Healthcare Gamification Market Size, Share, and Trends 2026 to 2035

Healthcare Gamification Market (By Component: Software Platforms/Solutions, Services; By Application: Patient Engagement & Treatment Adherence, Wellness & Fitness Gamification, Chronic Disease Management, Employee Health & Workplace Wellness, Professional Training & Simulation, Other Healthcare Gamification Uses; By End-User: Patients & Consumers, Healthcare Providers (Hospitals, Clinics), Employers & Wellness Program Managers, Payers/Insurance Providers, Other End-Users; By Deployment Mode: Cloud-based/SaaS, On-premise, Hybrid) - Global Industry Analysis, Size, Trends, Leading Companies, Regional Outlook, and Forecast 2026 to 2035

Last Updated : 12 Feb 2026  |  Report Code : 7677  |  Category : Healthcare   |  Format : PDF / PPT / Excel

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Healthcare Gamification Market 

5.1. COVID-19 Landscape: Healthcare Gamification Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Healthcare Gamification Market, By Component

8.1. Healthcare Gamification Market, by Component

8.1.1. Software Platforms/Solutions

8.1.1.1. Market Revenue and Forecast

8.1.2. Services

8.1.2.1. Market Revenue and Forecast

Chapter 9. Global Healthcare Gamification Market, By Patient Engagement & Treatment Adherence

9.1. Healthcare Gamification Market, by Application

9.1.1. Patient Engagement & Treatment Adherence

9.1.1.1. Market Revenue and Forecast

9.1.2. Wellness & Fitness Gamification

9.1.2.1. Market Revenue and Forecast

9.1.3. Chronic Disease Management

9.1.3.1. Market Revenue and Forecast

9.1.4. Employee Health & Workplace Wellness

9.1.4.1. Market Revenue and Forecast

9.1.5. Professional Training & Simulation

9.1.5.1. Market Revenue and Forecast

Chapter 10. Global Healthcare Gamification Market, By End-User 

10.1. Healthcare Gamification Market, by End-User

10.1.1. Patients & Consumers

10.1.1.1. Market Revenue and Forecast

10.1.2. Healthcare Providers (Hospitals, Clinics)

10.1.2.1. Market Revenue and Forecast

10.1.3. Employers & Wellness Program Managers

10.1.3.1. Market Revenue and Forecast

10.1.4. Payers/Insurance Providers

10.1.4.1. Market Revenue and Forecast

10.1.5. Other End-Users

10.1.5.1. Market Revenue and Forecast

Chapter 11. Global Healthcare Gamification Market, By Deployment Mode 

11.1. Healthcare Gamification Market, by Deployment Mode

11.1.1. Cloud-based/SaaS

11.1.1.1. Market Revenue and Forecast

11.1.2. On-premise

11.1.2.1. Market Revenue and Forecast

11.1.3. Hybrid

11.1.3.1. Market Revenue and Forecast

Chapter 12. Global Healthcare Gamification Market, Regional Estimates and Trend Forecast

