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Global Lifestyle Diseases Apps Market to reach USD 12.28 billion by the end of 2029

Global Lifestyle Diseases Apps Market Size study & Forecast, by Platform Type (iOS, Android, Others), by Device (Smartphones, Tablets, Wearables), by Indication (Obesity, Cardiovascular Health, Mental Health, Diabetes, Others) and Regional Analysis, 2022-2029

Product Code: HLSHIT-12538433
Publish Date: 8-02-2023
Page: 200

Global Lifestyle Diseases Apps Market is valued at approximately USD 4.1 billion in 2021 and is anticipated to grow with a healthy growth rate of more than 14.7% over the forecast period 2022-2029. Lifestyle diseases apps are a variety of apps that helps in collecting data on lifestyle diseases and the various risk factors that lead to these conditions. This app generated a score for the health status of individuals according to the data gathered, which helps in monitoring and managing these ailments. The lifestyle disease management apps also deliver users individualized exercise plans through utilizing artificial intelligence, augmented reality, machine learning, and other advanced technologies. Factors such as the growing awareness for maintaining a healthy lifestyle and, the rapid proliferation of the internet, coupled with increasing adoption of smartphones, tablets, and wearable technology are primarily attributing to the market growth across the globe.

The prevalence of lifestyle diseases such as obesity, cardiovascular health, mental health, diabetes, and others is rising, which is propelling the need for lifestyle diseases apps to collect customized health and fitness plans with diet monitoring, assigned trainers, step tracking, no-equipment workout programs, and customizable diet charts. For instance, the World Obesity Federation reported that more than 2.7 billion of the world’s population is likely be obese by the year 2025. Also, as per the International Diabetic Federation (IDF), in 2019, approximately 463 million adults (aged 20-79 years) were suffering from diabetes, which is anticipated to reach around 700 million by 2045. Therefore, the rising prevalence of lifestyle diseases is expected to promote the growth of the market at a substantial rate. Moreover, the increasing technological developments, as well as the increasing availability of mobile applications are presenting various lucrative opportunities over the forecasting years. However, the dearth of skilled professionals and rising concern about data privacy are challenging the market growth throughout the forecast period of 2022-2029.

The key regions considered for the Global Lifestyle Diseases Apps Market study include Asia Pacific, North America, Europe, Latin America, and the Rest of the World. North America dominated the market in terms of revenue, owing to the increasing healthcare expenditure and rise in the prevalence of non-communicable diseases. The Asia Pacific is also expected to grow with the highest CAGR during the forecast period, owing to factors such as the rising adoption of smartphones and smart wearables, increasing obesity rates, as well as, growing population in the market space.

Major market players included in this report are:
MyFitnessPal
Noom Inc.
Fitbit, Inc.
Azumio, Inc.
Lifesum
Sleep Cycle
Headspace
HealthifyMe
Nudge Coach
Ginger

Recent Developments in the Market:
 In August 2021, Headspace and Ginger- an on-demand mental healthcare company, declared that the company entered into a definitive merger agreement, with the aim of socializing mental healthcare to a wide range.
 In December 2019, MyFitnessPal- a nutrition and food tracking app, unveils the company’s start MyFitnessPal Simple Start Challenge with the aim of engaging and motivating subscribers to make positive dietary and wellness changes in the new year.

Global Lifestyle Diseases Apps Market Report Scope:
Historical Data 2019-2020-2021
Base Year for Estimation 2021
Forecast period 2022-2029
Report Coverage Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
Segments Covered Platform Type, Device, Indication, Region
Regional Scope North America; Europe; Asia Pacific; Latin America; Rest of the World
Customization Scope Free report customization (equivalent up to 8 analyst’s working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Platform Type:
iOS
Android
Others

By Device:
Smartphones
Tablets
Wearables

By Indication:
Obesity
Cardiovascular Health
Mental Health
Diabetes
Others

By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE
Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
RoLA
Rest of the World

Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2019-2029 (USD Billion)
1.2.1. Lifestyle Diseases Apps Market, by Region, 2019-2029 (USD Billion)
1.2.2. Lifestyle Diseases Apps Market, by Platform Type, 2019-2029 (USD Billion)
1.2.3. Lifestyle Diseases Apps Market, by Device, 2019-2029 (USD Billion)
1.2.4. Lifestyle Diseases Apps Market, by Indication, 2019-2029 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Lifestyle Diseases Apps Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Lifestyle Diseases Apps Market Dynamics
3.1. Lifestyle Diseases Apps Market Impact Analysis (2019-2029)
3.1.1. Market Drivers
3.1.1.1. Growing awareness for maintaining healthy lifestyle
3.1.1.2. Growing prevalence of lifestyle diseases
3.1.2. Market Challenges
3.1.2.1. Dearth of skilled professionals
3.1.2.2. Rising concern about data privacy
3.1.3. Market Opportunities
3.1.3.1. Increasing technological developments
3.1.3.2. Increasing availability of mobile applications
Chapter 4. Global Lifestyle Diseases Apps Market Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.2. Futuristic Approach to Porter’s 5 Force Model (2019-2029)
4.3. PEST Analysis
4.3.1. Political
4.3.2. Economical
4.3.3. Social
4.3.4. Technological
4.4. Top investment opportunity
4.5. Top winning strategies
4.6. Industry Experts Prospective
4.7. Analyst Recommendation & Conclusion
Chapter 5. Risk Assessment: COVID-19 Impact
5.1. Assessment of the overall impact of COVID-19 on the industry
5.2. Pre COVID-19 and post COVID-19 Market scenario
Chapter 6. Global Lifestyle Diseases Apps Market, by Platform Type
6.1. Market Snapshot
6.2. Global Lifestyle Diseases Apps Market by Platform Type, Performance – Potential Analysis
6.3. Global Lifestyle Diseases Apps Market Estimates & Forecasts by Platform Type 2019-2029 (USD Billion)
6.4. Lifestyle Diseases Apps Market, Sub Segment Analysis
6.4.1. iOS
6.4.2. Android
6.4.3. Others
Chapter 7. Global Lifestyle Diseases Apps Market, by Device
7.1. Market Snapshot
7.2. Global Lifestyle Diseases Apps Market by Device, Performance – Potential Analysis
7.3. Global Lifestyle Diseases Apps Market Estimates & Forecasts by Device 2019-2029 (USD Billion)
7.4. Lifestyle Diseases Apps Market, Sub Segment Analysis
7.4.1. Smartphones
7.4.2. Tablets
7.4.3. Wearables
Chapter 8. Global Lifestyle Diseases Apps Market, by Indication
8.1. Market Snapshot
8.2. Global Lifestyle Diseases Apps Market by Indication, Performance – Potential Analysis
8.3. Global Lifestyle Diseases Apps Market Estimates & Forecasts by Indication 2019-2029 (USD Billion)
8.4. Lifestyle Diseases Apps Market, Sub Segment Analysis
8.4.1. Obesity
8.4.2. Cardiovascular Health
8.4.3. Mental Health
8.4.4. Diabetes
8.4.5. Others
Chapter 9. Global Lifestyle Diseases Apps Market, Regional Analysis
9.1. Lifestyle Diseases Apps Market, Regional Market Snapshot
9.2. North America Lifestyle Diseases Apps Market
9.2.1. U.S. Lifestyle Diseases Apps Market
9.2.1.1. Platform Type breakdown estimates & forecasts, 2019-2029
9.2.1.2. Device breakdown estimates & forecasts, 2019-2029
9.2.1.3. Indication breakdown estimates & forecasts, 2019-2029
9.2.2. Canada Lifestyle Diseases Apps Market
9.3. Europe Lifestyle Diseases Apps Market Snapshot
9.3.1. U.K. Lifestyle Diseases Apps Market
9.3.2. Germany Lifestyle Diseases Apps Market
9.3.3. France Lifestyle Diseases Apps Market
9.3.4. Spain Lifestyle Diseases Apps Market
9.3.5. Italy Lifestyle Diseases Apps Market
9.3.6. Rest of Europe Lifestyle Diseases Apps Market
9.4. Asia-Pacific Lifestyle Diseases Apps Market Snapshot
9.4.1. China Lifestyle Diseases Apps Market
9.4.2. India Lifestyle Diseases Apps Market
9.4.3. Japan Lifestyle Diseases Apps Market
9.4.4. Australia Lifestyle Diseases Apps Market
9.4.5. South Korea Lifestyle Diseases Apps Market
9.4.6. Rest of Asia Pacific Lifestyle Diseases Apps Market
9.5. Latin America Lifestyle Diseases Apps Market Snapshot
9.5.1. Brazil Lifestyle Diseases Apps Market
9.5.2. Mexico Lifestyle Diseases Apps Market
9.5.3. Rest of Latin America Lifestyle Diseases Apps Market
9.6. Rest of The World Lifestyle Diseases Apps Market

Chapter 10. Competitive Intelligence
10.1. Top Market Strategies
10.2. Company Profiles
10.2.1. MyFitnessPal
10.2.1.1. Key Information
10.2.1.2. Overview
10.2.1.3. Financial (Subject to Data Availability)
10.2.1.4. Product Summary
10.2.1.5. Recent Developments
10.2.2. Noom Inc.
10.2.3. Fitbit, Inc.
10.2.4. Azumio, Inc.
10.2.5. Lifesum
10.2.6. Sleep Cycle
10.2.7. Headspace
10.2.8. HealthifyMe
10.2.9. Nudge Coach
10.2.10. Ginger
Chapter 11. Research Process
11.1. Research Process
11.1.1. Data Mining
11.1.2. Analysis
11.1.3. Market Estimation
11.1.4. Validation
11.1.5. Publishing
11.2. Research Attributes
11.3. Research Assumption

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