Health e-Games Market Report: - Physic Ventures
Health e-Games Market Report: - Physic Ventures
Health e-Games Market Report: - Physic Ventures
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The $6.6 billion estimate reflects a bottom-up analysis<br />
detailed in the <strong>Market</strong> Profile section below.<br />
<strong>Health</strong> e-games leverage the easy-to-use, highly engaging<br />
and interactive nature of electronic gaming to increase<br />
health literacy, empower behavior change, and promote<br />
professional education. The health e-games market is<br />
comprised of four consumer categories and one professional,<br />
including:<br />
• Exergames<br />
(e.g. fitness, coaching, health promotion)<br />
• Brain Fitness<br />
(e.g. cognitive fitness, brain training)<br />
• Condition Management<br />
(e.g. diabetes, asthma, cancer, pain management)<br />
• <strong>Health</strong>y Eating<br />
(e.g. weight management, obesity)<br />
• Professional Training<br />
(e.g. simulations for training surgeons, pilots, soldiers)<br />
Growth of the overall video gaming industry is expected<br />
to be significantly impacted by the non-traditional gaming<br />
markets which include serious games, casual games<br />
and health e-games. The growth of the health e-games<br />
segment is being fueled by two primary market forces:<br />
(i) the popularity and commercial success of Nintendo’s<br />
interactive exergames Wii and Wii Fit and (ii) the growth<br />
of the casual gaming market. In fact, Nintendo’s guiding<br />
corporate strategy driving their innovation is what their<br />
executives call “productive entertainment.” Productive entertainment<br />
is an experience that is fun, family oriented,<br />
socially connecting and delivers a benefit. 3 The four<br />
consumer health e-game categories would fall within the<br />
definition of productive entertainment.<br />
• Wii and Wii FIT EXERGAMES: Nintendo reports that<br />
29.6 million Wii consoles have been sold worldwide<br />
in just 19 months from the November 2006 launch<br />
through June 2008, equating to approximately $8.9<br />
billion in sales assuming a $300 average selling price,<br />
or $5.6 billion annualized. Wii Fit sold 4.6 million units,<br />
or approximately $622 million, in the 7-month period<br />
December 2007 through July 2008 despite not<br />
being released into the United States until May 2008.<br />
Together, these exergaming products have generated<br />
approximately $6.2 billion in annualized sales for<br />
Nintendo and have forever changed the video gaming<br />
industry. The Wii is so popular there is a website,<br />
www.wiialerts.com, which alerts perspective buyers<br />
to Wii availability.<br />
• Casual Gaming: Another significant growth factor<br />
is the mass acceptance of casual gaming which is<br />
expanding the video game industry in new customer<br />
segments. In particular, casual games are unlocking<br />
market demand among women aged 30-50; driving a<br />
20% annual growth of this $2.2 billion market.<br />
Nintendo’s Brain Age and Brain Training, casual games<br />
which are brain fitness health e-games, have sold 13<br />
million units and generated approximately $260 million<br />
in sales over the 34 month period May 2005 to<br />
March 2008.<br />
Product and Services<br />
<strong>Health</strong> e-games include three primary product types: (i)<br />
video games, (ii) immersive learning simulations and (iii)<br />
virtual worlds. This report will primarily focus on consumer-facing<br />
video games and will largely omit discussions<br />
of professional-focused immersive learning simulations<br />
and virtual worlds, which are used for training, military<br />
preparation, 3D visualization of medical information and<br />
other instruction. <strong>Health</strong> e-games are presented to users<br />
through multiple platform types including consoles, computer,<br />
online, and mobile (e.g. iPhone, Nintendo DS and<br />
other mobile internet devices). More than 300 health<br />
e-games are currently offered across multiple platforms.<br />
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