Published On:July 3, 2017, 4:08 pm
Gamification is the application of game basics and digital game design techniques to non-game problems, such as business and social impact challenges. It helps to improve and motivate participation, engagement, and loyalty, organizational productivity flow, employee recruitment and evaluation learning, physical exercise, crowd sourcing, ease of use, traffic violations and usefulness of systems. Gamification has been widely applied in healthcare industry. Such as, Apps like QUENTIQ and Fitocracy utilize gamification to boost their users to work out more effectively and amend their overall fitness. Users are granted points according to activities they carry out in their workouts and achieve levels based on points earned.
Users can also earn achievement badges by completing given fitness milestones. Civic health researchers have analyzed the use of gamification in self-management and prevention of common mental disorders and chronic diseases, and infection prevention and control. In 2014, around 100 apps in apple store have showed encouraging connection between high user ratings and gamification elements used. An app named Myfitnesspal has used the highest number of gamification elements. Some other healthcare apps are Pokémon Go; Zombies, Run!
The Global Healthcare Gamification Market is expected to grow on consistently high rate with sensible compound annual growth rate during the forecast period of 2017 to 2022. There are various factors responsible for driving the growth of healthcare industry toward gamification especially insurers, according to some report the trend headed for value-based care, the emergent role of the patient as consumer, and the millennial generation(the 18 to 27-year-olds who have grown up with gaming) as desirable health insurance customers. The increased expansion of smartphones and tablets, increasing usage of internet along with the high acceptance of innovative technologies such as web and social media has supplemented the growth. The market has some limitations due to factors such as inappropriate game designs and lack of awareness regarding gamification merits etc.
The key market players of the global healthcare gamification market are Apple, Microsoft, Google, Reflexion Health, Under Armour, Inc., Medisafe, Zimmer Biomet, Hubbub Health, EveryMove, Inc., Strava, Mango Health, Adidas AG, Jawbone, Akili Interactive Labs, Ayogo Health, SuperBetter, Syandus, Rally Health, Fitocracy, Welltok, Bunchball, Badgeville and Nike. According to type of gamification used, the global market is split into; Enterprise-Based Solutions, Consumer-Based Solutions and Other. By the application, the market is classified into; Medication Management, Fitness Management, Physical Therapy, Medical Training and Other. The geographical segmentation into regions of the global healthcare gamification market is; Europe, United States, Southeast Asia, Africa, Japan, China and India.
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