Healthcare Gamification Market Size & Share Analysis - Growth Trends & Forecasts (2025 - 2030)

The Healthcare Gamification Market Report is Segmented by Type (Exercise Game, Serious Game, and Casual Game), Application (Education, Therapeutic, and Prevention), End User (Enterprises and Consumers), and Geography (North America, Europe, Asia-Pacific, and Middle East and Africa and South America). The Report Offers the Value (USD) for all the Above Segments.

Healthcare Gamification Market Size

Compare market size and growth of Healthcare Gamification Market with other markets in Healthcare Industry

Healthcare Gamification Market Analysis

The Healthcare Gamification Market size is estimated at USD 5.67 billion in 2025, and is expected to reach USD 10.58 billion by 2030, at a CAGR of 13.26% during the forecast period (2025-2030).

Major factors driving the market are the rising prevalence of chronic diseases, the increasing penetration of the internet, and the growing digitalization of the healthcare sector.

The rising prevalence of chronic diseases such as diabetes, obesity, and cardiovascular diseases increases the utilization of gamified apps, which help enhance lifestyle changes and effectively follow treatment regimes. For instance, according to an article published in November 2022, a study that contained 704 patients demonstrated that using gamification for diabetes management had a short-term positive effect on glycemic control expressed by HbA1c in patients with type 2 diabetes. Hence, the increasing prevalence of diabetes cases is expected to increase gamification in healthcare.

As per the 2022 update from the International Diabetic Federation (IDF), approximately 537 million adults (20-79 years) were living with diabetes. The total number of people living with diabetes is projected to rise to 643 million by 2030 and 783 million by 2045. Thus, the increasing prevalence of chronic diseases such as diabetes is expected to drive the demand for the gamification of healthcare, boosting the market’s growth over the forecast period.

The increasing penetration of the internet is also expected to increase the adoption of gamified healthcare apps, thereby boosting market growth during the forecast period. For instance, according to Our World in Data update from March 2023, around 5.35 billion people had access to the internet, accounting for 67% of the global population. Access to the internet increases the downloads of gamified healthcare apps, which is expected to drive market growth over the forecast period.

Thus, the rising prevalence of chronic diseases and increasing penetration of internet utilization are expected to drive the market’s growth over the forecast period. However, the difficulty in long-term user engagement is expected to restrain growth.

Healthcare Gamification Industry Overview

The healthcare gamification market is fragmented due to the entry of new players and an increasing number of new start-ups. The major players in the market are adopting various strategic activities such as mergers, collaborations, and expansions to strengthen their geographical presence and expand their customer base worldwide. Some of the key players in the market are Fitbit Inc., Ayogo Health Inc., Evolv Rehabilitation Technology SL, BI Worldwide, and Akili Interactive Labs Inc.

Healthcare Gamification Market Leaders

  1. Fitbit, Inc.

  2. Ayogo Health, Inc.

  3. Evolv Rehabilitation Technology S.L.

  4. BI Worldwide

  5. Akili Interactive Labs, Inc.,

  6. *Disclaimer: Major Players sorted in no particular order
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Healthcare Gamification Market News

  • May 2023: T-Systems International, a technology company, reported the launch of MagMoves, an AI health coach that focuses on gamifying health, customization, and personalized healthcare recommendations. By using this application, consumers can track physical activity, receive tailored healthcare advice, and create a customized avatar that will live in the metaverse.
  • March 2023: Hello Heart, a digital health coaching platform, reported the virtual pillbox upgrade to its app called My Meds. The tool focuses on medication adherence and safety by tracking medications and flagging known drug interactions. The app gamifies other heart health-related activities, such as reaching exercise and step goals and tracking blood pressure.

Healthcare Gamification Market Report - Table of Contents

1. INTRODUCTION

  • 1.1 Study Assumptions and market definitions
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET DYNAMICS

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Rising Prevalence of Chronic Diseases
    • 4.2.2 Increasing Penetration of Internet Access
  • 4.3 Market Restraints
    • 4.3.1 Difficulty in Long-term User Engagement
  • 4.4 Porter's Five Force Analysis
    • 4.4.1 Threat of New Entrants
    • 4.4.2 Bargaining Power of Buyers/Consumers
    • 4.4.3 Bargaining Power of Suppliers
    • 4.4.4 Threat of Substitute Products
    • 4.4.5 Intensity of Competitive Rivalry

