAGR)
14.2.6.5.
Regional Bifurcation
14.2.6.5.1.
North America
14.2.6.5.1.1.
Market Estimation, 2015 – 2021
14.2.6.5.1.2.
Market Forecast, 2022 – 2030
14.2.6.5.2.
Europe
14.2.6.5.2.1.
Market Estimation, 2015 – 2021
14.2.6.5.2.2.
Market Forecast, 2022 – 2030
14.2.6.5.3.
Asia Pacific
14.2.6.5.3.1.
Market Estimation, 2015 – 2021
14.2.6.5.3.2. Market Forecast, 2022 – 2030 14.2.6.5.4. Middle East and Africa
14.2.6.5.4.1.
Market Estimation, 2015 – 2021
14.2.6.5.4.2.
Market Forecast, 2022 – 2030
14.2.6.5.5.
Latin America
14.2.6.5.5.1.
Market Estimation, 2015 – 2021
14.2.6.5.5.2.
Market Forecast, 2022 – 2030
14.3. Key Segment for Channeling Investments
14.3.1.
By End Users
15. North America Gamified
Healthcare Solutions Market
Analysis and Forecasts, 2020 - 2028
15.1. Overview
15.1.1.
North America Gamified
Healthcare Solutions Market Revenue (US$ Mn)
15.2.
North America Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Type
15.2.1.
Consumer Based Solutions
15.2.2.
Enterprise Based Solutions
15.3.
North America Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Age
Group
15.3.1.
Children
15.3.2.
Adult
15.3.3.
Elderly
15.4.
North America Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Device Type
15.4.1.
Handheld Devices
15.4.2.
Wearable
15.5.
North America Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Platform
15.5.1.
Web Based
15.5.2.
App based
15.5.2.1.
iOS
15.5.2.2.
Android
15.5.2.3.
Windows
15.6.
North America Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Application
15.6.1.
Physical Fitness and Nutrition
15.6.2.
Mental Health
15.6.3.
Chronic Disease Management
15.6.4.
Physical Therapy and Rehabilitation
15.6.5.
Medication Management
15.6.6.
Total Wellbeing
15.6.7.
Employee Fitness and Corporate Wellness
15.6.8.
Others
15.7.
North America Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Revenue Model
15.7.1.
Freemium
15.7.2.
Subscription Based
15.7.2.1.
Monthly
15.7.2.2.
Annually
15.8.
North America Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By End Users
15.8.1.
Hospitals
15.8.2.
Clinics
15.8.3.
Home Care
15.8.4.
Corporates
15.8.5.
Educational Institutions
15.8.6.
Others
15.9.
North America Gamified
Healthcare Solutions Market Revenue (US$ Mn)
and Forecasts, By Country
15.9.1.
U.S
15.9.1.1. U.S Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Type
15.9.1.1.1. Consumer Based Solutions
15.9.1.1.2. Enterprise Based Solutions
15.9.1.2. U.S Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Age Group
15.9.1.2.1. Children
15.9.1.2.2.
Adult
15.9.1.2.3. Elderly
15.9.1.3. U.S Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Device Type
15.9.1.3.1. Handheld Devices
15.9.1.3.2.
Wearable
15.9.1.4. U.S Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Platform
15.9.1.4.1. Web Based
15.9.1.4.2. App based
15.9.1.4.2.1.
iOS
15.9.1.4.2.2.
Android
15.9.1.4.2.3.
Windows
15.9.1.5. U.S Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Application
15.9.1.5.1. Physical Fitness
and Nutrition 15.9.1.5.2.
Mental Health
15.9.1.5.3. Chronic Disease Management 15.9.1.5.4. Physical
Therapy and Rehabilitation 15.9.1.5.5. Medication
Management
15.9.1.5.6. Total Wellbeing
15.9.1.5.7. Employee Fitness
and Corporate Wellness 15.9.1.5.8. Others
15.9.1.6. U.S Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Revenue Model
15.9.1.6.1. Freemium
15.9.1.6.2. Subscription Based
15.9.1.6.2.1.
Monthly
15.9.1.6.2.2.
Annually
15.9.1.7. U.S Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By End Users
15.9.1.7.1. Hospitals
15.9.1.7.2.
Clinics
15.9.2.
Canada
15.9.1.7.3. Home Care
15.9.1.7.4. Corporates
15.9.1.7.5. Educational Institutions
15.9.1.7.6. Others
15.9.2.1. Canada Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Type
15.9.2.1.1. Consumer Based Solutions
15.9.2.1.2. Enterprise Based Solutions
15.9.2.2. Canada Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and Forecasts, By Age Group
15.9.2.2.1. Children
15.9.2.2.2. Adult
15.9.2.2.3.
Elderly
15.9.2.3. Canada Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Device Type
15.9.2.3.1. Handheld Devices
15.9.2.3.2.
Wearable
15.9.2.4. Canada Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Platform
15.9.2.4.1. Web Based
15.9.2.4.2.
App based
15.9.2.4.2.1.
iOS
15.9.2.4.2.2.
