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COVID-19 Impact on Global Healthcare Gamification Market Size, Status and Forecast 2020-2026

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1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by Healthcare Gamification Revenue
  • 1.4 Market Analysis by Type
    • 1.4.1 Global Healthcare Gamification Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Enterprise-Based Solutions
    • 1.4.3 Consumer-Based Solutions
    • 1.4.4 Other
  • 1.5 Market by Application
    • 1.5.1 Global Healthcare Gamification Market Share by Application: 2020 VS 2026
    • 1.5.2 Fitness Management
    • 1.5.3 Medical Training
    • 1.5.4 Medication Management
    • 1.5.5 Physical Therapy
    • 1.5.6 Other
  • 1.6 Coronavirus Disease 2019 (Covid-19): Healthcare Gamification Industry Impact
    • 1.6.1 How the Covid-19 is Affecting the Healthcare Gamification Industry
      • 1.6.1.1 Healthcare Gamification Business Impact Assessment - Covid-19
      • 1.6.1.2 Supply Chain Challenges
      • 1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
    • 1.6.2 Market Trends and Healthcare Gamification Potential Opportunities in the COVID-19 Landscape
    • 1.6.3 Measures / Proposal against Covid-19
      • 1.6.3.1 Government Measures to Combat Covid-19 Impact
      • 1.6.3.2 Proposal for Healthcare Gamification Players to Combat Covid-19 Impact
  • 1.7 Study Objectives
  • 1.8 Years Considered

2 Global Growth Trends by Regions

  • 2.1 Healthcare Gamification Market Perspective (2015-2026)
  • 2.2 Healthcare Gamification Growth Trends by Regions
    • 2.2.1 Healthcare Gamification Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Healthcare Gamification Historic Market Share by Regions (2015-2020)
    • 2.2.3 Healthcare Gamification Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Top Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Porter’s Five Forces Analysis
    • 2.3.5 Healthcare Gamification Market Growth Strategy
    • 2.3.6 Primary Interviews with Key Healthcare Gamification Players (Opinion Leaders)

3 Competition Landscape by Key Players

  • 3.1 Global Top Healthcare Gamification Players by Market Size
    • 3.1.1 Global Top Healthcare Gamification Players by Revenue (2015-2020)
    • 3.1.2 Global Healthcare Gamification Revenue Market Share by Players (2015-2020)
    • 3.1.3 Global Healthcare Gamification Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.2 Global Healthcare Gamification Market Concentration Ratio
    • 3.2.1 Global Healthcare Gamification Market Concentration Ratio (CR5 and HHI)
    • 3.2.2 Global Top 10 and Top 5 Companies by Healthcare Gamification Revenue in 2019
  • 3.3 Healthcare Gamification Key Players Head office and Area Served
  • 3.4 Key Players Healthcare Gamification Product Solution and Service
  • 3.5 Date of Enter into Healthcare Gamification Market
  • 3.6 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type (2015-2026)

  • 4.1 Global Healthcare Gamification Historic Market Size by Type (2015-2020)
  • 4.2 Global Healthcare Gamification Forecasted Market Size by Type (2021-2026)

5 Healthcare Gamification Breakdown Data by Application (2015-2026)

  • 5.1 Global Healthcare Gamification Market Size by Application (2015-2020)
  • 5.2 Global Healthcare Gamification Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Healthcare Gamification Market Size (2015-2020)
  • 6.2 Healthcare Gamification Key Players in North America (2019-2020)
  • 6.3 North America Healthcare Gamification Market Size by Type (2015-2020)
  • 6.4 North America Healthcare Gamification Market Size by Application (2015-2020)

7 Europe

  • 7.1 Europe Healthcare Gamification Market Size (2015-2020)
  • 7.2 Healthcare Gamification Key Players in Europe (2019-2020)
  • 7.3 Europe Healthcare Gamification Market Size by Type (2015-2020)
  • 7.4 Europe Healthcare Gamification Market Size by Application (2015-2020)

