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COVID-19 Impact On Global Healthcare Gamification Market Size, Status And Forecast 2020-2026

Published on: Jun 2020 | From USD $3900 | Published By: QY RESEARCH | Number Of Pages: 125

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.

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
15.3 Author Details

List of Tables
Table 1. Healthcare Gamification Key Market Segments
Table 2. Key Players Covered: Ranking by Healthcare Gamification Revenue
Table 3. Ranking of Global Top Healthcare Gamification Manufacturers by Revenue (US$ Million) in 2019
Table 4. Global Healthcare Gamification Market Size Growth Rate by Type (US$ Million): 2020 VS 2026
Table 5. Key Players of Enterprise-Based Solutions
Table 6. Key Players of Consumer-Based Solutions
Table 7. Key Players of Other
Table 8. COVID-19 Impact Global Market: (Four Healthcare Gamification Market Size Forecast Scenarios)
Table 9. Opportunities and Trends for Healthcare Gamification Players in the COVID-19 Landscape
Table 10. Present Opportunities in China & Elsewhere Due to the Coronavirus Crisis
Table 11. Key Regions/Countries Measures against Covid-19 Impact
Table 12. Proposal for Healthcare Gamification Players to Combat Covid-19 Impact
Table 13. Global Healthcare Gamification Market Size Growth by Application (US$ Million): 2020 VS 2026
Table 14. Global Healthcare Gamification Market Size by Regions (US$ Million): 2020 VS 2026
Table 15. Global Healthcare Gamification Market Size by Regions (2015-2020) (US$ Million)
Table 16. Global Healthcare Gamification Market Share by Regions (2015-2020)
Table 17. Global Healthcare Gamification Forecasted Market Size by Regions (2021-2026) (US$ Million)
Table 18. Global Healthcare Gamification Market Share by Regions (2021-2026)
Table 19. Market Top Trends
Table 20. Key Drivers: Impact Analysis
Table 21. Key Challenges
Table 22. Healthcare Gamification Market Growth Strategy
Table 23. Main Points Interviewed from Key Healthcare Gamification Players
Table 24. Global Healthcare Gamification Revenue by Players (2015-2020) (Million US$)
Table 25. Global Healthcare Gamification Market Share by Players (2015-2020)
Table 26. Global Top Healthcare Gamification Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Healthcare Gamification as of 2019)
Table 27. Global Healthcare Gamification by Players Market Concentration Ratio (CR5 and HHI)
Table 28. Key Players Headquarters and Area Served
Table 29. Key Players Healthcare Gamification Product Solution and Service
Table 30. Date of Enter into Healthcare Gamification Market
Table 31. Mergers & Acquisitions, Expansion Plans
Table 32. Global Healthcare Gamification Market Size by Type (2015-2020) (Million US$)
Table 33. Global Healthcare Gamification Market Size Share by Type (2015-2020)
Table 34. Global Healthcare Gamification Revenue Market Share by Type (2021-2026)
Table 35. Global Healthcare Gamification Market Size Share by Application (2015-2020)
Table 36. Global Healthcare Gamification Market Size by Application (2015-2020) (Million US$)
Table 37. Global Healthcare Gamification Market Size Share by Application (2021-2026)
Table 38. North America Key Players Healthcare Gamification Revenue (2019-2020) (Million US$)
Table 39. North America Key Players Healthcare Gamification Market Share (2019-2020)
Table 40. North America Healthcare Gamification Market Size by Type (2015-2020) (Million US$)
Table 41. North America Healthcare Gamification Market Share by Type (2015-2020)
Table 42. North America Healthcare Gamification Market Size by Application (2015-2020) (Million US$)
Table 43. North America Healthcare Gamification Market Share by Application (2015-2020)
Table 44. Europe Key Players Healthcare Gamification Revenue (2019-2020) (Million US$)
Table 45. Europe Key Players Healthcare Gamification Market Share (2019-2020)
Table 46. Europe Healthcare Gamification Market Size by Type (2015-2020) (Million US$)
Table 47. Europe Healthcare Gamification Market Share by Type (2015-2020)
Table 48. Europe Healthcare Gamification Market Size by Application (2015-2020) (Million US$)
Table 49. Europe Healthcare Gamification Market Share by Application (2015-2020)