Android
15.9.2.4.2.3.
Windows
15.9.2.5. Canada Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Application
15.9.2.5.1. Physical Fitness
and Nutrition 15.9.2.5.2.
Mental Health
15.9.2.5.3. Chronic Disease Management 15.9.2.5.4. Physical
Therapy and Rehabilitation 15.9.2.5.5. Medication
Management
15.9.2.5.6. Total Wellbeing
15.9.2.5.7. Employee Fitness
and Corporate Wellness 15.9.2.5.8. Others
15.9.2.6. Canada Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Revenue Model
15.9.2.6.1. Freemium
15.9.2.6.2.
Subscription Based
15.9.2.6.2.1.
Monthly
15.9.2.6.2.2.
Annually
15.9.2.7. Canada Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By End Users
15.9.2.7.1. Hospitals
15.9.2.7.2. Clinics
15.9.2.7.3.
Home Care
15.9.2.7.4.
Corporates
15.9.2.7.5.
Educational Institutions
15.9.2.7.6.
Others
15.9.3.
Mexico
15.9.3.1. Mexico Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Type
15.9.3.1.1. Consumer Based Solutions
15.9.3.1.2. Enterprise Based
Solutions
15.9.3.2. Mexico Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Age Group
15.9.3.2.1. Children
15.9.3.2.2.
Adult
15.9.3.2.3.
Elderly
15.9.3.3. Mexico Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Device Type
15.9.3.3.1. Handheld Devices
15.9.3.3.2.
Wearable
15.9.3.4. Mexico Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Platform
15.9.3.4.1. Web Based
15.9.3.4.2.
App based
15.9.3.4.2.1.
iOS
15.9.3.4.2.2.
Android
15.9.3.4.2.3.
Windows
15.9.3.5. Mexico Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Application
15.9.3.5.1. Physical Fitness
and Nutrition 15.9.3.5.2.
Mental Health
15.9.3.5.3. Chronic Disease Management 15.9.3.5.4. Physical
Therapy and Rehabilitation 15.9.3.5.5. Medication
Management
15.9.3.5.6. Total Wellbeing
15.9.3.5.7. Employee Fitness
and Corporate Wellness 15.9.3.5.8. Others
15.9.3.6. Mexico Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Revenue Model
15.9.3.6.1. Freemium
15.9.3.6.2. Subscription Based
15.9.3.6.2.1.
Monthly
15.9.3.6.2.2.
Annually
15.9.3.7. Mexico Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By End Users
15.9.3.7.1. Hospitals
15.9.3.7.2.
Clinics
15.9.3.7.3.
Home Care
15.9.3.7.4. Corporates
15.9.3.7.5.
Educational Institutions
15.9.3.7.6. Others
15.9.4.
Rest of North
America
15.9.4.1. Rest of North America
Gamified Healthcare Solutions
Market Revenue (US$ Mn) and
Forecasts, By Type
15.9.4.1.1. Consumer Based Solutions
15.9.4.1.2. Enterprise Based Solutions
15.9.4.2. Rest of North America
Gamified Healthcare Solutions
Market Revenue (US$ Mn) and
Forecasts, By Age Group
15.9.4.2.1. Children
15.9.4.2.2.
Adult
15.9.4.2.3. Elderly
15.9.4.3. Rest of North America
Gamified Healthcare Solutions
Market Revenue (US$ Mn) and
Forecasts, By Device Type
15.9.4.3.1. Handheld Devices
15.9.4.3.2.
Wearable
15.9.4.4. Rest of North America
Gamified Healthcare Solutions
Market Revenue (US$ Mn) and
Forecasts, By Platform
15.9.4.4.1. Web Based
15.9.4.4.2.
App based
15.9.4.4.2.1.
iOS
15.9.4.4.2.2.
Android
15.9.4.4.2.3.
Windows
15.9.4.5. Rest of North America
Gamified Healthcare Solutions
Market Revenue (US$ Mn) and
Forecasts, By Application
15.9.4.5.1. Physical Fitness
and Nutrition 15.9.4.5.2.
Mental Health
15.9.4.5.3. Chronic Disease
Management
15.9.4.5.4. Physical Therapy
and Rehabilitation
15.9.4.5.5. Medication Management
15.9.4.5.6. Total Wellbeing
15.9.4.5.7. Employee Fitness
and Corporate Wellness 15.9.4.5.8. Others
15.9.4.6. Rest of North America
Gamified Healthcare Solutions
Market Revenue (US$ Mn) and
Forecasts, By Revenue Model
15.9.4.6.1. Freemium
15.9.4.6.2. Subscription Based
15.9.4.6.2.1.
Monthly
15.9.4.6.2.2.
Annually
15.9.4.7. Rest of North America
Gamified Healthcare Solutions
Market Revenue (US$ Mn) and
Forecasts, By End Users
15.9.4.7.1. Hospitals
15.9.4.7.2.
Clinics
15.9.4.7.3.
Home Care
15.9.4.7.4.