8 China

  • 8.1 China Healthcare Gamification Market Size (2015-2020)
  • 8.2 Healthcare Gamification Key Players in China (2019-2020)
  • 8.3 China Healthcare Gamification Market Size by Type (2015-2020)
  • 8.4 China Healthcare Gamification Market Size by Application (2015-2020)

9 Japan

  • 9.1 Japan Healthcare Gamification Market Size (2015-2020)
  • 9.2 Healthcare Gamification Key Players in Japan (2019-2020)
  • 9.3 Japan Healthcare Gamification Market Size by Type (2015-2020)
  • 9.4 Japan Healthcare Gamification Market Size by Application (2015-2020)

10 Southeast Asia

  • 10.1 Southeast Asia Healthcare Gamification Market Size (2015-2020)
  • 10.2 Healthcare Gamification Key Players in Southeast Asia (2019-2020)
  • 10.3 Southeast Asia Healthcare Gamification Market Size by Type (2015-2020)
  • 10.4 Southeast Asia Healthcare Gamification Market Size by Application (2015-2020)

11 India

  • 11.1 India Healthcare Gamification Market Size (2015-2020)
  • 11.2 Healthcare Gamification Key Players in India (2019-2020)
  • 11.3 India Healthcare Gamification Market Size by Type (2015-2020)
  • 11.4 India Healthcare Gamification Market Size by Application (2015-2020)

12 Central & South America

  • 12.1 Central & South America Healthcare Gamification Market Size (2015-2020)
  • 12.2 Healthcare Gamification Key Players in Central & South America (2019-2020)
  • 12.3 Central & South America Healthcare Gamification Market Size by Type (2015-2020)
  • 12.4 Central & South America Healthcare Gamification Market Size by Application (2015-2020)