Table 50. China Key Players Healthcare Gamification Revenue (2019-2020) (Million US$)
Table 51. China Key Players Healthcare Gamification Market Share (2019-2020)
Table 52. China Healthcare Gamification Market Size by Type (2015-2020) (Million US$)
Table 53. China Healthcare Gamification Market Share by Type (2015-2020)
Table 54. China Healthcare Gamification Market Size by Application (2015-2020) (Million US$)
Table 55. China Healthcare Gamification Market Share by Application (2015-2020)
Table 56. Japan Key Players Healthcare Gamification Revenue (2019-2020) (Million US$)
Table 57. Japan Key Players Healthcare Gamification Market Share (2019-2020)
Table 58. Japan Healthcare Gamification Market Size by Type (2015-2020) (Million US$)
Table 59. Japan Healthcare Gamification Market Share by Type (2015-2020)
Table 60. Japan Healthcare Gamification Market Size by Application (2015-2020) (Million US$)
Table 61. Japan Healthcare Gamification Market Share by Application (2015-2020)
Table 62. Southeast Asia Key Players Healthcare Gamification Revenue (2019-2020) (Million US$)
Table 63. Southeast Asia Key Players Healthcare Gamification Market Share (2019-2020)
Table 64. Southeast Asia Healthcare Gamification Market Size by Type (2015-2020) (Million US$)
Table 65. Southeast Asia Healthcare Gamification Market Share by Type (2015-2020)
Table 66. Southeast Asia Healthcare Gamification Market Size by Application (2015-2020) (Million US$)
Table 67. Southeast Asia Healthcare Gamification Market Share by Application (2015-2020)
Table 68. India Key Players Healthcare Gamification Revenue (2019-2020) (Million US$)
Table 69. India Key Players Healthcare Gamification Market Share (2019-2020)
Table 70. India Healthcare Gamification Market Size by Type (2015-2020) (Million US$)
Table 71. India Healthcare Gamification Market Share by Type (2015-2020)
Table 72. India Healthcare Gamification Market Size by Application (2015-2020) (Million US$)
Table 73. India Healthcare Gamification Market Share by Application (2015-2020)
Table 74. Central & South America Key Players Healthcare Gamification Revenue (2019-2020) (Million US$)
Table 75. Central & South America Key Players Healthcare Gamification Market Share (2019-2020)
Table 76. Central & South America Healthcare Gamification Market Size by Type (2015-2020) (Million US$)
Table 77. Central & South America Healthcare Gamification Market Share by Type (2015-2020)
Table 78. Central & South America Healthcare Gamification Market Size by Application (2015-2020) (Million US$)
Table 79. Central & South America Healthcare Gamification Market Share by Application (2015-2020)
Table 80. Microsoft Company Details
Table 81. Microsoft Business Overview
Table 82. Microsoft Product
Table 83. Microsoft Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 84. Microsoft Recent Development
Table 85. Under Armour Company Details
Table 86. Under Armour Business Overview
Table 87. Under Armour Product
Table 88. Under Armour Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 89. Under Armour Recent Development
Table 90. Strava Company Details
Table 91. Strava Business Overview
Table 92. Strava Product
Table 93. Strava Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 94. Strava Recent Development
Table 95. Adidas AG Company Details
Table 96. Adidas AG Business Overview
Table 97. Adidas AG Product
Table 98. Adidas AG Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 99. Adidas AG Recent Development
Table 100. Apple Company Details
Table 101. Apple Business Overview
Table 102. Apple Product
Table 103. Apple Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 104. Apple Recent Development
Table 105. FitBit Company Details
Table 106. FitBit Business Overview
Table 107. FitBit Product
Table 108. FitBit Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 109. FitBit Recent Development
Table 110. Jawbone Company Details
Table 111. Jawbone Business Overview
Table 112. Jawbone Product
Table 113. Jawbone Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 114. Jawbone Recent Development
Table 115. Nike Business Overview
Table 116. Nike Product
Table 117. Nike Company Details
Table 118. Nike Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 119. Nike Recent Development
Table 120. Google Company Details
