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Health e-Games Market Report: - Physic Ventures

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Article Contents<br />

I. Introduction<br />

II. Executive Briefing<br />

The <strong>Health</strong> e-<strong>Games</strong> <strong>Market</strong><br />

Product and Services<br />

Key Conclusions<br />

III. History of <strong>Health</strong> e-<strong>Games</strong><br />

Exergames<br />

Brain <strong>Games</strong><br />

<strong>Health</strong>y Eating <strong>Games</strong><br />

Condition Management <strong>Games</strong><br />

Professional Training <strong>Games</strong><br />

IV. <strong>Market</strong> Drivers<br />

Social Media Drivers<br />

<strong>Health</strong> and Wellness <strong>Market</strong> Drivers<br />

Video Game <strong>Market</strong> Drivers<br />

V. <strong>Health</strong> e-<strong>Games</strong> <strong>Market</strong> Profile<br />

<strong>Market</strong> Size Snapshot – Video Game Industry<br />

<strong>Market</strong> Size Snapshot – <strong>Health</strong> e-<strong>Games</strong><br />

<strong>Health</strong> e-<strong>Games</strong> Categories<br />

Exergaming: $6.4 Billion <strong>Market</strong><br />

Brain Fitness: $225 Million <strong>Market</strong><br />

<strong>Health</strong>y Eating<br />

Condition Management<br />

New Revenue Models for <strong>Health</strong>y Eating and Condition Management<br />

Technology Platforms<br />

<strong>Market</strong> Profile Summary<br />

VI. Investment Opportunities<br />

Venture Capital – <strong>Health</strong> e-<strong>Games</strong><br />

Venture Capital – Casual <strong>Games</strong><br />

<strong>Health</strong> 2.0 – Active Venture Investment and M&A Activity<br />

Specialized <strong>Health</strong> Management – a Rapid Growth Adjacent Sector<br />

Consumer Product, Media and Electronics Companies<br />

<strong>Health</strong> Plans – Driving Adoption and Development of <strong>Health</strong> e-<strong>Games</strong><br />

VII. Conclusion<br />

VIII. Questions for Further Consideration<br />

About the Authors<br />

References<br />

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