Corporates
15.9.4.7.5.
Educational Institutions
15.9.4.7.6. Others
15.10.
Key Segment for Channeling Investments
15.10.1.
By Country
15.10.2.
By Type
15.10.3.
By Age Group
15.10.4.
By Device Type
15.10.5.
By Platform
15.10.6.
By Application
15.10.7.
By Revenue Model
15.10.8.
By End Users
16. Europe Gamified Healthcare Solutions Market Analysis
and Forecasts, 2020 -
2028
16.1. Overview
16.1.1.
Europe Gamified Healthcare Solutions Market Revenue
(US$ Mn)
16.2. Europe Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and Forecasts, By Type
16.2.1.
Consumer Based Solutions
16.2.2.
Enterprise Based Solutions
16.3.
Europe Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Age Group
16.3.1.
Children
16.3.2.
Adult
16.3.3.
Elderly
16.4.
Europe Gamified Healthcare Solutions Market Revenue (US$ Mn) and
Forecasts, By Device Type
16.4.1.
Handheld Devices
16.4.2.
Wearable
16.5.
Europe Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Platform
16.5.1.
Web Based
16.5.2.
App based
16.5.2.1.
iOS
16.5.2.2.
Android
16.5.2.3.
Windows
16.6.
Europe Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Application
16.6.1.
Physical Fitness and Nutrition
16.6.2.
Mental Health
16.6.3.
Chronic Disease Management
16.6.4.
Physical Therapy and Rehabilitation
16.6.5.
Medication Management
16.6.6.
Total Wellbeing
16.6.7.
Employee Fitness and Corporate Wellness
16.6.8.
Others
16.7.
Europe Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Revenue Model
16.7.1.
Freemium
16.7.2.
Subscription Based
16.7.2.1.
Monthly
16.7.2.2.
Annually
16.8.
Europe Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By End Users
16.8.1.
Hospitals
16.8.2.
Clinics
16.8.3.
Home Care
16.8.4.
Corporates
16.8.5.
Educational Institutions
16.8.6.
Others
16.9.
Europe Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Country
16.9.1.
France
16.9.1.1. France Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Type
16.9.1.1.1. Consumer Based Solutions
16.9.1.1.2. Enterprise Based
Solutions
16.9.1.2. France Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Age Group
16.9.1.2.1. Children
16.9.1.2.2.
Adult
16.9.1.2.3. Elderly
16.9.1.3. France Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Device Type
16.9.1.3.1. Handheld Devices
16.9.1.3.2. Wearable
16.9.1.4. France Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Platform
16.9.1.4.1. Web Based
16.9.1.4.2.
App based
16.9.1.4.2.1.
iOS
16.9.1.4.2.2.
Android
16.9.1.4.2.3.
Windows
16.9.1.5. France Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Application
16.9.1.5.1. Physical Fitness
and Nutrition 16.9.1.5.2.
Mental Health
16.9.1.5.3. Chronic Disease Management 16.9.1.5.4. Physical
Therapy and Rehabilitation 16.9.1.5.5. Medication
Management
16.9.1.5.6. Total Wellbeing
16.9.1.5.7. Employee Fitness
and Corporate Wellness 16.9.1.5.8. Others
16.9.1.6. France Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Revenue Model
16.9.1.6.1. Freemium
16.9.1.6.2.
Subscription Based
16.9.1.6.2.1.
Monthly
16.9.1.6.2.2.
Annually
16.9.1.7. France Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By End Users
16.9.1.7.1. Hospitals
16.9.1.7.2.
Clinics
16.9.1.7.3.
Home Care
16.9.1.7.4. Corporates
16.9.2.
The UK
16.9.1.7.5. Educational Institutions
16.9.1.7.6. Others
16.9.2.1. The UK Gamified Healthcare Solutions Market Revenue
(US$ Mn) and Forecasts, By Type
16.9.2.1.1. Consumer Based Solutions
16.9.2.1.2. Enterprise Based Solutions
16.9.2.2. The UK Gamified Healthcare Solutions Market Revenue
(US$ Mn) and Forecasts, By Age Group
16.9.2.2.1. Children
16.9.2.2.2.
Adult
16.9.2.2.3.
Elderly
16.9.2.3. The UK Gamified Healthcare Solutions Market Revenue
(US$ Mn) and Forecasts, By Device Type
16.9.2.3.1. Handheld Devices
16.9.2.3.2.
Wearable
16.9.2.4. The UK Gamified Healthcare Solutions Market Revenue
(US$ Mn) and Forecasts, By Platform
16.9.2.4.1. Web Based
16.9.2.4.2.
App based
16.9.2.4.2.1.
iOS
16.9.2.4.2.2.
Android
16.9.2.4.2.3.
Windows
16.9.2.5. The UK Gamified Healthcare Solutions Market Revenue
(US$ Mn) and Forecasts, By Application
16.9.2.5.1. Physical Fitness
and Nutrition 16.9.2.5.2.