Table 121. Google Business Overview
Table 122. Google Product
Table 123. Google Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 124. Google Recent Development
Table 125. Ayogo Health Company Details
Table 126. Ayogo Health Business Overview
Table 127. Ayogo Health Product
Table 128. Ayogo Health Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 129. Ayogo Health Recent Development
Table 130. Rally Health Company Details
Table 131. Rally Health Business Overview
Table 132. Rally Health Product
Table 133. Rally Health Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 134. Rally Health Recent Development
Table 135. Badgeville Company Details
Table 136. Badgeville Business Overview
Table 137. Badgeville Product
Table 138. Badgeville Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 139. Badgeville Recent Development
Table 140. Hubbub Health Company Details
Table 141. Hubbub Health Business Overview
Table 142. Hubbub Health Product
Table 143. Hubbub Health Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 144. Hubbub Health Recent Development
Table 145. Zimmer Biomet Company Details
Table 146. Zimmer Biomet Business Overview
Table 147. Zimmer Biomet Product
Table 148. Zimmer Biomet Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 149. Zimmer Biomet Recent Development
Table 150. Welltok Company Details
Table 151. Welltok Business Overview
Table 152. Welltok Product
Table 153. Welltok Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 154. Welltok Recent Development
Table 155. Akili Interactive Labs Company Details
Table 156. Akili Interactive Labs Business Overview
Table 157. Akili Interactive Labs Product
Table 158. Akili Interactive Labs Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 159. Akili Interactive Labs Recent Development
Table 160. Bunchball Company Details
Table 161. Bunchball Business Overview
Table 162. Bunchball Product
Table 163. Bunchball Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 164. Bunchball Recent Development
Table 165. Fitocracy Company Details
Table 166. Fitocracy Business Overview
Table 167. Fitocracy Product
Table 168. Fitocracy Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 169. Fitocracy Recent Development
Table 170. EveryMove Company Details
Table 171. EveryMove Business Overview
Table 172. EveryMove Product
Table 173. EveryMove Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 174. EveryMove Recent Development
Table 175. SuperBetter Company Details
Table 176. SuperBetter Business Overview
Table 177. SuperBetter Product
Table 178. SuperBetter Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 179. SuperBetter Recent Development
Table 180. Syandus Company Details
Table 181. Syandus Business Overview
Table 182. Syandus Product
Table 183. Syandus Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 184. Syandus Recent Development
Table 185. Mango Health Company Details
Table 186. Mango Health Business Overview
Table 187. Mango Health Product
Table 188. Mango Health Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 189. Mango Health Recent Development
Table 190. Medisafe Company Details
Table 191. Medisafe Business Overview
Table 192. Medisafe Product
Table 193. Medisafe Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 194. Medisafe Recent Development
Table 195. Reflexion Health Company Details
Table 196. Reflexion Health Business Overview
Table 197. Reflexion Health Product
Table 198. Reflexion Health Revenue in Healthcare Gamification Business (2015-2020) (Million US$)
Table 199. Reflexion Health Recent Development
Table 200. Research Programs/Design for This Report
Table 201. Key Data Information from Secondary Sources
Table 202. Key Data Information from Primary Sources
List of Figures
Figure 1. Global Healthcare Gamification Market Share by Type: 2020 VS 2026
Figure 2. Enterprise-Based Solutions Features
Figure 3. Consumer-Based Solutions Features
Figure 4. Other Features
Figure 5. Global Healthcare Gamification Market Share by Application: 2020 VS 2026
Figure 6. Fitness Management Case Studies
Figure 7. Medical Training Case Studies
Figure 8. Medication Management Case Studies
Figure 9. Physical Therapy Case Studies
Figure 10. Other Case Studies
Figure 11. Healthcare Gamification Report Years Considered
