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Global Healthcare Gamification Market Expected to Surpass $9,040.9 Million and Grow at 11.0% CAGR in the 2022-2031 Timeframe [230-Pages] | Explained by Research Dive

Retrieved on: 
Thursday, February 9, 2023

NEW YORK, Feb. 9, 2023 /PRNewswire/ -- Research Dive has added a new report to its offering titled, "Healthcare Gamification Market by Game Type (Exercise Games, Serious Games, and Casual Games), Application (Education, Therapeutic, and Prevention), End Use (Consumer Based and Enterprise Based), Regional Analysis (North America, Europe, Asia-Pacific, and LAMEA), Global Opportunity Analysis and Industry Forecast, 2022–2031."

Key Points: 
  • The global healthcare gamification market is expected to grow by 2031 due to the increasing adoption of artificial intelligence.
  • According to the report, the global healthcare gamification market is predicted to register a revenue of $9,040.9 million by 2031, growing at a healthy CAGR of 11.0% during the forecast period 2022-2031.
  • Drivers: A global increase in the adoption of artificial intelligence (AI) based gamification solutions is predicted to boost the healthcare gamification market in the forecast period.
  • By regional analysis, the healthcare gamification market in the Asia-Pacific region is estimated to be the most profitable in the forecast period.

Global Healthcare Gamification Market Expected to Surpass $9,040.9 Million and Grow at 11.0% CAGR in the 2022-2031 Timeframe [230-Pages] | Explained by Research Dive

Retrieved on: 
Thursday, February 9, 2023

NEW YORK, Feb. 9, 2023 /PRNewswire/ -- Research Dive has added a new report to its offering titled, "Healthcare Gamification Market by Game Type (Exercise Games, Serious Games, and Casual Games), Application (Education, Therapeutic, and Prevention), End Use (Consumer Based and Enterprise Based), Regional Analysis (North America, Europe, Asia-Pacific, and LAMEA), Global Opportunity Analysis and Industry Forecast, 2022–2031."

Key Points: 
  • The global healthcare gamification market is expected to grow by 2031 due to the increasing adoption of artificial intelligence.
  • According to the report, the global healthcare gamification market is predicted to register a revenue of $9,040.9 million by 2031, growing at a healthy CAGR of 11.0% during the forecast period 2022-2031.
  • Drivers: A global increase in the adoption of artificial intelligence (AI) based gamification solutions is predicted to boost the healthcare gamification market in the forecast period.
  • By regional analysis, the healthcare gamification market in the Asia-Pacific region is estimated to be the most profitable in the forecast period.

Healthcare Gamification Market to Reach $9.0 Bn, Globally, by 2027 at 11.0% CAGR: Allied Market Research

Retrieved on: 
Monday, November 7, 2022

PORTLAND, Ore., Nov. 8, 2022 /PRNewswire/ -- Allied Market Research published a report, titled, "Healthcare Gamification Market By Game Type (Exercise Games, Serious Games, Casual Games), By Application (Education, Therapeutics, Prevention), By End User (Enterprise Based, Consumer Based): Global Opportunity Analysis and Industry Forecast, 2021-2031." According to the report, the global healthcare gamification market size was estimated at $3.3 billion in 2021, and is anticipated to hit $9.0 billion by 2031, registering a CAGR of 11.0% from 2022 to 2031.

Key Points: 
  • Growing penetration of smartphones and increasing health awareness among people drive the growth of the global healthcare gamification market.
  • Download Free Sample Report (200 Pages PDF with Insights, Charts, Tables, Figures): https://www.alliedmarketresearch.com/request-sample/11353
    Growing penetration of smartphones and increasing health awareness among people drive the growth of the global healthcare gamification market.
  • Growing adoption of digital health apps during the pandemic impacted the global healthcare gamification market positively.
  • Based on region, Asia-Pacific held the major share in 2021, generating more than one-third of the global healthcare gamification market.

Healthcare Gamification Market to Reach $9.0 Billion, Globally, by 2031 at 11.0% CAGR: Allied Market Research

Retrieved on: 
Wednesday, September 21, 2022

PORTLAND, Ore., Sept. 21, 2022 /PRNewswire/ -- Allied Market Research published a report, titled, 'Healthcare Gamification Market By Game Type (Exercise Games, Serious Games, Casual Games), By Application (Education, Therapeutics, Prevention), By End User (Enterprise Based, Consumer Based): Global Opportunity Analysis and Industry Forecast, 2021-2031.' According to the report, the global healthcare gamification industry generated $3.3 billion in 2021, and is anticipated to generate $9.0 billion by 2031, witnessing a CAGR of 11.0% from 2022 to 2031.

Key Points: 
  • The growing penetration of smartphones and increase in internet penetration in rural parts of the world drive the growth of the global healthcare gamification market.
  • According to the report, the global healthcare gamification industry generated $3.3 billion in 2021, and is anticipated to generate $9.0 billion by 2031, witnessing a CAGR of 11.0% from 2022 to 2031.
  • Download Free Sample (245 Pages PDF with Insights, Charts, Tables, Figures): https://www.alliedmarketresearch.com/request-sample/11353
    The growing penetration of smartphones and increase in internet penetration in rural parts of the world drive the growth of the global healthcare gamification market.
  • The outbreak of the Covid-19 pandemic had a positive impact on the global healthcare gamification market, as the demand for healthcare gamification increased due to the increased adoption of digital health apps.

