The Healthcare Gamification Market is projected to reach $3.5 billion by 2030, at a CAGR of 21.4% during the forecast period of 2023 to 2030. Driven by the growing technological advancements, rising use of smartphones, changing lifestyle, increasing digitalization, and growing focus on wellness at workplace.
Gamification is a process of using ‘gaming’ elements to motivate and engage people in non-gaming contexts. The various elements of gamification include game mechanics (e.g. points, badges, leader boards, rewards) and game experience design (e.g. countdown, storyline, discovery, quests and challenges, levels). Many industries are successfully applying gaming elements in non-game contexts using a technique called gamification. It has been widely used in fields like education and military for years. However, the concept of gamification started to generate interest in the healthcare industry only in the last few years. Many healthcare professionals recognize gamification as a potentially vital element to patient engagement, wellness adherence, and outcome improvement. In the age of computerization, technologically updated gamification applications are helping users to solve various problems related to health and fitness.
Here are the top 10 companies operating in the Healthcare Gamification Market
Microsoft Corporation was founded in 1975 and headquartered in Washington, U.S. It is an American multinational technology company. Microsoft develops, manufactures, licenses, supports and sells computer software, consumer electronics, and personal computers and services. In October 2014, Microsoft developed, Microsoft Band. It is a smartwatch band with activity and fitness tracking features. This band is integrated with Windows Phone, iOS, and Android smartphones through a Bluetooth connection. The company has also launched its gamification application Microsoft Health and gamification software Xbox.
The company has a geographic presence in North America, Latin America, Europe, Asia-Pacific, Africa, and Middle East countries.
Akili Interactive labs, Inc.
Akili Interactive labs, Inc. was founded in 2011 and is headquartered at Boston, U.S. It is developing neuroscience and top-tier gaming to produce first-in class therapeutic and monitoring tools that have the look and feel of a video game. The Akili video game cognitive platform is designed to quantify and improve the ability of individuals to deal with cognitive interference (distractions and interruptions), which impacts their ability to pay attention, plan and make decisions.
It is a privately held company and it is a joint venture of PureTech and Enlight together with leading neuroscientists and top tier game designers.
Ayogo Health, Inc., was founded in 2011 and is headquartered at Vancouver, Canada, USA. It is a health care and pharmaceutical organization which develops relationship with patients using science of engagement. It has developed Empowera healthcare gamification platform which help patients to improve health and take medication. The gamification platform helps to manage type 1 and type 2 diabetes. This helps patients to keep a track on their sugar levels and health.
The company has a geographic presence in North America, Latin America, Europe, Asia-Pacific, Africa, and Middle East countries. It is privately held company.
Brunchball
Brunchball was founded in the year 2005, and is headquartered at San Mateo, California, U.S. The Company provides cloud-based software as a service gamification product intended to help companies improve customer loyalty and online engagement using game mechanics.
The company has partnered with industry leaders like jive, system application and product in data processing (SAP), Salesforce, Inc. and Nice Systems. The company has a geographic presence in North America, Latin America, Europe, Asia-pacific, Africa, and Middle East & African countries.
EveryMove Inc.
EveryMove Inc. was founded in March 2012, headquartered at Seattle, WA; United States. EveryMove is a digital health services company that has pioneered consumer health engagement. The company provides various engagement solutions for employers and health plans which help to transform fitness tracking data and app information into financial incentives for members and employees. The company primarily provides two major gamification solutions, namely EveryMove Fit and Tandem and Work.
The company has over 500,000 individuals and hundreds of employers that are maximizing financial benefits tied to health and well-being. The company has a geographic presence in North America, Latin America, Europe, Asia-Pacific, Africa, and Middle East countries.
Meticulous Research in its latest publication on Healthcare Gamification Market has predicted the growth of 21.4% during the forecast year 2023-2030.
Fitbit, Inc. founded in the year 2007 and headquartered at San Francisco, CA, U.S. It provides fitness wristbands and clips, smart fitness watches, and fitness accessories. It has launched gamification application Fitstar which records the fitness data anddeveloped fitness accessories like: One, Flex 2, Alta HR, Charge 2, and Aria which can be synchronised with application to track the fitness.
The company has a geographic presence in the U.S., Ireland, India, China, Japan, South Korea, and Belarus.
Hubbub Health
Hubbub health was founded in 2010 and is headquartered at Portland, Oregon, U.S. The company provides an integrated complete health solution, powered by a technology platform that delivers behaviour change through fun, engaging, evidenced-based programs and content that enable people to build healthy habits that generate lasting outcomes. Hubbub is a technology-driven wellness solution that uses social circles to track the users’ fitness and motivate them to live healthy.
The company has a geographic presence in North America, Latin America, Europe, Asia-Pacific, Africa, and Middle East countries. It is a privately held company.
Jawbone was founded in 1997 and headquartered at San Francisco, California, U.S. Jawbone is the leading company in consumer technology and wearable devices, building hardware products and software platforms powered by data science. Jawbone has developed human centred wearable technology and audio devices that solve everyday problems and help to live better. Jawbone includes an ecosystem of apps and services that integrate with UP to offer new, customized experiences. The Jawbone UP is a fitness accessory which helps in health management.
Jawbone has gamification software, namely Jawbone UP and it has developed fitness accessories which can be synchronised with application to track the fitness.
The company has a geographic presence in North America, Latin America, Europe, Asia-Pacific, Africa, and Middle East countries. It is a privately held company.
Mango Health
Mango Health was founded in 2012 and is headquartered at San Francisco, U.S. It inspires consumers to lead healthier lives and helps to develop good habits around daily health management. The company’s product improves rates of medication adherence which is a critical step towards better health. Mango Health is a member of the Rock Health which is a venture fund dedicated to digital health.
The company has a geographic presence in North America, Latin America, Europe, Asia-Pacific, Africa, and Middle East countries. It is a privately held company.
Nike, Inc. is founded in 1972 and headquartered at Beaverton, U.S; Nike, Inc. is engaged in the design, development, manufacturing, and worldwide marketing and sales of footwear, apparel, equipment, accessories, and services. In 2006, the company has developed Nike+ iPod; it is collaboration between Nike and Apple. The Nike+iPod Sports Kit is an activity tracker device, which measures and records user activities like walking and running. Nike has released two gamification software namely Nike+ Training Club app and Nike+ Run Club app.
Nike Inc. has a strong presence in the North America, APAC, Europe, Middle East, and Africa.
Popular Mention: Rally Health, Inc., Reflexion Health, SuperBetter, LLC, and Welltok, Inc.
Authoritative Research on the Healthcare Gamification Market – Global Opportunity Analysis and Industry Forecast (2023-2030)
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