Global Neurorehabilitation Gaming Systems Market

Neurorehabilitation Gaming Systems Market Size, Share, Growth Analysis, By Type of Gaming System(Console-based Systems, PC-based Systems), By Application(Stroke Rehabilitation, Traumatic Brain Injury Rehabilitation), By End User(Hospitals, Rehabilitation Centers) - Industry Forecast 2024-2031


Report ID: SQMIG25S2040 | Region: Global | Published Date: April, 2024
Pages: 223 | Tables: 93 | Figures: 76

Neurorehabilitation Gaming Systems Market News

  • February 2023: Lupin has announced the inauguration of Atharv Ability, a modern Neuro-rehabilitation center in Bandra Kurla Complex (BKC), Mumbai, India. This pioneering facility consists of robotics and pc-assisted technology, making it a contemporary and multi-disciplinary neuro-rehabilitation center, representing a significant improvement in rehabilitation offerings within the country.
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Neurorehabilitation Gaming Systems Market size was valued at USD 1.31 billion in 2022 and is poised to grow from USD 1.48 billion in 2023 to USD 3.81 billion by 2031, growing at a CAGR of 12.6% during the forecast period (2024-2031).

The aggressive environment of the Neurorehabilitation Gaming Systems market is dynamic and is characterised by a mixture of established players and revolutionary startups, creating a dynamic and evolving marketplace environment. The businesses frequently interact in strategic partnerships, collaborations, and product launches to strengthen their market presence. The panorama is marked via a focal point on technological advancements, with an emphasis on movement monitoring accuracy, interactive capabilities, and user-friendly interfaces. 'Akili Interactive Labs, Inc.', 'Koninklijke Philips N.V.', 'NeuroSky, Inc.', 'Virtusphere, Inc.', 'Motek Medical BV', 'Reha Technology GmbH', 'Gzystem GmbH', 'Mindmaze AG', 'Virtual Reality Medical Center', 'IGT PLC', 'Neurorehabilitation Technologies, LLC', 'BrainCo, Inc.', 'Kinesiologic Technologies, Inc.', 'Huma Therapeutics, Inc.', 'Enso VR', 'Neurotopia', 'VirZOOM', 'ImmersiveTouch', 'Jintronix', 'REHACOM'

The increasing prevalence of neurological disorders, along with stroke and stressful brain injuries, necessitating effective and tasty rehabilitation solutions. Neurorehabilitation gaming systems leverage virtual fact and gamification to beautify affected person participation and enhance remedy effects.

Rising Integration Of Artificial Intelligence (Ai) Into Neurorehabilitation Gaming Systems: Rising Integration Of Artificial Intelligence (Ai) Into Neurorehabilitation Gaming Systems: The integration of synthetic intelligence (AI) into neurorehabilitation gaming systems, allowing customized and adaptive remedy studies. The development of greater immersive and sensible virtual environments, pushed through improvements in digital reality (VR) and augmented reality (AR) era, is also a key trend. Additionally, there can be a developing emphasis on some distance off affected person tracking and tele-rehabilitation solutions, bearing in mind multiplied accessibility and continuity of care.

The region boasts incredibly advanced healthcare infrastructure, fostering the adoption of revolutionary technology and rehabilitation answers. The growing incidence of neurological problems, coupled with a proactive technique to rehabilitation, contributes to the dominance of the marketplace in North America. Robust studies and development sports inside the discipline of neurorehabilitation, at the side of giant investments in healthcare, in addition guide marketplace management.

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Global Neurorehabilitation Gaming Systems Market

Product ID: SQMIG25S2040

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