Healthcare sector financials

Lowest Mkt Cap
#49 of 49
$1 B
Average CAGR
#23 of 49
20 %
Gamification can be used to motivate patients to adopt healthier behaviors and lifestyles. Healthcare providers can use gamification to promote exercise, nutrition, and medication adherence, while patients can use gamification to track their progress and compete with others to achieve their goals.

0 FDA approvals in Gamification

Gamification: Engaging Patients for Improved Outcomes

Using Gamification to Improve Health

"Gamification is the process of adding game-like elements and mechanics to non-gaming contexts. In healthcare, gamification has been used to help patients achieve goals, such as weight loss or smoking cessation. By making behaviors more engaging and rewarding, gamification has been shown to increase motivation, adherence to treatment plans, and overall satisfaction with care. This can lead to improved outcomes and reduced costs." - American Medical Association (AMA)

Games for Health

"Games for Health is a growing movement that seeks to harness the power of games for positive outcomes. Games for Health aims to create games that motivate and engage people to make healthier choices, provide education about and wellness, and manage chronic conditions. Games for Health can help to improve literacy, promote self-management skills, and provide a fun and engaging way for people to take control of their health." - Games for Health Journal

Engaging Children

"Gamification has shown great promise in engaging children and adolescents in their healthcare. Games and apps that help children learn about their medical conditions, manage their symptoms, and adhere to treatment plans have been found to be effective in improving outcomes and quality of life. By making more fun and engaging, gamification can help children to feel more in control of their and more motivated to participate in their own care." - Pediatrics Journal

Investor sentiment

Grand View ResearchJune 2021

"...The global gamification in market is expected to grow at a CAGR of over 30% during the forecast period 2021-2028, driven by the increasing adoption of gamification in for behavior modification, patient engagement, and medical education, and the growing need for effective and innovative delivery models."

Allied Market ResearchMay 2019

"...The global gamification in market is expected to reach $11.91 billion by 2026, driven by the increasing adoption of gamification in for patient engagement, chronic disease management, and medical education, and the growing demand for personalized and immersive experiences."

Sector leaders

    Akili Interactive Labs

    Akili Interactive Labs is a company that designs video games as a treatment for various medical conditions. In 2018, they received approval from the FDA for their digital therapeutic for pediatric ADHD.

    Ayogo

    Ayogo is a digital company that specializes in designing and developing patient engagement and behavior change solutions using game design principles.

    Fitbit

    Fitbit is a company that produces wearable fitness devices and offers associated services. Its products include activity trackers, smartwatches, wireless-enabled wearable technology devices that measure data such as the number of steps walked, heart rate, quality of sleep, steps climbed, and other personal metrics involved in fitness.
    www.fitbit.com
    Revenue:$1.43
    Employees:1829
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