Use of Healthcare Gamification to Empower Patients’ Health and Medical Therapy
Gamification has been proven to significantly affect patients’ health by promoting adherence to treatment, fostering resilience, and increasing motivation to fight diseases. At the preventive and monitoring stage, gamification makes users aware of the implications of their lifestyle and guides them toward healthy behavior change. Gamification is a powerful tool for increasing patient engagement in healthcare. With the addition of game elements to the treatment process, patients can become more invested in their care and feel more motivated to stick to their medication plans.
Key Players:
The key players operating in the healthcare gamification market include Akili Interactive Labs, Inc. (U.S.), Ayogo Health, Inc. (Canada), Schoeneckers, Inc. (U.S.), EveryMove, Inc. (U.S.), Fitbit, Inc.(U.S.), Mambo Solutions Ltd. (U.K.), CogniFit Inc. (U.S.), Mango Health, Inc. (U.S.), Microsoft Corporation (U.S.), ManagingLife, Inc. (Canada), Rally Health, Inc. (U.S.), Reflexion Health, Inc. (U.S.), Strava, Inc. (U.S.), Nike, Inc. (U.S.), Under Armour, Inc. (U.S.), and Novartis AG (Switzerland).
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Key questions answered in the report-
· Which are the high-growth market segments based on offering, deployment mode, end user, and geography?
· What was the historical market for healthcare gamification?
· What are the market forecasts and estimates for the period 2023–2030?
· What are the major drivers, restraints, opportunities, challenges, and trends in the healthcare gamification market?
· Who are the major players, and what shares do they hold in the healthcare gamification market?
· How is the competitive landscape in the healthcare gamification market?
· What are the recent developments in the healthcare gamification market?
· What are the different strategies adopted by the major players in the healthcare gamification market?
· What are the key geographic trends, and which are the high-growth countries?
· Who are the local emerging players in the healthcare gamification market, and how do they compete with the other players?
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