Mental Health
16.9.2.5.3. Chronic Disease Management 16.9.2.5.4. Physical
Therapy and Rehabilitation 16.9.2.5.5. Medication
Management
16.9.2.5.6. Total Wellbeing
16.9.2.5.7. Employee Fitness
and Corporate Wellness 16.9.2.5.8. Others
16.9.2.6. The UK Gamified Healthcare Solutions Market Revenue
(US$ Mn) and Forecasts, By Revenue Model
16.9.2.6.1. Freemium
16.9.2.6.2.
Subscription Based
16.9.2.6.2.1.
Monthly
16.9.2.6.2.2.
Annually
16.9.2.7. The UK Gamified Healthcare Solutions Market Revenue
(US$ Mn) and Forecasts, By End Users
16.9.2.7.1. Hospitals
16.9.2.7.2. Clinics
16.9.2.7.3.
Home Care
16.9.2.7.4.
Corporates
16.9.2.7.5.
Educational Institutions
16.9.2.7.6. Others
16.9.3.
Spain
16.9.3.1. Spain Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Type
16.9.3.1.1. Consumer Based Solutions
16.9.3.1.2. Enterprise Based Solutions
16.9.3.2. Spain Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and Forecasts, By Age Group
16.9.3.2.1. Children
16.9.3.2.2.
Adult
16.9.3.2.3. Elderly
16.9.3.3. Spain Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Device Type
16.9.3.3.1. Handheld Devices
16.9.3.3.2. Wearable
16.9.3.4. Spain Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Platform
16.9.3.4.1. Web Based
16.9.3.4.2.
App based
16.9.3.4.2.1.
iOS
16.9.3.4.2.2.
Android
16.9.3.4.2.3.
Windows
16.9.3.5. Spain Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Application
16.9.3.5.1. Physical Fitness
and Nutrition 16.9.3.5.2.
Mental Health
16.9.3.5.3. Chronic Disease Management 16.9.3.5.4. Physical
Therapy and Rehabilitation 16.9.3.5.5. Medication
Management
16.9.3.5.6. Total Wellbeing
16.9.3.5.7. Employee Fitness
and Corporate Wellness 16.9.3.5.8. Others
16.9.3.6. Spain Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Revenue Model
16.9.3.6.1. Freemium
16.9.3.6.2. Subscription Based
16.9.3.6.2.1.
Monthly
16.9.3.6.2.2.
Annually
16.9.3.7. Spain Gamified
Healthcare Solutions Market Revenue (US$ Mn)
and Forecasts, By End Users
16.9.3.7.1. Hospitals
16.9.3.7.2.
Clinics
16.9.3.7.3.
Home Care
16.9.3.7.4. Corporates
16.9.3.7.5.
Educational Institutions
16.9.3.7.6. Others
16.9.4.
Germany
16.9.4.1. Germany Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Type
16.9.4.1.1. Consumer Based Solutions
16.9.4.1.2. Enterprise Based Solutions
16.9.4.2. Germany Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Age Group
16.9.4.2.1. Children
16.9.4.2.2.
Adult
16.9.4.2.3. Elderly
16.9.4.3. Germany Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Device Type
16.9.4.3.1. Handheld Devices
16.9.4.3.2.
Wearable
16.9.4.4. Germany Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Platform
16.9.4.4.1. Web Based
16.9.4.4.2.
App based
16.9.4.4.2.1.
iOS
16.9.4.4.2.2.
Android
16.9.4.4.2.3.
Windows
16.9.4.5. Germany Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Application
16.9.4.5.1. Physical Fitness
and Nutrition 16.9.4.5.2.
Mental Health
16.9.4.5.3. Chronic Disease
Management
16.9.4.5.4. Physical Therapy
and Rehabilitation
16.9.4.5.5. Medication Management
16.9.4.5.6. Total Wellbeing
16.9.4.5.7. Employee Fitness
and Corporate Wellness 16.9.4.5.8. Others
16.9.4.6. Germany Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Revenue Model
16.9.4.6.1. Freemium
16.9.4.6.2. Subscription Based
16.9.4.6.2.1.
Monthly
16.9.4.6.2.2.
Annually
16.9.4.7. Germany Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By End Users
16.9.4.7.1. Hospitals
16.9.4.7.2.
Clinics
16.9.4.7.3.
Home Care
16.9.4.7.4.
Corporates
16.9.4.7.5.
Educational Institutions
16.9.4.7.6. Others
16.9.5.
Italy
16.9.5.1. Italy Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Type
16.9.5.1.1. Consumer Based Solutions
16.9.5.1.2. Enterprise Based Solutions
16.9.5.2. Italy Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Age Group
16.9.5.2.1. Children
16.9.5.2.2.
Adult
16.9.5.2.3.
Elderly
16.9.5.3. Italy Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Device Type
16.9.5.3.1. Handheld Devices
16.9.5.3.2.
Wearable
16.9.5.4. Italy Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Platform
16.9.5.4.1. Web Based
16.9.5.4.2. App based
16.9.5.4.2.1.
iOS
16.9.5.4.2.2.
