Gamification involves relating game plan techniques, game mechanics, and/or game style to non-game applications to solve problems, engage audiences, and make otherwise mundane tasks more fun and engaging. In the context of digital health, gamification is typically employed in health and wellness apps related to self-management, disease prevention, medical education-related simulations, and some telehealth programs.
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By geography, the Asia Pacific is going to have a lucrative growth during the forecast period due to the mounting use of games to improve health behaviours and supporting the delivery of care. Also, growing fitness needs, increasing incidence of chronic diseases, infrastructure developments, and treatment advances should surge the regional share.
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Some of the key players profiled in the Healthcare Gamification Market include Adidas AG, Akili Interactive Labs, Inc., Apple, Ayogo Health Inc., Badgeville, Bunchball, Cardinal Health, Inc., Cognifit, Cohero Health, Inc., Fitbit, Inc., General Electric Company, Google, Higi Sh Llc, Mango Health, Medisafe, Microsoft Corporation, Mysugr, Nike, Inc., Oracle Corporation, and Under Armour.
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