Global Neurorehabilitation Gaming Systems Market – Industry Trends and Forecast to 2028

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Global Neurorehabilitation Gaming Systems Market – Industry Trends and Forecast to 2028

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  • Dec 2020
  • Global
  • 350 Pages
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  • Author : Sachin Pawar

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Global Neurorehabilitation Gaming Systems Market, By Product Type (Cortical Simulation Systems, Neural Reeducation Systems, Neurorobotic Systems, Rehabilitation Gaming System, Software, Other), Application (Stroke, Spinal Cord Injury, Traumatic Brain Injury, Parkinson’s Disease, Dystonia, Schizophrenia, Cerebral Palsy, Other), Modality (PC, Tablet/Smartphone), Country (U.S., Canada, Mexico, Germany, Italy, U.K., France, Spain, Netherland, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia- Pacific, Brazil, Argentina, Rest of South America, South Africa, Saudi Arabia, U.A.E, Egypt, Israel, Rest of Middle East and Africa) Industr the neurorehabilitation gaming systems market is segmented into P y Trends and Forecast to 2028

Neurorehabilitation Gaming Systems Market

Market Analysis and Insights : Global Neurorehabilitation Gaming Systems Market

Neurorehabilitation gaming systems market is expected to gain market growth in the forecast period of 2021 to 2028. Data Bridge Market Research analyses the market to account to USD 116.03 million by 2028 growing at a CAGR of 13.66% in the above-mentioned forecast period. The growing awareness amongst the patients regarding the benefits of neurorehabilitation gaming systems which will further create various opportunities for the growth of the market.

Neurorehabilitation is a complex medical process aimed at helping recovery from an injury to the nervous system and minimising and compensating for any functional changes resulting from it. Neurological rehabilitation aims to improve function, decrease symptoms and improve the well-being of individuals with nervous system trauma, trauma or disorders such as brain and spinal cord injury.

Surging volume of patients suffering from neurological disorders, increasing prevalence of geriatric population across the globe, rising effectiveness of gaming system in neurorehabilitation, increasing product launch and approvals are some of the major as well as important factors which will likely to accelerate the growth of the neurorehabilitation gaming systems market in the projected timeframe of 2021-2028. On the other hand, increasing growth of the healthcare industry along with rising usages of the system to improve the wellbeing of people which will further contribute by generating immense opportunities that will led to the growth of the neurorehabilitation gaming systems market in the projected timeframe of 2021-2028.

Increasing adoption of stringent regulatory policies along with lack of skilled professionals which will likely to act as market restraints factor for the growth of the neurorehabilitation gaming systems in the above mentioned projected timeframe. Increasing need of high capital investment which will become the biggest and foremost challenge for the growth of the market.

This neurorehabilitation gaming systems market report provides details of new recent developments, trade regulations, import export analysis, production analysis, value chain optimization, market share, impact of domestic and localised market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on neurorehabilitation gaming systems market contact Data Bridge Market Research for an Analyst Brief, our team will help you take an informed market decision to achieve market growth.

Global Neurorehabilitation Gaming Systems Market Scope and Market Size

Neurorehabilitation gaming systems market is segmented on the basis of product type, application and modality. The growth amongst these segments will help you analyse meagre growth segments in the industries, and provide the users with valuable market overview and market insights to help them in making strategic decisions for identification of core market applications.

  • Based on product type, the neurorehabilitation gaming systems market is segmented into cortical simulation systems, neural reeducation systems, neurorobotic systems, rehabilitation gaming system, software, and other.
  • Neurorehabilitation gaming systems market has also been segmented based on the application into stroke, spinal cord injury, traumatic brain injury, Parkinson’s disease, dystonia, schizophrenia, cerebral palsy, and other.
  • Based on modality, the neurorehabilitation gaming systems market is segmented into PC, and tablet/smartphone.

Neurorehabilitation Gaming Systems Market Country Level Analysis

Neurorehabilitation gaming systems market is analysed and market size insights and trends are provided by country, product type, application, and modality as referenced above.

The countries covered in the neurorehabilitation gaming systems market report are U.S., Canada and Mexico in North America, Germany, France, U.K., Netherlands, Switzerland, Belgium, Russia, Italy, Spain, Turkey, Rest of Europe in Europe, China, Japan, India, South Korea, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), Brazil, Argentina and Rest of South America as part of South America.

North America dominates the neurorehabilitation gaming systems market due to the increasing occurrences of neurological disorders, rising prevalence of geriatric population along with rising number of product approvals in the region. Europe will attain second largest market share in the market due to the rising number of people suffering from multiple sclerosis, while Asia-Pacific is expected to grow at the highest growth rate in the forecast period of 2021 to 2028 due to the prevalence of large pool of patient population suffering from neurological diseases in the region.

The country section of the neurorehabilitation gaming systems market report also provides individual market impacting factors and changes in regulation in the market domestically that impacts the current and future trends of the market. Data points such as consumption volumes, production sites and volumes, import export analysis, price trend analysis, cost of raw materials, down-stream and upstream value chain analysis are some of the major pointers used to forecast the market scenario for individual countries. Also, presence and availability of global brands and their challenges faced due to large or scarce competition from local and domestic brands, impact of domestic tariffs and trade routes are considered while providing forecast analysis of the country data.