Android
16.9.5.4.2.3.
Windows
16.9.5.5. Italy Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Application
16.9.5.5.1. Physical Fitness
and Nutrition 16.9.5.5.2.
Mental Health
16.9.5.5.3. Chronic Disease Management 16.9.5.5.4. Physical
Therapy and Rehabilitation 16.9.5.5.5. Medication
Management
16.9.5.5.6. Total Wellbeing
16.9.5.5.7. Employee Fitness
and Corporate Wellness 16.9.5.5.8. Others
16.9.5.6. Italy Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Revenue Model
16.9.5.6.1. Freemium
16.9.5.6.2.
Subscription Based
16.9.5.6.2.1.
Monthly
16.9.5.6.2.2.
Annually
16.9.5.7. Italy Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By End Users
16.9.5.7.1. Hospitals
16.9.5.7.2. Clinics
16.9.5.7.3.
Home Care
16.9.5.7.4.
Corporates
16.9.5.7.5. Educational Institutions
16.9.5.7.6.
Others
16.9.6.
Nordic Countries
16.9.6.1. Nordic Countries
Gamified Healthcare Solutions
Market Revenue (US$ Mn)
and Forecasts, By Type
16.9.6.1.1. Consumer Based Solutions
16.9.6.1.2. Enterprise Based Solutions
16.9.6.2. Nordic Countries
Gamified Healthcare Solutions
Market Revenue (US$ Mn)
and Forecasts, By Age Group
16.9.6.2.1. Children
16.9.6.2.2.
Adult
16.9.6.2.3. Elderly
16.9.6.3. Nordic Countries
Gamified Healthcare Solutions
Market Revenue (US$ Mn)
and Forecasts, By Device Type
16.9.6.3.1. Handheld Devices
16.9.6.3.2.
Wearable
16.9.6.4. Nordic Countries
Gamified Healthcare Solutions
Market Revenue (US$ Mn)
and Forecasts, By Platform
16.9.6.4.1. Web Based
16.9.6.4.2.
App based
16.9.6.4.2.1.
iOS
16.9.6.4.2.2.
Android
16.9.6.4.2.3.
Windows
16.9.6.5. Nordic Countries
Gamified Healthcare Solutions
Market Revenue (US$ Mn)
and Forecasts, By Application
16.9.6.5.1. Physical Fitness
and Nutrition 16.9.6.5.2.
Mental Health
16.9.6.5.3. Chronic Disease Management 16.9.6.5.4. Physical
Therapy and Rehabilitation 16.9.6.5.5. Medication
Management
16.9.6.5.6. Total Wellbeing
16.9.6.5.7. Employee Fitness
and Corporate Wellness 16.9.6.5.8. Others
16.9.6.6. Nordic Countries
Gamified Healthcare Solutions
Market Revenue (US$ Mn)
and Forecasts, By Revenue Model
16.9.6.6.1. Freemium
16.9.6.6.2. Subscription Based
16.9.6.6.2.1.
Monthly
16.9.6.6.2.2.
Annually
16.9.6.7. Nordic Countries
Gamified Healthcare Solutions
Market Revenue (US$ Mn)
and Forecasts, By End Users
16.9.6.7.1. Hospitals
16.9.6.7.2.
Clinics
16.9.6.7.3.
Home Care
16.9.6.7.4. Corporates
16.9.6.7.5.
Educational Institutions
16.9.6.7.6.
Others
16.9.6.8. Nordic Countries
Gamified Healthcare Solutions
Market Revenue (US$ Mn)
and Forecasts, By Country
16.9.6.8.1. Denmark
16.9.6.8.2.
Finland
16.9.6.8.3. Iceland
16.9.6.8.4.
Sweden
16.9.6.8.5. Norway
16.9.7.
Benelux Union
16.9.7.1. Benelux Union
Gamified Healthcare Solutions
Market Revenue (US$ Mn)
and Forecasts, By Type
16.9.7.1.1. Consumer Based
Solutions
16.9.7.1.2. Enterprise Based
Solutions
16.9.7.2. Benelux Union
Gamified Healthcare Solutions
Market Revenue (US$ Mn) and Forecasts, By Age Group
16.9.7.2.1. Children
16.9.7.2.2. Adult
16.9.7.2.3.
Elderly
16.9.7.3. Benelux Union
Gamified Healthcare Solutions
Market Revenue (US$ Mn)
and Forecasts, By Device Type
16.9.7.3.1. Handheld Devices
16.9.7.3.2.
Wearable
16.9.7.4. Benelux Union
Gamified Healthcare Solutions
Market Revenue (US$ Mn)
and Forecasts, By Platform
16.9.7.4.1. Web Based
16.9.7.4.2. App based
16.9.7.4.2.1.
iOS
16.9.7.4.2.2.
Android
16.9.7.4.2.3.
Windows
16.9.7.5. Benelux Union
Gamified Healthcare Solutions
Market Revenue (US$ Mn)
and Forecasts, By Application
16.9.7.5.1. Physical Fitness
and Nutrition 16.9.7.5.2.
