Market Overview:
The global neurorehabilitation gaming systems market is expected to grow at a CAGR of 10.5% during the forecast period from 2018 to 2030. The growth in this market can be attributed to the increasing incidence of neurological disorders, rising awareness about the benefits of neurorehabilitation gaming systems, and technological advancements in this field. Based on type, the global neurorehabilitation gaming systems market can be segmented into hardware and software. The hardware segment is expected to account for a larger share of the market than the software segment during the forecast period. This can be attributed to increasing demand for technologically advanced devices for rehabilitation purposes. Based on application, the global neurorehabilitation gaming systems market can be divided into hospitals, sanatoriums, and others (including clinics and research institutes).
Product Definition:
Neurorehabilitation Gaming Systems (NRGS) are computer-based rehabilitation tools that help improve the cognitive and motor functions of patients with neurological disorders. NRGS offer a variety of exercises and games that target different areas of the brain, helping patients to regain lost skills or learn new ones. Some systems even allow doctors to track a patient's progress over time, providing valuable information for diagnosis and treatment.
Hardware:
Hardware is the part of technology that includes all the devices and tools used by professionals or layman for carrying out a specific task. In neurorehabilitation gaming systems market, it includes all the equipment such as computer hardware, video game consoles, laptops and tablets etc. that are used by therapists or doctors for brain training purposes.
Software:
Neurorehabilitation gaming systems are software-based solutions that provide interactive environments for physical and cognitive rehabilitation. These systems comprise of games, which can be used to train the brain and improve functional capabilities through neuroplasticity. The system is designed based on clinical evidence by American Academy of Neurology (AAN) and World Health Organization (WHO), along with input from neuroscience researchers worldwide.
Application Insights:
Based on application, the global market has been segmented into hospital, sanatorium and others. The hospital segment dominated the overall market in terms of revenue in 2017. This is primarily due to an increase in patients suffering from neurological disorders and a rise in demand for neurorehabilitation services at hospitals. Furthermore, an increase in government funding for research related to brain injury rehabilitation will further boost growth over the forecast period.
The sanatorium segment is expected to witness significant growth during the forecast period owing to a rise number of patients requiring therapeutic activities after discharge from hospitals or other healthcare facilities. Moreover, increasing awareness about various benefits associated with neurorehabilitation games such as improved mobility skills and confidence levels among stroke victims will drive demand over next few years (years).
Regional Analysis:
North America dominated the global market in 2017. The presence of well-developed healthcare infrastructure, high adoption rate of advanced technologies, and increasing demand for cost-effective treatment options are some factors driving regional growth. Moreover, growing awareness about neurorehabilitation gaming systems is also expected to contribute toward industry growth over the forecast period.
Asia Pacific is anticipated to witness lucrative growth during the forecast period owing to rising patient pool seeking rehabilitation services and improving healthcare facilities offering various neurological treatments such as physiotherapy and occupational therapy coupled with an increase in government initiatives for promoting sports activities among youth population thereby fueling market development. In addition, increasing disposable income levels in emerging economies such as China & India are further expected to boost product penetration across this region during the estimated time span.
Growth Factors:
- Increasing incidence of neurological disorders: The global prevalence of neurological disorders is estimated to be around 6%–8%. This number is expected to grow due to the increasing aging population and changes in lifestyle. This will create a larger pool of patients who can benefit from neurorehabilitation gaming systems.
- Advances in technology: Neurorehabilitation gaming systems are becoming more sophisticated, with features such as 3D graphics and virtual reality that can provide a more immersive experience for users. This will help attract new users to the market and increase its adoption rate.
- Growing awareness about benefits of neurorehabilitation gaming systems: There is growing awareness about the benefits of using neurorehabilitation gaming systems for rehabilitation among both healthcare professionals and patients alike. This is helping drive demand for these products, especially in developed markets such as North America and Europe where reimbursement rates are high.
Scope Of The Report
Report Attributes
Report Details
Report Title
Neurorehabilitation Gaming Systems Market Research Report
By Type
Hardware, Software
By Application
Hospital, Sanatorium, Others
By Companies
Barron Associates Inc., Jintronix, MindMaze, Neofect, Nintendo Co., Ltd, XRHealth
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
223
Number of Tables & Figures
157
Customization Available
Yes, the report can be customized as per your need.
