Trend cluster
Category

Wellness Gaming
2.0

The enhancement of health through games is taken further.

Amicable Medical ToysDepressing Adventure GamesActive Challenge AppsHealthy Eating Digital GamesPain-Reducing Video Games

What's Happening

What is the Wellness Gaming 2.0 trend?

Wellness Gaming 2.0: Wellness gaming has evolved to include social aspects to not only enhance quality of life in a fun way, but spread the word to a network of people. This ties to a new view of health and wellness as a mark of status, and is especially helpful for brands in the industry looking to make closer connections to their consumer.

Evidence

Examples of the Wellness Gaming 2.0 trend

Amicable Medical Toys
CategoryTech

Amicable Medical Toys

The CHRU DOUD is an Informative and Comforting Friend to Child Patients

The healthcare industry can explore the development of hi-tech medical toys and use them as tools to improve the patient experience, especially for children.

Depressing Adventure Games
CategorySocial Good

Depressing Adventure Games

The Depression Quest Game Explores Important Mental Health Issues

The mental health industry can explore creating and integrating more text-based games and gamified therapy resources to help individuals manage their mental health.

Active Challenge Apps
CategoryTech

Active Challenge Apps

Hotseat Encourages Workers to Stop Sitting and Interact With Each Other

The health and wellness industry can benefit from incorporating interactive and challenge-based apps that encourage greater physical activity.

Healthy Eating Digital Games
CategoryTech

Healthy Eating Digital Games

Pixelate by Sures Kumar and Lana Z Porter Makes Diners Compete

The health and wellness industry can leverage gamified technologies and devices to promote nutrition and encourage healthier eating habits.

Pain-Reducing Video Games
CategoryTech

Pain-Reducing Video Games

This Augmented Reality Game Allivates Pain in Amputee Patients

Implementing virtual reality and augmented reality solutions for pain management and rehabilitation in the healthcare industry.

Breath-Controlled Games
CategoryLifestyle

Breath-Controlled Games

Zenytime Wants to Make Concentrated Breathing Fun

The integration of breath-controlled gaming can create innovative experiences in the gaming industry.

Stroke Victim Rehab Games
CategoryTech

Stroke Victim Rehab Games

The Nintendo Wii Console is Being Adapted to Help Stroke Victims

Integrating gaming technology into healthcare settings to enhance rehabilitation and therapy for stroke victims.

Trend themes

Themes within the Wellness Gaming 2.0 trend

Three behaviours holding the trend together
01

Social Wellness Gaming

Wellness gaming has evolved to include social aspects to enhance quality of life in a fun way and to spread the word to a network of people.

02

Health Focused Digital Game

Digital games focusing on health, wellness or medical issues provide an engaging way to learn and bring awareness to important health issues.

03

Physiotherapy Gaming Console

Using gaming consoles like the Nintendo Wii as part of stroke victim rehabilitation provides a fun, cost-effective and efficient way to help individuals regain movement control.

Industry implications

What the Wellness Gaming 2.0 trend means for industry

Where the trend changes the playbook
For

Healthcare

These trends presented provide wide-ranging opportunities for healthcare organizations to engage with patients in a fun, engaging and innovative manner.

For

Gaming

The trends show how the gaming industry can take on a more social and health-focused direction, providing unique and engaging game experiences and narrative.

For

Mental Health

Gaming, apps, and tools that remotely promote mental and emotional well-being for individuals are fundamental in addressing mental health concerns.

Trend signals

Trend signals for Wellness Gaming 2.0

Trend score 3.3 out of 10, from popularity 58%, activity 33%, freshness 8%.

Popularity58%
Activity33%
Freshness8%
Audience
50%Men
50%Women
  • Gen Alpha
  • Gen Z
  • Millennial
  • Gen X (not a primary audience)
  • Boomer (not a primary audience)
Market
North America
Asia-Pacific