Mental Health
16.9.7.5.3. Chronic Disease Management 16.9.7.5.4. Physical
Therapy and Rehabilitation 16.9.7.5.5. Medication
Management
16.9.7.5.6. Total Wellbeing
16.9.7.5.7. Employee Fitness
and Corporate Wellness 16.9.7.5.8. Others
16.9.7.6. Benelux Union
Gamified Healthcare Solutions
Market Revenue (US$ Mn)
and Forecasts, By Revenue Model
16.9.7.6.1. Freemium
16.9.7.6.2. Subscription Based
16.9.7.6.2.1.
Monthly
16.9.7.6.2.2.
Annually
16.9.7.7. Benelux Union
Gamified Healthcare Solutions
Market Revenue (US$ Mn)
and Forecasts, By End Users
16.9.7.7.1. Hospitals
16.9.7.7.2.
Clinics
16.9.7.7.3.
Home Care
16.9.7.7.4.
Corporates
16.9.7.7.5. Educational Institutions
16.9.7.7.6. Others
16.9.7.8. Benelux Union
Gamified Healthcare Solutions
Market Revenue (US$ Mn)
and Forecasts, By Country
16.9.7.8.1. Belgium
16.9.7.8.2. The Netherlands
16.9.7.8.3.
Luxembourg
16.9.8.
Rest of Europe
16.9.8.1. Rest of Europe Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and Forecasts, By Type
16.9.8.1.1. Consumer Based Solutions
16.9.8.1.2. Enterprise Based Solutions
16.9.8.2. Rest of Europe Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and Forecasts, By Age Group
16.9.8.2.1. Children
16.9.8.2.2.
Adult
16.9.8.2.3.
Elderly
16.9.8.3. Rest of Europe Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and Forecasts, By Device Type
16.9.8.3.1. Handheld Devices
16.9.8.3.2.
Wearable
16.9.8.4. Rest of Europe Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and Forecasts, By Platform
16.9.8.4.1. Web Based
16.9.8.4.2. App based
16.9.8.4.2.1.
iOS
16.9.8.4.2.2.
Android
16.9.8.4.2.3.
Windows
16.9.8.5. Rest of Europe Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and Forecasts, By Application
16.9.8.5.1. Physical Fitness
and Nutrition 16.9.8.5.2.
Mental Health
16.9.8.5.3. Chronic Disease Management 16.9.8.5.4. Physical
Therapy and Rehabilitation 16.9.8.5.5. Medication
Management
16.9.8.5.6. Total Wellbeing
16.9.8.5.7. Employee Fitness
and Corporate Wellness 16.9.8.5.8. Others
16.9.8.6. Rest of Europe Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and Forecasts, By Revenue Model
16.9.8.6.1. Freemium
16.9.8.6.2. Subscription Based
16.9.8.6.2.1.
Monthly
16.9.8.6.2.2.
Annually
16.9.8.7. Rest of Europe Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and Forecasts, By End Users
16.9.8.7.1. Hospitals
16.9.8.7.2.
Clinics
16.9.8.7.3.
Home Care
16.9.8.7.4.
Corporates
16.9.8.7.5. Educational Institutions
16.9.8.7.6.
Others
16.10.
Key Segment for Channeling Investments
16.10.1.
By Country
16.10.2.
By Type
16.10.3.
By Age Group
16.10.4.
By Device Type
16.10.5.
By Platform
16.10.6.
By Application
16.10.7.
By Revenue Model
16.10.8.
By End Users
17. Asia Pacific Gamified
Healthcare Solutions Market Analysis and Forecasts, 2020 - 2028
17.1. Overview
17.1.1.
Asia Pacific Gamified
Healthcare Solutions Market
Revenue (US$ Mn)
17.2.
Asia Pacific Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Type
17.2.1.
Consumer Based Solutions
17.2.2.
Enterprise Based Solutions
17.3.
Asia Pacific Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Age
Group
17.3.1.
Children
17.3.2.
Adult
17.3.3.
Elderly
17.4.
Asia Pacific Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Device
Type
17.4.1.
Handheld Devices
17.4.2.
Wearable
17.5.
Asia Pacific Gamified Healthcare Solutions Market Revenue
(US$ Mn) and Forecasts, By Platform
17.5.1.
Web Based
17.5.2.
App based
17.5.2.1.
iOS
17.5.2.2.
Android
17.5.2.3.
Windows
17.6.
Asia Pacific Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Application
17.6.1.
Physical Fitness and Nutrition
17.6.2.
Mental Health
17.6.3.
Chronic Disease Management
17.6.4.
Physical Therapy and Rehabilitation
17.6.5.
Medication Management
17.6.6.
Total Wellbeing
17.6.7.
Employee Fitness and Corporate Wellness
17.6.8.
Others
17.7.
Asia Pacific Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Revenue
Model
17.7.1.
Freemium
17.7.2.