Global Neurorehabilitation Gaming Systems Market Report Segments:
The global Neurorehabilitation Gaming Systems market is segmented on the basis of:
Types
Hardware, Software
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Hospital, Sanatorium, Others
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Barron Associates Inc.
- Jintronix
- MindMaze
- Neofect
- Nintendo Co., Ltd
- XRHealth
Highlights of The Neurorehabilitation Gaming Systems Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Hardware
- Software
- By Application:
- Hospital
- Sanatorium
- Others
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Neurorehabilitation Gaming Systems Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Neurorehabilitation gaming systems are a type of gaming system that is designed to help people with neurological conditions such as stroke, multiple sclerosis, and Parkinsonu2019s disease. These systems use games that are designed to improve cognitive function and physical activity.
Some of the major players in the neurorehabilitation gaming systems market are Barron Associates Inc., Jintronix, MindMaze, Neofect, Nintendo Co., Ltd, XRHealth.
The neurorehabilitation gaming systems market is expected to grow at a compound annual growth rate of 10.5%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Neurorehabilitation Gaming Systems Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Neurorehabilitation Gaming Systems Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Neurorehabilitation Gaming Systems Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Neurorehabilitation Gaming Systems Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Neurorehabilitation Gaming Systems Market Size & Forecast, 2018-2028 4.5.1 Neurorehabilitation Gaming Systems Market Size and Y-o-Y Growth 4.5.2 Neurorehabilitation Gaming Systems Market Absolute $ Opportunity
Chapter 5 Global Neurorehabilitation Gaming Systems Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Neurorehabilitation Gaming Systems Market Size Forecast by Type
5.2.1 Hardware
5.2.2 Software
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Neurorehabilitation Gaming Systems Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Neurorehabilitation Gaming Systems Market Size Forecast by Applications
6.2.1 Hospital
6.2.2 Sanatorium
6.2.3 Others
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Neurorehabilitation Gaming Systems Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Neurorehabilitation Gaming Systems Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Neurorehabilitation Gaming Systems Analysis and Forecast
9.1 Introduction
9.2 North America Neurorehabilitation Gaming Systems Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Neurorehabilitation Gaming Systems Market Size Forecast by Type
9.6.1 Hardware
9.6.2 Software
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Neurorehabilitation Gaming Systems Market Size Forecast by Applications
9.10.1 Hospital
9.10.2 Sanatorium
9.10.3 Others
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Neurorehabilitation Gaming Systems Analysis and Forecast
10.1 Introduction
10.2 Europe Neurorehabilitation Gaming Systems Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Neurorehabilitation Gaming Systems Market Size Forecast by Type
10.6.1 Hardware
10.6.2 Software
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Neurorehabilitation Gaming Systems Market Size Forecast by Applications
10.10.1 Hospital
10.10.2 Sanatorium
10.10.3 Others
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Neurorehabilitation Gaming Systems Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Neurorehabilitation Gaming Systems Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Neurorehabilitation Gaming Systems Market Size Forecast by Type
11.6.1 Hardware
11.6.2 Software
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Neurorehabilitation Gaming Systems Market Size Forecast by Applications
11.10.1 Hospital
11.10.2 Sanatorium
11.10.3 Others
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Neurorehabilitation Gaming Systems Analysis and Forecast
12.1 Introduction
12.2 Latin America Neurorehabilitation Gaming Systems Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Neurorehabilitation Gaming Systems Market Size Forecast by Type
12.6.1 Hardware
12.6.2 Software
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Neurorehabilitation Gaming Systems Market Size Forecast by Applications
12.10.1 Hospital
12.10.2 Sanatorium
12.10.3 Others
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Neurorehabilitation Gaming Systems Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Neurorehabilitation Gaming Systems Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Neurorehabilitation Gaming Systems Market Size Forecast by Type
13.6.1 Hardware
13.6.2 Software
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Neurorehabilitation Gaming Systems Market Size Forecast by Applications
13.10.1 Hospital
13.10.2 Sanatorium
13.10.3 Others
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Neurorehabilitation Gaming Systems Market: Competitive Dashboard
14.2 Global Neurorehabilitation Gaming Systems Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Barron Associates Inc.
14.3.2 Jintronix
14.3.3 MindMaze
14.3.4 Neofect
14.3.5 Nintendo Co., Ltd
14.3.6 XRHealth