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COVID-19 UPDATE: Gamified Healthcare Solutions Market Next Big Thing | Major Giants Akili Interactive Labs, Inc., Ayogo, Bunchball inc., EveryMove, Inc., Fitbit,Inc

Washington, JUNE 29, 2020 — A new market study is released on Gamified Healthcare Solutions Market with data Tables for historical and forecast years represented with Chats & Graphs spread through Pages with easy to understand detailed analysis. This Gamified Healthcare Solutions Market report is delivered as the most relevant, unique, fair, and creditable global market research report to valuable customers and clients depending upon their specific business needs. It facilitates in adjusting the production depending on the conditions of demand which avoids wastage of goods. Market research reports like this Gamified Healthcare Solutions Market surely helps to reduce business risk and failure. Major competitor strategies include but are not limited to new product launches, expansions, agreements, joint ventures, partnerships, and acquisitions. Research and analysis is carried out with one step or the combination of several steps depending upon the client need and the business requirements.

Global Gamified Healthcare Solutions Market is expected to rise from its initial estimated value of USD 658.21 million to an estimated value of USD 21714.84 million by 2026, registering a CAGR of 54.81% in the forecast period of 2019-2026. Increasing digitalization and increasing wellness awareness is the major factor for the growth of this market. Few of the major competitors currently working in the gamified healthcare solutions market are Akili Interactive Labs, Inc., Ayogo, Bunchball inc., EveryMove, Inc., Fitbit,Inc., hubbub health inc, Jawbone, MANGO HEALTH, Microsoft, Nike, Inc., Rally Health, Inc., Reflexion Health, SuperBetter, LLC., Welltok, Inc.

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Competitive Analysis:

Global gamified healthcare solutions market is highly fragmented and the major players have used various strategies such as new product launches, expansions, agreements, joint ventures, partnerships, acquisitions, and others to increase their footprints in this market. The report includes market shares of gamified healthcare solutions market for global, Europe, North America, Asia-Pacific, South America and Middle East & Africa.

Market Definition: Global Gamified Healthcare Solutions Market

Gamification is a process in which gaming elements are used in non-gaming contexts to motivate and engage and people. It is a good way to make healthcare programs more easily accessible and motivational. Instant rewards, point system, positive review, real- time feedbacks etc. are some of the features of the gamification. These days they are widely used in the industry like healthcare, military and school. Due to technological advancement it helps the user to solve many problems related to the health and fitness.

Global Gamified Healthcare Solutions Market By Product (Enterprise Based Solutions, Consumer Based Solutions), Type (Casual Games, Serious Games, Exercise Games), Applications (Fitness Management, Medical Training, Medication Management, Physical Therapy), Geography (North America, South America, Europe, Asia-Pacific, Middle East and Africa) – Industry Trends & Forecast to 2026

Market Drivers:

  • Increasing level of the urbanization and digitalization is the major factor for the growth of this market.
  • Increasing number of smartphone user worldwide is driving the growth of this market.

Market Restraint:

  • Market complications and lower ROI is restraining the growth of this market.

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Key Developments in the Market:

  • In August 2016, Walgreens partnered HealthPrize Technologies and launched HealthPrize Action Engine which will use gamifications so that patient should be engaged in the healthcare programs. This platform will have condition related quizzes, surveys, health tips etc. which will help the patients to learn more.
  • In August 2017, Pfizer announced the launched their game Minecraft with some modifications which will help the children with hemophilia to learn about safety and will maintain their treatment plans.

Some of the Major Highlights of TOC covers:

Chapter 1: Methodology & Scope

Definition and forecast parameters

Methodology and forecast parameters

Data Sources

Chapter 2: Executive Summary

Business trends

Regional trends

Product trends

End-use trends

Chapter 3: Industry Insights

Industry segmentation

Industry landscape

Vendor matrix

Technological and innovation landscape

Segmentation: 

  • By Product
    • Enterprise Based Solutions
    • Consumer Based Solutions
  • By Type
    • Casual Games
    • Serious Games
    • Exercise Games
  • By Applications
    • Fitness Management
    • Medical Training
    • Medication Management
    • Physical Therapy

Reasons to Purchase this Report

  • Current and future of global gamified healthcare solutions market outlook in the developed and emerging markets
  • The segment that is expected to dominate the market as well as the segment which holds highest CAGR in the forecast period
  • Regions/Countries that are expected to witness the fastest growth rates during the forecast period
  • The latest developments, market shares, and strategies that are employed by the major market players

Customization of the Report:

  • All segmentation provided above in this report is represented at country level
  • All products covered in the market, product volume and average selling prices will be included as customizable options which may incur no or minimal additional cost (depends on customization)

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