13 Key Players Profiles

  • 13.1 Microsoft
    • 13.1.1 Microsoft Company Details
    • 13.1.2 Microsoft Business Overview and Its Total Revenue
    • 13.1.3 Microsoft Healthcare Gamification Introduction
    • 13.1.4 Microsoft Revenue in Healthcare Gamification Business (2015-2020))
    • 13.1.5 Microsoft Recent Development
  • 13.2 Under Armour
    • 13.2.1 Under Armour Company Details
    • 13.2.2 Under Armour Business Overview and Its Total Revenue
    • 13.2.3 Under Armour Healthcare Gamification Introduction
    • 13.2.4 Under Armour Revenue in Healthcare Gamification Business (2015-2020)
    • 13.2.5 Under Armour Recent Development
  • 13.3 Strava
    • 13.3.1 Strava Company Details
    • 13.3.2 Strava Business Overview and Its Total Revenue
    • 13.3.3 Strava Healthcare Gamification Introduction
    • 13.3.4 Strava Revenue in Healthcare Gamification Business (2015-2020)
    • 13.3.5 Strava Recent Development
  • 13.4 Adidas AG
    • 13.4.1 Adidas AG Company Details
    • 13.4.2 Adidas AG Business Overview and Its Total Revenue
    • 13.4.3 Adidas AG Healthcare Gamification Introduction
    • 13.4.4 Adidas AG Revenue in Healthcare Gamification Business (2015-2020)
    • 13.4.5 Adidas AG Recent Development
  • 13.5 Apple
    • 13.5.1 Apple Company Details
    • 13.5.2 Apple Business Overview and Its Total Revenue
    • 13.5.3 Apple Healthcare Gamification Introduction
    • 13.5.4 Apple Revenue in Healthcare Gamification Business (2015-2020)
    • 13.5.5 Apple Recent Development
  • 13.6 FitBit
    • 13.6.1 FitBit Company Details
    • 13.6.2 FitBit Business Overview and Its Total Revenue
    • 13.6.3 FitBit Healthcare Gamification Introduction
    • 13.6.4 FitBit Revenue in Healthcare Gamification Business (2015-2020)
    • 13.6.5 FitBit Recent Development
  • 13.7 Jawbone
    • 13.7.1 Jawbone Company Details
    • 13.7.2 Jawbone Business Overview and Its Total Revenue
    • 13.7.3 Jawbone Healthcare Gamification Introduction
    • 13.7.4 Jawbone Revenue in Healthcare Gamification Business (2015-2020)
    • 13.7.5 Jawbone Recent Development
  • 13.8 Nike
    • 13.8.1 Nike Company Details
    • 13.8.2 Nike Business Overview and Its Total Revenue
    • 13.8.3 Nike Healthcare Gamification Introduction
    • 13.8.4 Nike Revenue in Healthcare Gamification Business (2015-2020)
    • 13.8.5 Nike Recent Development
  • 13.9 Google
    • 13.9.1 Google Company Details
    • 13.9.2 Google Business Overview and Its Total Revenue
    • 13.9.3 Google Healthcare Gamification Introduction
    • 13.9.4 Google Revenue in Healthcare Gamification Business (2015-2020)
    • 13.9.5 Google Recent Development
  • 13.10 Ayogo Health
    • 13.10.1 Ayogo Health Company Details
    • 13.10.2 Ayogo Health Business Overview and Its Total Revenue
    • 13.10.3 Ayogo Health Healthcare Gamification Introduction
    • 13.10.4 Ayogo Health Revenue in Healthcare Gamification Business (2015-2020)
    • 13.10.5 Ayogo Health Recent Development
  • 13.11 Rally Health
    • 10.11.1 Rally Health Company Details
    • 10.11.2 Rally Health Business Overview and Its Total Revenue
    • 10.11.3 Rally Health Healthcare Gamification Introduction
    • 10.11.4 Rally Health Revenue in Healthcare Gamification Business (2015-2020)
    • 10.11.5 Rally Health Recent Development
  • 13.12 Badgeville
    • 10.12.1 Badgeville Company Details
    • 10.12.2 Badgeville Business Overview and Its Total Revenue
    • 10.12.3 Badgeville Healthcare Gamification Introduction
    • 10.12.4 Badgeville Revenue in Healthcare Gamification Business (2015-2020)
    • 10.12.5 Badgeville Recent Development
  • 13.13 Hubbub Health
    • 10.13.1 Hubbub Health Company Details
    • 10.13.2 Hubbub Health Business Overview and Its Total Revenue
    • 10.13.3 Hubbub Health Healthcare Gamification Introduction
    • 10.13.4 Hubbub Health Revenue in Healthcare Gamification Business (2015-2020)
    • 10.13.5 Hubbub Health Recent Development
  • 13.14 Zimmer Biomet
    • 10.14.1 Zimmer Biomet Company Details
    • 10.14.2 Zimmer Biomet Business Overview and Its Total Revenue
    • 10.14.3 Zimmer Biomet Healthcare Gamification Introduction
    • 10.14.4 Zimmer Biomet Revenue in Healthcare Gamification Business (2015-2020)
    • 10.14.5 Zimmer Biomet Recent Development
  • 13.15 Welltok
    • 10.15.1 Welltok Company Details
    • 10.15.2 Welltok Business Overview and Its Total Revenue
    • 10.15.3 Welltok Healthcare Gamification Introduction
    • 10.15.4 Welltok Revenue in Healthcare Gamification Business (2015-2020)
    • 10.15.5 Welltok Recent Development
  • 13.16 Akili Interactive Labs
    • 10.16.1 Akili Interactive Labs Company Details
    • 10.16.2 Akili Interactive Labs Business Overview and Its Total Revenue
    • 10.16.3 Akili Interactive Labs Healthcare Gamification Introduction
    • 10.16.4 Akili Interactive Labs Revenue in Healthcare Gamification Business (2015-2020)
    • 10.16.5 Akili Interactive Labs Recent Development
  • 13.17 Bunchball
    • 10.17.1 Bunchball Company Details
    • 10.17.2 Bunchball Business Overview and Its Total Revenue
    • 10.17.3 Bunchball Healthcare Gamification Introduction
    • 10.17.4 Bunchball Revenue in Healthcare Gamification Business (2015-2020)
    • 10.17.5 Bunchball Recent Development
  • 13.18 Fitocracy
    • 10.18.1 Fitocracy Company Details
    • 10.18.2 Fitocracy Business Overview and Its Total Revenue
    • 10.18.3 Fitocracy Healthcare Gamification Introduction
    • 10.18.4 Fitocracy Revenue in Healthcare Gamification Business (2015-2020)
    • 10.18.5 Fitocracy Recent Development
  • 13.19 EveryMove
    • 10.19.1 EveryMove Company Details
    • 10.19.2 EveryMove Business Overview and Its Total Revenue
    • 10.19.3 EveryMove Healthcare Gamification Introduction
    • 10.19.4 EveryMove Revenue in Healthcare Gamification Business (2015-2020)
    • 10.19.5 EveryMove Recent Development
  • 13.20 SuperBetter
    • 10.20.1 SuperBetter Company Details
    • 10.20.2 SuperBetter Business Overview and Its Total Revenue
    • 10.20.3 SuperBetter Healthcare Gamification Introduction
    • 10.20.4 SuperBetter Revenue in Healthcare Gamification Business (2015-2020)
    • 10.20.5 SuperBetter Recent Development
  • 13.21 Syandus
    • 10.21.1 Syandus Company Details
    • 10.21.2 Syandus Business Overview and Its Total Revenue
    • 10.21.3 Syandus Healthcare Gamification Introduction
    • 10.21.4 Syandus Revenue in Healthcare Gamification Business (2015-2020)
    • 10.21.5 Syandus Recent Development
  • 13.22 Mango Health
    • 10.22.1 Mango Health Company Details
    • 10.22.2 Mango Health Business Overview and Its Total Revenue
    • 10.22.3 Mango Health Healthcare Gamification Introduction
    • 10.22.4 Mango Health Revenue in Healthcare Gamification Business (2015-2020)
    • 10.22.5 Mango Health Recent Development
  • 13.23 Medisafe
    • 10.23.1 Medisafe Company Details
    • 10.23.2 Medisafe Business Overview and Its Total Revenue
    • 10.23.3 Medisafe Healthcare Gamification Introduction
    • 10.23.4 Medisafe Revenue in Healthcare Gamification Business (2015-2020)
    • 10.23.5 Medisafe Recent Development
  • 13.24 Reflexion Health
    • 10.24.1 Reflexion Health Company Details
    • 10.24.2 Reflexion Health Business Overview and Its Total Revenue
    • 10.24.3 Reflexion Health Healthcare Gamification Introduction
    • 10.24.4 Reflexion Health Revenue in Healthcare Gamification Business (2015-2020)
    • 10.24.5 Reflexion Health Recent Development

