Healthcare Gamification Global Market Analysis 2024


The Global Healthcare Gamification Market is projected to reach $43,437.94 million by 2028, from a value of $7,503.09 million in 2022, by registering a CAGR of 34.0% during the forecast period 2022 – 2028

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Market Trends and analysis of the crucial market segments across North America, Europe, Asia Pacific and Rest of the World.

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The Global Healthcare Gamification Market is projected to reach $43,437.94 million by 2028, from a value of $7,503.09 million in 2022, by registering a CAGR of 34.0% during the forecast period. Changing lifestyle and health awareness, a lot of development in technology, an increase in lifestyle diseases, and significant influence from the millennial generation, are the major factors propelling the growth of the market. However, intense competition has developed among the producers, low motivation and research in actual game design, dearth of understanding of patient behavioral psychology and gamification features are hampering the market growth. Moreover, the upsurge in social media and smartphone usage, and the increase in the usage of digitalization and technology are creating ample opportunities across the globe.

Recent Developments

In July 2020, Brainlab acquired Level Ex, a clinician-training video game company, for an undisclosed amount. The acquisition was targeted at utilizing Level Ex’s portfolio to complement Brainlab’s offerings while also augmenting its user base.

In January 2021, Google LLC acquired Fitbit, Inc. The company aims to integrate the technological and hardware related expertise with Google’s AI and related software to gain a competitive advantage in fitness wearables and gamification industry. By acquiring Fitbit, Google will add wearable hardware tech to it’s ecosystem which takes Google’s ambient computing vision to one step further.

In October 2020, SPARK Healthcare launched ‘Beacon Learning,’ a first-of-its-kind mobile app that makes use of evidence-based gamification technology to allow medical/pharmaceutical device companies and healthcare advertising agencies to educate hard-to-reach customers.

Competitive Landscape

Welltok, Inc., Under Armour, Inc., SupperBetter, LLC, Strava, Inc., Reflexion Health, Inc., Rally Health, Inc., Oracle Corporation, Nike, Inc., Mysugr, Microsoft Corporation, Mango Health, JawBone, Hubbub Health, Inc., Fitbit, Inc., EveryMove, Inc., Bunchball, Ayogo Health, Inc., Akili Interactive labs, Inc., Google LLC, Brainlab are some of the major players in the Global Healthcare Gamification Market.


1 Summary
2 Market Overview
2.1 Abstract
2.2 Research Sources
2.3 Research Findings
2.4 Assumptions
3 Market Dynamics
3.1 Drivers & Opportunities
3.2 Restraints & Threats
3.3 Regulatory Affairs
3.4 Supplychain Analysis
3.5 PORTERS Analysis
4 Competitive Landscape
5 Healthcare Gamification Market by Game Type
5.1 Serious Games
5.2 Exercise Games
5.3 Casual Games
6 Healthcare Gamification Market by Application
6.1 Therapeutic
6.2 Prevention
6.3 Physical Therapy
6.4 Medication Management
6.5 Medical Training
6.6 Fitness Management
6.7 Education
7 Healthcare Gamification Market by End User
7.1 Research
7.2 Hospitals
7.3 Enterprise-Based User
7.4 Consumer-Based User/Individual Use
7.5 Clinics
8 Healthcare Gamification Market by Regions
8.1 North America
8.2 Europe
8.3 Asia Pacific
8.4 Rest of the World
9 Company Profiles
9.1 Welltok, Inc.
9.2 Under Armour, Inc.
9.3 SupperBetter, LLC
9.4 Strava, Inc.
9.5 Reflexion Health, Inc.
9.6 Rally Health, Inc.
9.7 Oracle Corporation
9.8 Nike, Inc.
9.9 Mysugr
9.10 Microsoft Corporation
9.11 Mango Health
9.12 JawBone
9.13 Hubbub Health, Inc.
9.14 Fitbit, Inc.
9.15 EveryMove, Inc.
9.16 Bunchball
9.17 Ayogo Health, Inc.
9.18 Akili Interactive labs, Inc.
9.19 Google LLC
9.20 Brainlab