Subscription Based
17.7.2.1.
Monthly
17.7.2.2.
Annually
17.8.
Asia Pacific Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By End
Users
17.8.1.
Hospitals
17.8.2.
Clinics
17.8.3.
Home Care
17.8.4.
Corporates
17.8.5.
Educational Institutions
17.8.6.
Others
17.9.
Asia Pacific Gamified Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Country
17.9.1.
China
17.9.1.1. China Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Type
17.9.1.1.1. Consumer Based Solutions
17.9.1.1.2. Enterprise Based Solutions
17.9.1.2. China Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Age Group
17.9.1.2.1. Children
17.9.1.2.2. Adult
17.9.1.2.3.
Elderly
17.9.1.3. China Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Device Type
17.9.1.3.1. Handheld Devices
17.9.1.3.2. Wearable
17.9.1.4. China Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Platform
17.9.1.4.1. Web Based
17.9.1.4.2.
App based
17.9.1.4.2.1.
iOS
17.9.1.4.2.2.
Android
17.9.1.4.2.3.
Windows
17.9.1.5. China Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Application
17.9.1.5.1. Physical Fitness
and Nutrition 17.9.1.5.2.
Mental Health
17.9.1.5.3. Chronic Disease Management 17.9.1.5.4. Physical
Therapy and Rehabilitation 17.9.1.5.5. Medication
Management
17.9.1.5.6. Total Wellbeing
17.9.1.5.7. Employee Fitness
and Corporate Wellness 17.9.1.5.8. Others
17.9.1.6. China Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Revenue Model
17.9.1.6.1. Freemium
17.9.1.6.2. Subscription Based
17.9.1.6.2.1.
Monthly
17.9.1.6.2.2.
Annually
17.9.1.7. China Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By End Users
17.9.1.7.1. Hospitals
17.9.1.7.2.
Clinics
17.9.1.7.3. Home Care
17.9.1.7.4.
Corporates
17.9.1.7.5. Educational Institutions
17.9.1.7.6.
Others
17.9.2.
Japan
17.9.2.1. Japan Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Type
17.9.2.1.1. Consumer Based Solutions
17.9.2.1.2. Enterprise Based Solutions
17.9.2.2. Japan Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Age Group
17.9.2.2.1. Children
17.9.2.2.2. Adult
17.9.2.2.3.
Elderly
17.9.2.3. Japan Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Device Type
17.9.2.3.1. Handheld Devices
17.9.2.3.2.
Wearable
17.9.2.4. Japan Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Platform
17.9.2.4.1. Web Based
17.9.2.4.2. App based
17.9.2.4.2.1.
iOS
17.9.2.4.2.2.
Android
17.9.2.4.2.3.
Windows
17.9.2.5. Japan Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Application
17.9.2.5.1. Physical Fitness
and Nutrition 17.9.2.5.2.
Mental Health
17.9.2.5.3. Chronic Disease Management 17.9.2.5.4. Physical
Therapy and Rehabilitation 17.9.2.5.5. Medication
Management
17.9.2.5.6. Total Wellbeing
17.9.2.5.7. Employee Fitness
and Corporate Wellness 17.9.2.5.8. Others
17.9.2.6. Japan Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By Revenue Model
17.9.2.6.1. Freemium
17.9.2.6.2.
Subscription Based
17.9.2.6.2.1.
Monthly
17.9.2.6.2.2.
Annually
17.9.2.7. Japan Gamified
Healthcare Solutions Market Revenue (US$ Mn) and Forecasts, By End Users
17.9.2.7.1. Hospitals
17.9.2.7.2.
Clinics
17.9.2.7.3. Home Care
17.9.2.7.4.
Corporates
17.9.2.7.5.
Educational Institutions
17.9.2.7.6.
Others
17.9.3.
India
17.9.3.1. India Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Type
17.9.3.1.1. Consumer Based Solutions
17.9.3.1.2. Enterprise Based Solutions
17.9.3.2. India Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Age Group
17.9.3.2.1. Children
17.9.3.2.2.
Adult
17.9.3.2.3.
Elderly
17.9.3.3. India Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Device Type
17.9.3.3.1. Handheld Devices
17.9.3.3.2.
Wearable
17.9.3.4. India Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Platform
17.9.3.4.1. Web Based
17.9.3.4.2.
App based
17.9.3.4.2.1.
iOS
17.9.3.4.2.2.
Android
17.9.3.4.2.3.
Windows
17.9.3.5. India Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Application
17.9.3.5.1. Physical Fitness
and Nutrition 17.9.3.5.2.
Mental Health
17.9.3.5.3. Chronic Disease Management 17.9.3.5.4. Physical
Therapy and Rehabilitation 17.9.3.5.5. Medication
Management
17.9.3.5.6. Total Wellbeing
17.9.3.5.7. Employee Fitness
and Corporate Wellness 17.9.3.5.8. Others
17.9.3.6. India Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Revenue Model
17.9.3.6.1. Freemium
17.9.3.6.2.
Subscription Based
17.9.3.6.2.1.