Figure 12. Global Healthcare Gamification Market Size YoY Growth 2015-2026 (US$ Million)
Figure 13. Global Healthcare Gamification Market Share by Regions: 2020 VS 2026
Figure 14. Global Healthcare Gamification Market Share by Regions (2021-2026)
Figure 15. Porter's Five Forces Analysis
Figure 16. Global Healthcare Gamification Market Share by Players in 2019
Figure 17. Global Top Healthcare Gamification Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Healthcare Gamification as of 2019
Figure 18. The Top 10 and 5 Players Market Share by Healthcare Gamification Revenue in 2019
Figure 19. North America Healthcare Gamification Market Size YoY Growth (2015-2020) (Million US$)
Figure 20. Europe Healthcare Gamification Market Size YoY Growth (2015-2020) (Million US$)
Figure 21. China Healthcare Gamification Market Size YoY Growth (2015-2020) (Million US$)
Figure 22. Japan Healthcare Gamification Market Size YoY Growth (2015-2020) (Million US$)
Figure 23. Southeast Asia Healthcare Gamification Market Size YoY Growth (2015-2020) (Million US$)
Figure 24. India Healthcare Gamification Market Size YoY Growth (2015-2020) (Million US$)
Figure 25. Central & South America Healthcare Gamification Market Size YoY Growth (2015-2020) (Million US$)
Figure 26. Microsoft Total Revenue (US$ Million): 2019 Compared with 2018
Figure 27. Microsoft Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 28. Under Armour Total Revenue (US$ Million): 2019 Compared with 2018
Figure 29. Under Armour Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 30. Strava Total Revenue (US$ Million): 2019 Compared with 2018
Figure 31. Strava Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 32. Adidas AG Total Revenue (US$ Million): 2019 Compared with 2018
Figure 33. Adidas AG Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 34. Apple Total Revenue (US$ Million): 2019 Compared with 2018
Figure 35. Apple Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 36. FitBit Total Revenue (US$ Million): 2019 Compared with 2018
Figure 37. FitBit Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 38. Jawbone Total Revenue (US$ Million): 2019 Compared with 2018
Figure 39. Jawbone Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 40. Nike Total Revenue (US$ Million): 2019 Compared with 2018
Figure 41. Nike Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 42. Google Total Revenue (US$ Million): 2019 Compared with 2018
Figure 43. Google Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 44. Ayogo Health Total Revenue (US$ Million): 2019 Compared with 2018
Figure 45. Ayogo Health Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 46. Rally Health Total Revenue (US$ Million): 2019 Compared with 2018
Figure 47. Rally Health Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 48. Badgeville Total Revenue (US$ Million): 2019 Compared with 2018
Figure 49. Badgeville Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 50. Hubbub Health Total Revenue (US$ Million): 2019 Compared with 2018
Figure 51. Hubbub Health Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 52. Zimmer Biomet Total Revenue (US$ Million): 2019 Compared with 2018
Figure 53. Zimmer Biomet Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 54. Welltok Total Revenue (US$ Million): 2019 Compared with 2018
Figure 55. Welltok Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 56. Akili Interactive Labs Total Revenue (US$ Million): 2019 Compared with 2018
Figure 57. Akili Interactive Labs Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 58. Bunchball Total Revenue (US$ Million): 2019 Compared with 2018
Figure 59. Bunchball Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 60. Fitocracy Total Revenue (US$ Million): 2019 Compared with 2018
Figure 61. Fitocracy Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 62. EveryMove Total Revenue (US$ Million): 2019 Compared with 2018
Figure 63. EveryMove Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 64. SuperBetter Total Revenue (US$ Million): 2019 Compared with 2018
Figure 65. SuperBetter Revenue Growth Rate in Healthcare Gamification Business (2015-2020)
Figure 66. Bottom-up and Top-down Approaches for This Report
Figure 67. Data Triangulation
Figure 68. Key Executives Interviewed