12.1. North America

12.1.1. Market Revenue and Forecast, by Component

12.1.2. Market Revenue and Forecast, by Application

12.1.3. Market Revenue and Forecast, by End-User

12.1.4. Market Revenue and Forecast, by Deployment Mode

12.1.5. U.S.

12.1.5.1. Market Revenue and Forecast, by Component

12.1.5.2. Market Revenue and Forecast, by Application

12.1.5.3. Market Revenue and Forecast, by End-User

12.1.5.4. Market Revenue and Forecast, by Deployment Mode

12.1.6. Rest of North America

12.1.6.1. Market Revenue and Forecast, by Component

12.1.6.2. Market Revenue and Forecast, by Application

12.1.6.3. Market Revenue and Forecast, by End-User

12.1.6.4. Market Revenue and Forecast, by Deployment Mode

12.2. Europe

12.2.1. Market Revenue and Forecast, by Component

12.2.2. Market Revenue and Forecast, by Application

12.2.3. Market Revenue and Forecast, by End-User

12.2.4. Market Revenue and Forecast, by Deployment Mode

12.2.5. UK

12.2.5.1. Market Revenue and Forecast, by Component

12.2.5.2. Market Revenue and Forecast, by Application

12.2.5.3. Market Revenue and Forecast, by End-User

12.2.5.4. Market Revenue and Forecast, by Deployment Mode

12.2.6. Germany

12.2.6.1. Market Revenue and Forecast, by Component

12.2.6.2. Market Revenue and Forecast, by Application

12.2.6.3. Market Revenue and Forecast, by End-User

12.2.6.4. Market Revenue and Forecast, by Deployment Mode

12.2.7. France

12.2.7.1. Market Revenue and Forecast, by Component

12.2.7.2. Market Revenue and Forecast, by Application

12.2.7.3. Market Revenue and Forecast, by End-User

12.2.7.4. Market Revenue and Forecast, by Deployment Mode

12.2.8. Rest of Europe

12.2.8.1. Market Revenue and Forecast, by Component

12.2.8.2. Market Revenue and Forecast, by Application

12.2.8.3. Market Revenue and Forecast, by End-User

12.2.8.4. Market Revenue and Forecast, by Deployment Mode

12.3. APAC

12.3.1. Market Revenue and Forecast, by Component

12.3.2. Market Revenue and Forecast, by Application

12.3.3. Market Revenue and Forecast, by End-User

12.3.4. Market Revenue and Forecast, by Deployment Mode

12.3.5. India

12.3.5.1. Market Revenue and Forecast, by Component

12.3.5.2. Market Revenue and Forecast, by Application

12.3.5.3. Market Revenue and Forecast, by End-User

12.3.5.4. Market Revenue and Forecast, by Deployment Mode

12.3.6. China

12.3.6.1. Market Revenue and Forecast, by Component

12.3.6.2. Market Revenue and Forecast, by Application

12.3.6.3. Market Revenue and Forecast, by End-User

12.3.6.4. Market Revenue and Forecast, by Deployment Mode

12.3.7. Japan

12.3.7.1. Market Revenue and Forecast, by Component

12.3.7.2. Market Revenue and Forecast, by Application

12.3.7.3. Market Revenue and Forecast, by End-User

12.3.7.4. Market Revenue and Forecast, by Deployment Mode

12.3.8. Rest of APAC

12.3.8.1. Market Revenue and Forecast, by Component

12.3.8.2. Market Revenue and Forecast, by Application

12.3.8.3. Market Revenue and Forecast, by End-User

12.3.8.4. Market Revenue and Forecast, by Deployment Mode

12.4. MEA

12.4.1. Market Revenue and Forecast, by Component

12.4.2. Market Revenue and Forecast, by Application

12.4.3. Market Revenue and Forecast, by End-User

12.4.4. Market Revenue and Forecast, by Deployment Mode

12.4.5. GCC

12.4.5.1. Market Revenue and Forecast, by Component

12.4.5.2. Market Revenue and Forecast, by Application

12.4.5.3. Market Revenue and Forecast, by End-User

12.4.5.4. Market Revenue and Forecast, by Deployment Mode

12.4.6. North Africa

12.4.6.1. Market Revenue and Forecast, by Component

12.4.6.2. Market Revenue and Forecast, by Application

12.4.6.3. Market Revenue and Forecast, by End-User

12.4.6.4. Market Revenue and Forecast, by Deployment Mode

12.4.7. South Africa

12.4.7.1. Market Revenue and Forecast, by Component

12.4.7.2. Market Revenue and Forecast, by Application

12.4.7.3. Market Revenue and Forecast, by End-User

12.4.7.4. Market Revenue and Forecast, by Deployment Mode

12.4.8. Rest of MEA

12.4.8.1. Market Revenue and Forecast, by Component

12.4.8.2. Market Revenue and Forecast, by Application

12.4.8.3. Market Revenue and Forecast, by End-User

12.4.8.4. Market Revenue and Forecast, by Deployment Mode

12.5. Latin America

12.5.1. Market Revenue and Forecast, by Component

12.5.2. Market Revenue and Forecast, by Application

12.5.3. Market Revenue and Forecast, by End-User

12.5.4. Market Revenue and Forecast, by Deployment Mode

12.5.5. Brazil

12.5.5.1. Market Revenue and Forecast, by Component

12.5.5.2. Market Revenue and Forecast, by Application

12.5.5.3. Market Revenue and Forecast, by End-User

12.5.5.4. Market Revenue and Forecast, by Deployment Mode

12.5.6. Rest of LATAM

12.5.6.1. Market Revenue and Forecast, by Component

12.5.6.2. Market Revenue and Forecast, by Application

12.5.6.3. Market Revenue and Forecast, by End-User

12.5.6.4. Market Revenue and Forecast, by Deployment Mode

Chapter 13. Company Profiles

13.1. Fitbit, Inc.

13.1.1. Company Overview

13.1.2. Product Offerings

13.1.3. Financial Performance

13.1.4. Recent Initiatives

13.2. Ayogo Health, Inc.

13.2.1. Company Overview

13.2.2. Product Offerings

13.2.3. Financial Performance

13.2.4. Recent Initiatives

13.3. Evolv Rehabilitation Technology S.L.

13.3.1. Company Overview

13.3.2. Product Offerings

13.3.3. Financial Performance

13.3.4. Recent Initiatives

13.4. BI Worldwide (Bunchball, Inc.)

13.4.1. Company Overview

13.4.2. Product Offerings

13.4.3. Financial Performance

13.4.4. Recent Initiatives

13.5. Akili Interactive Labs, Inc.

13.5.1. Company Overview

13.5.2. Product Offerings

13.5.3. Financial Performance

13.5.4. Recent Initiatives

13.6. Cognifit, Inc.

13.6.1. Company Overview

13.6.2. Product Offerings

13.6.3. Financial Performance

13.6.4. Recent Initiatives

13.7. Mango Health

13.7.1. Company Overview

13.7.2. Product Offerings

13.7.3. Financial Performance

13.7.4. Recent Initiatives

13.8. Nike, Inc.

13.8.1. Company Overview

13.8.2. Product Offerings

13.8.3. Financial Performance

13.8.4. Recent Initiatives

13.9. Sephora

13.9.1. Company Overview

13.9.2. Product Offerings

13.9.3. Financial Performance

13.9.4. Recent Initiatives

13.10. BrainLAB AG

13.10.1. Company Overview

13.10.2. Product Offerings

13.10.3. Financial Performance

13.10.4. Recent Initiatives

Chapter 14. Research Methodology

14.1. Primary Research

14.2. Secondary Research

14.3. Assumptions

Chapter 15. Appendix

15.1. About Us

15.2. Glossary of Terms

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Frequently Asked Questions

Answer : The healthcare gamification market size is expected to increase from USD 5.74 billion in 2025 to USD 46.05 billion by 2035.

Answer : The healthcare gamification market is expected to grow at a compound annual growth rate (CAGR) of around 23.15% from 2026 to 2035.

Answer : The driving factors of the healthcare gamification market are the growing steadily as providers adopt digital tools to boost patient engagement, improve treatment adherence, and support preventive care across chronic disease management and wellness programs.

Answer : North America region will lead the global healthcare gamification market during the forecast period 2026 to 2035.

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