Monthly
17.9.3.6.2.2.
Annually
17.9.3.7. India Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and Forecasts, By End Users
17.9.3.7.1. Hospitals
17.9.3.7.2. Clinics
17.9.3.7.3.
Home Care
17.9.3.7.4. Corporates
17.9.3.7.5.
Educational Institutions
17.9.3.7.6.
Others
17.9.4.
New Zealand
17.9.4.1. New Zealand
Gamified Healthcare Solutions Market Revenue (US$ Mn)
and Forecasts, By Type
17.9.4.1.1. Consumer Based Solutions
17.9.4.1.2. Enterprise Based Solutions
17.9.4.2. New Zealand
Gamified Healthcare Solutions Market Revenue (US$ Mn)
and Forecasts, By Age Group
17.9.4.2.1. Children
17.9.4.2.2.
Adult
17.9.4.2.3.
Elderly
17.9.4.3. New Zealand
Gamified Healthcare Solutions Market Revenue (US$ Mn)
and Forecasts, By Device Type
17.9.4.3.1. Handheld Devices
17.9.4.3.2.
Wearable
17.9.4.4. New Zealand
Gamified Healthcare Solutions Market Revenue (US$ Mn)
and Forecasts, By Platform
17.9.4.4.1. Web Based
17.9.4.4.2.
App based
17.9.4.4.2.1.
iOS
17.9.4.4.2.2.
Android
17.9.4.4.2.3.
Windows
17.9.4.5. New Zealand
Gamified Healthcare Solutions Market Revenue (US$ Mn)
and Forecasts, By Application
17.9.4.5.1. Physical Fitness
and Nutrition 17.9.4.5.2.
Mental Health
17.9.4.5.3. Chronic Disease Management 17.9.4.5.4. Physical
Therapy and Rehabilitation 17.9.4.5.5. Medication
Management
17.9.4.5.6. Total Wellbeing
17.9.4.5.7. Employee Fitness
and Corporate Wellness 17.9.4.5.8. Others
17.9.4.6. New Zealand
Gamified Healthcare Solutions Market Revenue (US$ Mn)
and Forecasts, By Revenue Model
17.9.4.6.1. Freemium
17.9.4.6.2.
Subscription Based
17.9.4.6.2.1.
Monthly
17.9.4.6.2.2.
Annually
17.9.4.7. New Zealand
Gamified Healthcare Solutions Market Revenue (US$ Mn)
and Forecasts, By End Users
17.9.4.7.1. Hospitals
17.9.4.7.2.
Clinics
17.9.4.7.3.
Home Care
17.9.4.7.4.
Corporates
17.9.4.7.5.
Educational Institutions
17.9.4.7.6. Others
17.9.5.
Australia
17.9.5.1. Australia Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Type
17.9.5.1.1. Consumer Based Solutions
17.9.5.1.2. Enterprise Based Solutions
17.9.5.2. Australia Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Age Group
17.9.5.2.1. Children
17.9.5.2.2.
Adult
17.9.5.2.3. Elderly
17.9.5.3. Australia Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Device Type
17.9.5.3.1. Handheld Devices
17.9.5.3.2. Wearable
17.9.5.4. Australia Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Platform
17.9.5.4.1. Web Based
17.9.5.4.2.
App based
17.9.5.4.2.1.
iOS
17.9.5.4.2.2.
Android
17.9.5.4.2.3.
Windows
17.9.5.5. Australia Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Application
17.9.5.5.1. Physical Fitness
and Nutrition 17.9.5.5.2.
Mental Health
17.9.5.5.3. Chronic Disease Management 17.9.5.5.4. Physical
Therapy and Rehabilitation 17.9.5.5.5. Medication
Management
17.9.5.5.6. Total Wellbeing
17.9.5.5.7. Employee Fitness
and Corporate Wellness
17.9.5.5.8. Others
17.9.5.6. Australia Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By Revenue Model
17.9.5.6.1. Freemium
17.9.5.6.2. Subscription Based
17.9.5.6.2.1.
Monthly
17.9.5.6.2.2.
Annually
17.9.5.7. Australia Gamified
Healthcare Solutions Market
Revenue (US$ Mn) and
Forecasts, By End Users
17.9.5.7.1. Hospitals
17.9.5.7.2.
Clinics
17.9.5.7.3.
Home Care
17.9.5.7.4. Corporates
17.9.5.7.5.
Educational Institutions
17.9.5.7.6. Others
17.9.6.
South Korea
17.9.6.1. South Korea Gamified Healthcare Solutions Market Revenue
(US$ Mn) and Forecasts, By Type
17.9.6.1.1. Consumer Based Solutions
17.9.6.1.2. Enterprise Based Solutions
17.9.6.2. South Korea Gamified Healthcare Solutions Market Revenue
(US$ Mn) and Forecasts, By Age Group
17.9.6.2.1. Children
17.9.6.2.2. Adult
17.9.6.2.3.
Elderly
17.9.6.3. South Korea Gamified