Healthcare Gamification Market to Reach $9.0 Billion, Globally, by 2031 at 11.0% CAGR: Allied Market Research

Retrieved on: 
Wednesday, September 21, 2022

PORTLAND, Ore., Sept. 21, 2022 /PRNewswire/ -- Allied Market Research published a report, titled, 'Healthcare Gamification Market By Game Type (Exercise Games, Serious Games, Casual Games), By Application (Education, Therapeutics, Prevention), By End User (Enterprise Based, Consumer Based): Global Opportunity Analysis and Industry Forecast, 2021-2031.' According to the report, the global healthcare gamification industry generated $3.3 billion in 2021, and is anticipated to generate $9.0 billion by 2031, witnessing a CAGR of 11.0% from 2022 to 2031.

Key Points: 
  • The growing penetration of smartphones and increase in internet penetration in rural parts of the world drive the growth of the global healthcare gamification market.
  • According to the report, the global healthcare gamification industry generated $3.3 billion in 2021, and is anticipated to generate $9.0 billion by 2031, witnessing a CAGR of 11.0% from 2022 to 2031.
  • Download Free Sample (245 Pages PDF with Insights, Charts, Tables, Figures): https://www.alliedmarketresearch.com/request-sample/11353
    The growing penetration of smartphones and increase in internet penetration in rural parts of the world drive the growth of the global healthcare gamification market.
  • The outbreak of the Covid-19 pandemic had a positive impact on the global healthcare gamification market, as the demand for healthcare gamification increased due to the increased adoption of digital health apps.

Playtika expands its casual gaming portfolio with the launch of game-changing Merge Stories!

Retrieved on: 
Monday, September 12, 2022

HERZLIYA, Israel, Sept. 12, 2022 /PRNewswire/ -- Israeli-based Jelly Button, a Playtika studio, today announces the global launch of Merge Stories, a new free-to-play casual mobile game that takes merge gaming to new heights.

Key Points: 
  • HERZLIYA, Israel, Sept. 12, 2022 /PRNewswire/ -- Israeli-based Jelly Button, a Playtika studio, today announces the global launch of Merge Stories, a new free-to-play casual mobile game that takes merge gaming to new heights.
  • Merge Stories also innovates traditional merge gameplay by being one of the first of its kind to enable players to merge non-identical items.
  • Merge Stories joins the company's diverse portfolio and maintains its high standards of gameplay content and visuals.
  • Playtika Holding Corp. (NASDAQ: PLTK) is a mobile gaming entertainment and technology market leader with a portfolio of multiple game titles.

Earn lucrative income with the ultimate GameFi platform GemUni

Retrieved on: 
Thursday, February 24, 2022

On Feb 22, GemUni organized a Double Launch of its NFT Marketplace & Casual Gaming Platform (400+ games) for Play-to-Earn.

Key Points: 
  • On Feb 22, GemUni organized a Double Launch of its NFT Marketplace & Casual Gaming Platform (400+ games) for Play-to-Earn.
  • Owning a GENI Pass NFT, users will join the Casual Gaming Platform to play & earn from 400+ fun & easy casual games.
  • The platform also provides Free-to-Play, Free-to-Earn mode, in which players can play fun casual games and earn for free.
  • GemUni aspires to become the "Decentralized Steam" for NFT Games Play-to-Earn - an ultimate destination of extraordinary GameFi experiences.

Earn lucrative income with the ultimate GameFi platform GemUni

Retrieved on: 
Thursday, February 24, 2022

On Feb 22, GemUni organized a Double Launch of its NFT Marketplace & Casual Gaming Platform (400+ games) for Play-to-Earn.

Key Points: 
  • On Feb 22, GemUni organized a Double Launch of its NFT Marketplace & Casual Gaming Platform (400+ games) for Play-to-Earn.
  • Owning a GENI Pass NFT, users will join the Casual Gaming Platform to play & earn from 400+ fun & easy casual games.
  • The platform also provides Free-to-Play, Free-to-Earn mode, in which players can play fun casual games and earn for free.
  • GemUni aspires to become the "Decentralized Steam" for NFT Games Play-to-Earn - an ultimate destination of extraordinary GameFi experiences.

Virtual Interactive Technologies Corp. Announces New Appointee to Its Advisory Board

Retrieved on: 
Tuesday, January 18, 2022

Game District is 300+ person global video gaming company that provides its customers with fully integrated solutions for video game development.

Key Points: 
  • Game District is 300+ person global video gaming company that provides its customers with fully integrated solutions for video game development.
  • As the newest member of Virtual Interactive Technologies Advisory Board, I believe I can add significant input to both the game development and business side of the Company, said Mr. Hameed.
  • Mr. Hameed has been very successful at bringing significant growth to his own company stated Jason Garber, CEO of Virtual Interactive Technologies.
  • Virtual Interactives Technologies Corp. ( www.vrvrcorp.com ) is a Denver, Colorado based video game production, publishing, and technology company.

GemUni to INO on December 12's Grand Opening Event

Retrieved on: 
Friday, December 10, 2021

This December 12, GemUni will organize a Grand Opening Event with Mr. Peter Vesterbacka - former Mighty Eagle at Rovio, and Mr. Loi Luu - CEO & Co-Founder of Kyber Network.

Key Points: 
  • This December 12, GemUni will organize a Grand Opening Event with Mr. Peter Vesterbacka - former Mighty Eagle at Rovio, and Mr. Loi Luu - CEO & Co-Founder of Kyber Network.
  • The livestream Grand Opening event will start at 8AM (UTC), then the Official INO on 5 different launchpads/NFT marketplaces: NFTb, Refinable, Babylons, Liquidifty, KrystalGo.
  • The upcoming INO is the start of GemUni's roadmap to bring the Universe of Casual Games to the world.
  • Don't forget to join GemUni's Grand Opening Event on UTC 8AM, December 12 to learn everything about GemUni, get insights from industry experts, and be the first to obtain the GENI Pass NFT and experience first-hand the Universe of Casual Games.