Healthcare and other end-user segment performance in the global gamification market.

Melisa John
2 min readNov 28, 2019

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The global gamification market is expected to grow at a CAGR of 30.35% during the forecast period. Based on end-user, the global gamification market has been segmented into healthcare, entertainment, education, retail, consumer goods, media, and others.

The healthcare sector is considered one of the early adopters of gamification techniques. A major factor influencing segment growth is the increasing adoption of value-based care. Value-based care ensures that the focus is on prevention rather than cure. This service can help effectively curing and preventing several diseases, such as diabetes and cardiovascular diseases. Healthcare service providers are partnering to integrate gamification in their services.

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The market for gamification is also growing due to an increase in the adoption of health insurance. Health insurance companies are using gamification for client engagement and management. Gamification elements are related to fitness and a healthy lifestyle, which helps clients remain health-conscious. Gamification is increasingly being used due to the increase in digital healthcare applications. Therefore, the healthcare segment of the global gamification market is expected to grow significantly and continue to dominate during the forecast period.

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