5. MARKET SEGMENTATION (Market Size by Value - USD)

  • 5.1 By Type
    • 5.1.1 Exercise Game
    • 5.1.2 Serious Game
    • 5.1.3 Casual Game
  • 5.2 By Application
    • 5.2.1 Education
    • 5.2.2 Therapeutics
    • 5.2.3 Prevention
  • 5.3 By End User
    • 5.3.1 Enterprises
    • 5.3.2 Consumers
  • 5.4 Geography
    • 5.4.1 North America
    • 5.4.1.1 United States
    • 5.4.1.2 Canada
    • 5.4.1.3 Mexico
    • 5.4.2 Europe
    • 5.4.2.1 Germany
    • 5.4.2.2 United Kingdom
    • 5.4.2.3 France
    • 5.4.2.4 Italy
    • 5.4.2.5 Spain
    • 5.4.2.6 Rest of Europe
    • 5.4.3 Asia-Pacific
    • 5.4.3.1 China
    • 5.4.3.2 Japan
    • 5.4.3.3 India
    • 5.4.3.4 Australia
    • 5.4.3.5 South Korea
    • 5.4.3.6 Rest of Asia-Pacific
    • 5.4.4 Middle East and Africa
    • 5.4.4.1 GCC
    • 5.4.4.2 South Africa
    • 5.4.4.3 Rest of Middle East and Africa
    • 5.4.5 South America
    • 5.4.5.1 Brazil
    • 5.4.5.2 Argentina
    • 5.4.5.3 Rest of South America

6. COMPETITIVE LANDSCAPE

  • 6.1 Company Profiles
    • 6.1.1 Fitbit Inc.
    • 6.1.2 Ayogo Health, Inc.
    • 6.1.3 Evolv Rehabilitation Technology SL
    • 6.1.4 BI Worldwide
    • 6.1.5 Akili Interactive Labs Inc.
    • 6.1.6 Cognifit Inc.
    • 6.1.7 Mango Health
    • 6.1.8 Nike Inc.
    • 6.1.9 Microsoft
    • 6.1.10 Google LLC
    • 6.1.11 EveryMove Inc.
  • *List Not Exhaustive

7. MARKET OPPORTUNITIES AND FUTURE TRENDS

**Subject to Availability
**Competitive Landscape covers- Business Overview, Financials, Products and Strategies, and Recent Developments
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Healthcare Gamification Industry Segmentation

Healthcare gamification can be defined as applying gaming principles, game design techniques, and game mechanics to non-game applications in order to improve clinical outcomes. 

The healthcare gamification market is segmented by type, application, end-user, and geography. By type, the market is segmented into exercise game, serious game, and casual game. By application, the market is segmented into education, therapeutics, and prevention. By end user, the market is segmented into enterprises and consumers. By geography, the market is segmented into North America, Europe, Asia-Pacific, Middle East and Africa and South America. The report also covers the estimated market sizes and trends for 17 countries across major regions globally. The report offers values (USD) for all the above segments.

By Type Exercise Game
Serious Game
Casual Game
By Application Education
Therapeutics
Prevention
By End User Enterprises
Consumers
Geography North America United States
Canada
Mexico
Europe Germany
United Kingdom
France
Italy
Spain
Rest of Europe
Asia-Pacific China
Japan
India
Australia
South Korea
Rest of Asia-Pacific
Middle East and Africa GCC
South Africa
Rest of Middle East and Africa
South America Brazil
Argentina
Rest of South America
By Type
Exercise Game
Serious Game
Casual Game
By Application
Education
Therapeutics
Prevention
By End User
Enterprises
Consumers
Geography
North America United States
Canada
Mexico
Europe Germany
United Kingdom
France
Italy
Spain
Rest of Europe
Asia-Pacific China
Japan
India
Australia
South Korea
Rest of Asia-Pacific
Middle East and Africa GCC
South Africa
Rest of Middle East and Africa
South America Brazil
Argentina
Rest of South America
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Healthcare Gamification Market Research FAQs

How big is the Healthcare Gamification Market?

The Healthcare Gamification Market size is expected to reach USD 5.67 billion in 2025 and grow at a CAGR of 13.26% to reach USD 10.58 billion by 2030.

What is the current Healthcare Gamification Market size?

In 2025, the Healthcare Gamification Market size is expected to reach USD 5.67 billion.

Who are the key players in Healthcare Gamification Market?

Fitbit, Inc., Ayogo Health, Inc., Evolv Rehabilitation Technology S.L., BI Worldwide and Akili Interactive Labs, Inc., are the major companies operating in the Healthcare Gamification Market.

Which is the fastest growing region in Healthcare Gamification Market?

North America is estimated to grow at the highest CAGR over the forecast period (2025-2030).

Which region has the biggest share in Healthcare Gamification Market?

In 2025, the Asia Pacific accounts for the largest market share in Healthcare Gamification Market.

What years does this Healthcare Gamification Market cover, and what was the market size in 2024?

In 2024, the Healthcare Gamification Market size was estimated at USD 4.92 billion. The report covers the Healthcare Gamification Market historical market size for years: 2019, 2020, 2021, 2022, 2023 and 2024. The report also forecasts the Healthcare Gamification Market size for years: 2025, 2026, 2027, 2028, 2029 and 2030.

Healthcare Gamification Industry Report

Statistics for the 2025 Healthcare Gamification market share, size and revenue growth rate, created by Mordor Intelligence™ Industry Reports. Healthcare Gamification analysis includes a market forecast outlook for 2025 to 2030 and historical overview. Get a sample of this industry analysis as a free report PDF download.

Healthcare Gamification Market Report Snapshots

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