HEALTHCARE – METAARI REPORT

2021-2026 U.S. Healthcare Game-based Simulations Market:

New Report Details Leading Sectors, Growth Rate, Market Catalysts,
Patterns of Investment, Suppliers

Market conditions for serious game developers competing in the U.S. Healthcare Game-based Simulation sector could not be more favorable with high demand, intense investment and M&A activity, coupled with significant revenue opportunities in all major buying segments.

The annual growth rate for games and simulations designed for health and wellness in the U.S. is 18.2%, suggesting revenues are likely to more than double to $14.0 billion by 2026.

A vibrant cottage industry of developers in the U.S. are creating XR procedural and cognitive training games and simulations. Demand for VR-based surgical training in medical schools is also double digit.

Simulations are used in five major ways in clinical healthcare: pathology, analytics, diagnosis, etiology (causation), and treatment (procedural protocols). Applications cover both mental and physical conditions. Some of the most sophisticated products on the market are XR products designed to teach healthcare students procedures.

Revenues for XR healthcare training games and simulations are heavily concentrated in the U.S. medical schools. State and local government agencies are now migrating rapidly to digital situational awareness simulations, wellness games for first responders, so-called de-escalation simulations, mental training for public safety personnel and simulations for emergency medical teams.

The nine major catalysts contributing to the booming U.S. Healthcare Game-based Simulations market are analyzed in detail in this new Metaari report. One overarching market pattern is the migration to digital formats for legacy products. Examples include situational awareness, surgical training and decision support, mental training and digital patient simulations — all part of an ever expanding metaverse.

Metaari also digs into the eight Healthcare Game-based Simulations buying segments: consumers, three academic sub-segments (preschools, primary schools, and secondary schools), tertiary and higher education institutions, federal government agencies, state and local government agencies and corporations and businesses.

The primary types of Healthcare Game-based Simulations also analyzed in this report: packaged retail content (training games and experiences), custom content development services and authoring tools and delivery platforms. Five-year revenues for 14 distinct retail (packaged) Healthcare Game-based Simulations are broken out.

Just over 600 learning game and simulation developers operating in the U.S. are identified to help suppliers locate domestic distributors, partners and potential merger and acquisition (M&A) targets. The majority of the U.S. developers are startups that are attracting significant investment. The investment totals for each startup are included in this report, providing new startups with insight on what investors are funding.”

Metaari’s “2021-2026 US Healthcare Game-based Simulations Market” report clocks in at 233 pages, with 32 tablets and 14 charts.


 

Bio:Sam Adkins, CEO of Metaari (formerly Ambient Insight), has been providing market research on the global learning technology industry for more than 25 years. He focuses on identifying revenue opportunities for advanced learning technology suppliers.

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