Canada Healthcare Gamification Market
Canada Healthcare Gamification Market Size, Share, and COVID-19 Impact Analysis, By Type (Exercise Game, Serious Game, Casual Game), By Application (Education, Therapeutics, and Prevention), By End User (Enterprise-based, Consumer-based), and Canada Healthcare Gamification Market Insights, Industry Trend, Forecasts to 2035
Report Overview
Table of Contents
Canada Healthcare Gamification Marketv Size Insights Forecasts to 2035
- The Canada Healthcare Gamification Market Size Was Estimated at USD 185.6 Million in 2024
- The Market Size is Expected to Grow at a CAGR of Around 22.01% from 2025 to 2035
- The Canada Healthcare Gamification Market Size is Expected to Reach USD 1656.12 Million by 2035

According to a Research Report Published by Decisions Advisors & Consulting, The Canada Healthcare Gamification Market Size is anticipated to Reach USD 1656.12 Million by 2035, Growing at a CAGR of 22.01% from 2025 to 2035. The market is driven by an increase in internet penetration, rising digitization, the widespread use of tablets, smartphones, and other devices, the growing inclination for rewards, success, and competitiveness, and the extensive application in the corporate sector to produce interesting and enjoyable learning experiences.
Market Overview
The intentional application of game design features, mechanics, and concepts into non-gaming contexts within the health and wellness sector, with the primary purpose of promoting positive behavioral change and enhancing measurable clinical results, defines the healthcare gamification market. Gamification is widely used in various industries like travel, education, the military, and healthcare, making the task more engaging and entertaining. Due to the high growth of the ubiquitous smartphone and the surging internet sector. The growth of health consumerism will probably bring forth prosperous chances for healthcare gamification. People are getting healthier as lifestyles change and the prevalence of illness rises. The use of gamification tools to update the periodic knowledge of medical students and raise awareness of disease prevention is expected to create market growth opportunities. The increasing prevalence of both chronic and acute diseases is increasing with the increasing population, and thus, the burden on healthcare systems is increasing.
Report Coverage
This research report categorizes the market for the Canada healthcare gamification market based on various segments and regions, and forecasts revenue growth and analyses trends in each submarket. The report analyses the key growth drivers, opportunities, and challenges influencing the Canada healthcare gamification market. Recent market developments and competitive strategies, such as expansion, product launch, development, partnership, merger, and acquisition have been included to draw the competitive landscape in the market. The report strategically identifies and profiles the key market players and analyses their core competencies in each sub-segment of the Canada healthcare gamification market.
Driving Factors
The healthcare gamification markets in Canada are driven by advancements in artificial intelligence, mobile technology, and data analytics. The advancements in these technologies allow businesses to offer customised, real-time gamified experiences. Particularly in smartphones and digital situations, consumers are seeking more personalised experiences. As people connect with digital technologies, businesses have more opportunities to form and apply gamified aspects to enhance customer engagement, satisfaction and loyalty.
Restraining Factors
The healthcare gamification market in Canada is majorly restrained by regulatory stringency, especially in online transactions, digital marketing, and data privacy, as well as the gap in digital literacy between older and rural communities. Small and medium-sized enterprises find the challenging to allocate the resources required to develop and execute gamified solutions. Developing gamified tools is expensive and time taken tools.
Market Segmentation
The Canadian healthcare gamification market share is categorized by type, application, and end user.
- The exercise game segment accounted for the largest revenue market share in 2024 and is expected to grow at a significant CAGR during the forecast period.
The Canadian healthcare gamification market is segmented by type into exercise game, serious game, casual game. Among these, the exercise game segment accounted for the largest revenue market share in 2024 and is expected to grow at a significant CAGR during the forecast period. The segment growth is driven by rising dedication to the exercise segment by motivating players to shift through enjoyable gameplay. Wearable technology and smartphone apps give real-time feedback and interact with social sites, which are some motivators.
- The education segment dominated the market in 2024 and is projected to grow at a substantial CAGR during the forecast period.
Based on application, the Canadian healthcare gamification market is segmented into education, therapeutics, and prevention. Among these, the education segment dominated the market in 2024 and is projected to grow at a substantial CAGR during the forecast period. The growth of the segment is driven by digital health apps are becoming more and more necessary as people become more aware of and educated about the benefits of leading a healthy lifestyle. Gamification is being used more and more by health professions educators to enhance students' educational experiences. Healthcare gamification is used in medical education to make learning more fun, memorable, and effective.
- The enterprise-based segment accounted for the largest revenue market share in 2024 and is expected to grow at a significant CAGR during the forecast period.
The Canadian healthcare gamification market is segmented by end user into enterprise-based, consumer-based. Among these, the enterprise-based segment accounted for the largest revenue market share in 2024 and is expected to grow at a significant CAGR during the forecast period. The segment growth is driven by businesses, including hospitals, research institutions, surgeons, and specialists, who are more likely to use gamification technology in the healthcare industry. As a result, businesses are creating more enterprise-focused products, which is propelling the expansion of the healthcare gamification market.
Competitive Analysis:
The report offers the appropriate analysis of the key organizations/companies involved within the Canada healthcare gamification market, along with a comparative evaluation primarily based on their product offering, business overviews, geographic presence, enterprise strategies, segment market share, and SWOT analysis. The report also provides an elaborate analysis focusing on the current news and developments of the companies, which includes product development, innovations, joint ventures, partnerships, mergers & acquisitions, strategic alliances, and others. This allows for the evaluation of the overall competition within the market.
List of Key Companies
- Ayogo Health
- Ludica Health
- ManagingLife
- Les Parcours Ludiques
- Classcraft
- Axonify
- Goosechase
- QuizWorks
- OttoLearn Agile Microlearning
- Influitive
- Others
Key Target Audience
- Market Players
- Investors
- End-users
- Government Authorities
- Consulting and Research Firm
- Venture capitalists
- Value-Added Resellers (VARs)
Recent Developments
In December 2024, Ginkgo Health Inc. launched Ginkgo Active, the first all-in-one app for holistic health. Users will engage with an AI health expert for personalized exercise prescriptions, marking the beginning of their virtual life journey, supported by comprehensive lifestyle guidance across physical, mental, and social well-being.
Market Segment
This study forecasts revenue at the Canada, regional, and country levels from 2020 to 2035. Decisions Advisors has segmented the Canada Healthcare Gamification Market based on the below-mentioned segments:
Canada Healthcare Gamification Market, By Type
- Exercise Game
- Serious Game
- Casual Game
Canada Healthcare Gamification Market, By Application
- Education
- Therapeutics
- Prevention
Canada Healthcare Gamification Market, By End User
- Enterprise-based
- Consumer-based
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Report Details
| Pages | 283 pages |
| Delivery | PDF & Excel, via Email |
| Language | English |
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Report Details
| Pages | 283 |
| Delivery | PDF & Excel via Email |
| Language | English |
| Release | Nov 2025 |
| Access | Download from this page |