Healthcare Infrastructure growth Installed base and New Technology Penetration

Neurorehabilitation gaming systems market also provides you with detailed market analysis for every country growth in healthcare expenditure for capital equipment’s, installed base of different kind of products for neurorehabilitation gaming systems market, impact of technology using life line curves and changes in healthcare regulatory scenarios and their impact on the neurorehabilitation gaming systems market. The data is available for historic period 2010 to 2019.

Competitive Landscape and Neurorehabilitation Gaming Systems Market Share Analysis

Neurorehabilitation gaming systems market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, global presence, production sites and facilities, production capacities, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies’ focus related to neurorehabilitation gaming systems market.

The major players covered in the neurorehabilitation gaming systems market report are Nintendo; Jintronix.; MindMaze; XRHealth USA INC.; Barrow Neurological Institute; Neofect.; Bioness Inc.; Hocoma; Medtronic; REHABILITATION ROBOTICS BIOXTREME; AlterG, Inc.; Aretech LLC.; imaginary srl; Ectron; Ekso Bionics; MagVenture, Inc.; Helius Medical Technologies; BIONIK; NeuroStyle Ptd. Ltd.; Abbott.; among other domestic and global players. Market share data is available for Global, North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America separately. DBMR analysts understand competitive strengths and provide competitive analysis for each competitor separately.