14 Analyst's Viewpoints/Conclusions

    15 Appendix

    • 15.1 Research Methodology
      • 15.1.1 Methodology/Research Approach
      • 15.1.2 Data Source
    • 15.2 Disclaimer

    This report focuses on the global Healthcare Gamification status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Healthcare Gamification development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.

    The key players covered in this study
    Microsoft
    Under Armour
    Strava
    Adidas AG
    Apple
    FitBit
    Jawbone
    Nike
    Google
    Ayogo Health
    Rally Health
    Badgeville
    Hubbub Health
    Zimmer Biomet
    Welltok
    Akili Interactive Labs
    Bunchball
    Fitocracy
    EveryMove
    SuperBetter
    Syandus
    Mango Health
    Medisafe
    Reflexion Health

    Market segment by Type, the product can be split into
    Enterprise-Based Solutions
    Consumer-Based Solutions
    Other
    Market segment by Application, split into
    Fitness Management
    Medical Training
    Medication Management
    Physical Therapy
    Other

    Market segment by Regions/Countries, this report covers
    North America
    Europe
    China
    Japan
    Southeast Asia
    India
    Central & South America

    The study objectives of this report are:
    To analyze global Healthcare Gamification status, future forecast, growth opportunity, key market and key players.
    To present the Healthcare Gamification development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
    To strategically profile the key players and comprehensively analyze their development plan and strategies.
    To define, describe and forecast the market by type, market and key regions.

    In this study, the years considered to estimate the market size of Healthcare Gamification are as follows:
    History Year: 2015-2019
    Base Year: 2019
    Estimated Year: 2020
    Forecast Year 2020 to 2026
    For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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