Market Research Report Store Global Healthcare Gamification Market expecting to | Page 2
Latin America, and Middle East and Africa). Fitness management application segment commanded the
largest share of xx% in the global healthcare gamification market in 2016. The share of this application
is expected to increase further as this segment is projected to witness fastest growth during the forecast
period, as a result of changing lifestyle and thereby growing focus on the overall fitness.
North America commanded the major share of the global healthcare gamification market and is
expected to grow at a significant pace in the coming years. Asia Pacific region also shows a substantial
growth in the gamification healthcare market primarily due to the growing population, especially in
India and China; increasing adoption of smartphones, and growing gamification and creative
innovation initiatives in the region.
The prominent players in the global healthcare gamification market are Microsoft Corporation, Adidas
AG, Apple Inc., FitBit Inc., Jawbone, Nike Inc., Google Inc., Ayogo Health Inc., Rally Health, Inc.,
Badgeville, Inc., Hubbub Health Inc., Welltok, Inc., Akili Interactive Labs, Inc., Bunchball, Fitocracy,
EveryMove Inc., SuperBetter, LLC, Syandus Inc., Mango Health, Medisafe Inc., Reflexion Health Inc.,
and Respond well (a part of Zimmer Biomet), among others.
Key questions answered in this report:
Which are the high growth market segments in terms of gamification products, applications, and
regions?
What is the historical market for healthcare gamification across the globe?
What are the healthcare gamification market forecasts and estimates from the period 2015-2022?
What are the major drivers, restrains, and opportunities in the global healthcare gamification market?
Who are the major players in the global healthcare gamification market and what percentage of share
do they hold in global gamification market?
What are the recent developments in the global healthcare gamification market?
What are the different platforms developed by the major players in the global healthcare gamification
market?
How are the various gamification platforms helping users to stay fit and to tackle life problems?