SECONDARY RESEARCH
Secondary Research Information is collected from a number of publicly available as well as paid databases. Public sources involve publications by different associations and governments, annual reports and statements of companies, white papers and research publications by recognized industry experts and renowned academia etc. Paid data sources include third party authentic industry databases.

PRIMARY RESEARCH
Once data collection is done through secondary research, primary interviews are conducted with different stakeholders across the value chain like manufacturers, distributors, ingredient/input suppliers, end customers and other key opinion leaders of the industry. Primary research is used both to validate the data points obtained from secondary research and to fill in the data gaps after secondary research.

MARKET ENGINEERING
The market engineering phase involves analyzing the data collected, market breakdown and forecasting. Macroeconomic indicators and bottom-up and top-down approaches are used to arrive at a complete set of data points that give way to valuable qualitative and quantitative insights. Each data point is verified by the process of data triangulation to validate the numbers and arrive at close estimates.

EXPERT VALIDATION
The market engineered data is verified and validated by a number of experts, both in-house and external.

REPORT WRITING/ PRESENTATION
After the data is curated by the mentioned highly sophisticated process, the analysts begin to write the report. Garnering insights from data and forecasts, insights are drawn to visualize the entire ecosystem in a single report.

FAQs

Market research is a defined process to collect information about customers, competitors, and everything that a business needs to understand to sustain and grow. It offers important analysis to distinguish and examine the market needs, size, and trends. Market research is generally divided into, primary research and/or secondary research.

The process usually includes collection and interpretation of market data by using statistical and analytical techniques to support the decision making process.

The report helps in identifying and tracking emerging players in the market and their portfolios, enhances decision making capabilities and helps to create effective counter strategies to gain competitive advantage.

Market research reports provide in-depth analysis about the market conditions and requirements for effective decision making.
The report provides a snapshot of the global market size, segmentation data, marketing growth strategies, market share, export and import information, analysis and forecast of market trends, competition, domestic production, best sales prospects, statistical data, tariffs, regulations, distribution and business practices, end-user analysis, contact points and more.

These research reports include information about competitive strategies, solutions, fact-based research, key takeaways, recommendations, market considerations, emerging business models and market opportunities for multiple segments of an industry.

Market research reports assist in solving business problems and making better decisions to improve business as per the prevalent market trends.
When you place an order with MarketInsightsReports, we try our best to deliver the product as soon as possible. The report will be delivered to you either by email or by physical delivery. If it’s delivered by email the order will be dispatched on the same working day or on the next working day of receipt of payment (unless otherwise specified on our website). There may be exceptions to this if you place order on a non-working day specifically because our publisher partners are located all over the globe. In case of physical delivery report will be couriered to you within 3 working days from the date of the receipt of payment and delivery time will differ based on your location

Any person who has the capacity to make decisions for the business must buy the reports. These reports help management in decision making process. Market research helps person to obtain market information from different sources, and in multiple formats. It aims to study supply and demand, analyze data as per geography, age factors, demography, technology, product, psychographic & gender differences, and many other parameters. Access to in-depth market trends helps person to assess the market effectiveness. Some of the multiple techniques used for market research include customer analysis, choice modeling, competition and risk analysis, product research, advertising the research, marketing mix modeling, simulated test marketing, and more.
Market research studies several features of business environment, such as competitors, market structure, government regulations, economic trends, technological advances and financial analysis of companies, industries, and sectors. This helps person in the decision-making process of planning and implementing strategies for their markets.

The generation of research report is concerned by most clients when purchasing it. Following general steps are taken for generating reports.
1. Choose a topic.
2. Make skeleton catalogue.
3. Fill content. As for report content, there are two main information source, Primary and Secondary data collection. Secondary data collectionrefers to information searched from the Internet or data bought from database. Primary data collection refers to information concluded from telephone interview, face-to-face interview, expert’s interview, meeting etc.
4. Audit the report
5. Publish the report.

With regard to information cost, information searching costs the least, database support the second least, and telephone interview the third least. Face-face interview cost higher, in-depth interview much higher and expert interview the highest. A research may adopt all of these approaches, or just some of them.
In general, a good-quality research report needs 1-3 months to be finished. Time and method varies according to different Publishers. Thus, it’s difficult to define an exact procedure or process of making research report. Both time and cost vary. However, specialization has become a basic industry standard. Professional and dedicated products will be more and more popular.
MarketInsightsReports has focused on various fields such as Life Science, IT, Telecommunication, Food& Beverages, Energy & Power, Automotive & Transportation, Materials& Chemicals, Financial Services and many more. These market research reports are available for all regions around the globe.
When you place an order with MarketInsightsReports, we try our best to deliver the product as soon as possible. The report will be delivered to you either by email or by physical delivery. If it’s delivered by email the order will be dispatched on the same working day or on the next working day of receipt of payment (unless otherwise specified on our website).

There may be exceptions to this if you place order on a non-working day specifically because our publisher partners are located all over the globe. In case of physical delivery report will be couriered to you within 3 working days from the date of the receipt of payment and delivery time will differ based on your location

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