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(India.CityRegions.Com, July 28, 2021 ) Global Healthcare Gamification Market was valued at USD 3,085 million in 2020 and is expected to reach USD 36,854 million by 2027 at a CAGR 35.8% from 2020-2027.
Gamification is defined as the method of adding a game or game-type component to a task so that there can be a growth in participation in the event. Gamification is observed to be efficient as it taps the peoples natural behavior for competition & accomplishment. Also, gamification contributes an essential feature in designed websites & application which can drive people to meet personal challenges, which supports the user in tracking the progress of their task which is more extra fun and seems more like a game.
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Intense competition has developed among the producers which has resulted in over saturation of unwanted apps which expected to hamper the innovation in the segment. Also, low motivation & research in actual game design hinder the productivity causing a downward target market growth.
The Global Healthcare Gamification Market is segmented into product type such as Enterprise-based solutions, and Consumer-based solutions, by application such as Fitness management, Medication Management, Medical Training, Physical Therapy, and Others. Further, market is segmented into end user such as Hospitals, Clinics, Individual use, and Research.
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Market Key Players
Various key players are listed in this report such as Fitbit Inc., Nike, Mango Health, JawBone, Hubbub Health, EveryMove, Akili Interactive Labs, Bunchball Inc, Microsoft, Ayogo Health Inc., etc.
By Product Type
By End User
Middle East & Africa
The Global Healthcare Gamification Market is segmented into five regions such as North America, Latin America, Europe, Asia Pacific, and Middle East & Africa. The North America region commanded the major share of the global healthcare gamification market and is anticipated to grow at a significant pace in the coming years. The APAC region also shows a substantial growth in the healthcare gamification market primarily due to the growing population, especially in India & China, the increase in adoption of smartphones, and the rise in gamification and creative innovation initiatives in the region.
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