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Demande de démonstration

Table des matières

1 INTRODUCTION

1.1 OBJECTIVES OF THE STUDY

1.2 MARKET DEFINITION

1.3 OVERVIEW OF GLOBAL NEUROREHABILITATION GAMING SYSTEMS MARKET

1.4 CURRENCY AND PRICING

1.5 LIMITATION

1.6 MARKETS COVERED

2 MARKET SEGMENTATION

2.1 KEY TAKEAWAYS

2.2 ARRIVING AT THE GLOBAL NEUROREHABILITATION GAMING SYSTEMS MARKET SIZE

2.2.1 VENDOR POSITIONING GRID

2.2.2 TECHNOLOGY LIFE LINE CURVE

2.2.3 TRIPOD DATA VALIDATION MODEL

2.2.4 MARKET GUIDE

2.2.5 MULTIVARIATE MODELLING

2.2.6 TOP TO BOTTOM ANALYSIS

2.2.7 CHALLENGE MATRIX

2.2.8 APPLICATION COVERAGE GRID

2.2.9 STANDARDS OF MEASUREMENT

2.2.10 VENDOR SHARE ANALYSIS

2.2.11 DATA POINTS FROM KEY PRIMARY INTERVIEWS

2.2.12 DATA POINTS FROM KEY SECONDARY DATABASES

2.3 GLOBAL NEUROREHABILITATION GAMING SYSTEMS MARKET: RESEARCH SNAPSHOT

2.4 ASSUMPTIONS

3 MARKET OVERVIEW

3.1 DRIVERS

3.2 RESTRAINTS

3.3 OPPORTUNITIES

3.4 CHALLENGES

4 EXECUTIVE SUMMARY

5 PREMIUM INSIGHTS

6 INDUSTRY INSIGHTS

7 REGULATORY FRAMWORK

8 IMPACT OF COVID-19 PANDEMIC ON THE MARKET

8.1 PRICE IMPACT

8.2 IMPACT ON DEMAND

8.3 IMPACT ON SUPPLY CHAIN

8.4 CONCLUSION

9 GLOBAL NEUROREHABILITATION GAMING SYSTEMS MARKET, BY PRODUCT TYPE

9.1 OVERVIEW

9.2 SYSYTEM

9.2.1 CORTICAL SIMULATION SYSTEMS

9.2.2 NEURAL REEDUCATION SYSTEMS

9.2.3 NEUROROBOTIC SYSTEMS

9.2.4 REHABILITATION GAMING SYSTEM

9.3 SOFTWARE

9.4 OTHER

10 GLOBAL NEUROREHABILITATION GAMING SYSTEMS MARKET, BY APPLICATION

10.1 OVERVIEW

10.2 STROKE

10.2.1 SYSYTEM

10.2.2 SOFTWARE

10.2.3 OTHER

10.3 PARKINSON'S DISEASE

10.3.1 SYSYTEM

10.3.2 SOFTWARE

10.3.3 OTHER

10.4 MULTIPLE SCLEROSIS

10.4.1 SYSYTEM

10.4.2 SOFTWARE

10.4.3 OTHER

10.5 CEREBRAL PALSY

10.5.1 SYSYTEM

10.5.2 SOFTWARE

10.5.3 OTHER

10.6 SCHIZOPHRENIA

10.6.1 SYSYTEM

10.6.2 SOFTWARE

10.6.3 OTHER

10.7 DYSTONIA

10.7.1 SYSYTEM

10.7.2 SOFTWARE

10.7.3 OTHER

10.8 SCI

10.8.1 SYSYTEM

10.8.2 SOFTWARE

10.8.3 OTHER

10.9 TBI

10.9.1 SYSYTEM

10.9.2 SOFTWARE

10.9.3 OTHER

10.1 BRAIN TUMORS

10.10.1 SYSYTEM

10.10.2 SOFTWARE

10.10.3 OTHER

10.11 OTHERS

11 GLOBAL NEUROREHABILITATION GAMING SYSTEMS MARKET, BY MODALITY

11.1 OVERVIEW

11.2 PC

11.3 APPLE DEVICE

11.4 TABLET/SMARTPHONE

12 GLOBAL NEUROREHABILITATION GAMING SYSTEMS MARKET, BY FACILITY TYPE

12.1 OVERVIEW

12.2 WALL MOUNTED

12.3 BENCHTOP

13 GLOBAL NEUROREHABILITATION GAMING SYSTEMS MARKET, BY END USER

13.1 OVERVIEW

13.2 REHABILITATION CENTERS

13.3 SPECIALIZED CLINICS

13.4 HOMECARE SETTING

13.5 OTHERS

14 GLOBAL NEUROREHABILITATION GAMING SYSTEMS MARKET, BY DISTRIBUTION CHANNEL

14.1 OVERVIEW

14.2 RETAIL SALES

14.3 THIRD PARTY DISTRIBUTION

15 GLOBAL NEUROREHABILITATION GAMING SYSTEMS MARKET, BY COUNTRY

GLOBAL NEUROREHABILITATION GAMING SYSTEMS MARKET (ALL SEGMENTATION PROVIDED ABOVE IS REPRESENTED IN THIS CHAPTER BY COUNTRY)

15.1.1 NORTH AMERICA

15.1.1.1. U.S.

15.1.1.2. CANADA

15.1.1.3. MEXICO

15.1.2 EUROPE

15.1.2.1. GERMANY

15.1.2.2. FRANCE

15.1.2.3. U.K.

15.1.2.4. ITALY

15.1.2.5. SPAIN

15.1.2.6. RUSSIA

15.1.2.7. TURKEY

15.1.2.8. NETHERLANDS

15.1.2.9. SWITZERLAND

15.1.2.10. REST OF EUROPE

15.1.3 ASIA-PACIFIC

15.1.3.1. JAPAN

15.1.3.2. CHINA

15.1.3.3. SOUTH KOREA

15.1.3.4. INDIA

15.1.3.5. AUSTRALIA

15.1.3.6. SINGAPORE

15.1.3.7. THAILAND

15.1.3.8. MALAYSIA

15.1.3.9. INDONESIA

15.1.3.10. PHILIPPINES

15.1.3.11. REST OF ASIA-PACIFIC

15.1.4 SOUTH AMERICA

15.1.4.1. BRAZIL

15.1.4.2. ARGENTINA

15.1.4.3. REST OF SOUTH AMERICA

15.1.5 MIDDLE EAST AND AFRICA

15.1.5.1. SOUTH AFRICA

15.1.5.2. SAUDI ARABIA

15.1.5.3. UAE

15.1.5.4. EGYPT

15.1.5.5. ISRAEL

15.1.5.6. REST OF MIDDLE EAST AND AFRICA

15.1.6 KEY PRIMARY INSIGHTS: BY MAJOR COUNTRIES

16 GLOBAL NEUROREHABILITATION GAMING SYSTEMS MARKET, COMPANY LANDSCAPE

16.1 COMPANY SHARE ANALYSIS: GLOBAL

16.2 COMPANY SHARE ANALYSIS: NORTH AMERICA

16.3 COMPANY SHARE ANALYSIS: EUROPE

16.4 COMPANY SHARE ANALYSIS: ASIA-PACIFIC

16.5 MERGERS & ACQUISITIONS

16.6 NEW PRODUCT DEVELOPMENT & APPROVALS

16.7 EXPANSIONS

16.8 REGULATORY CHANGES

16.9 PARTNERSHIP AND OTHER STRATEGIC DEVELOPMENTS

17 GLOBAL NEUROREHABILITATION GAMING SYSTEMS MARKET, SWOT AND DBR ANALYSIS

18 GLOBAL NEUROREHABILITATION GAMING SYSTEMS MARKET, COMPANY PROFILE

18.1 NINTENDO

18.1.1 COMPANY OVERVIEW

18.1.2 REVENUE ANALYSIS

18.1.3 GEOGRAPHIC PRESENCE

18.1.4 PRODUCT PORTFOLIO

18.1.5 RECENT DEVELOPMENTS

18.2 JINTRONIX.

18.2.1 COMPANY OVERVIEW

18.2.2 REVENUE ANALYSIS

18.2.3 GEOGRAPHIC PRESENCE

18.2.4 PRODUCT PORTFOLIO

18.2.5 RECENT DEVELOPMENTS

18.3 MINDMAZE

18.3.1 COMPANY OVERVIEW

18.3.2 REVENUE ANALYSIS

18.3.3 GEOGRAPHIC PRESENCE

18.3.4 PRODUCT PORTFOLIO

18.3.5 RECENT DEVELOPMENTS

18.4 XRHEALTH USA INC

18.4.1 COMPANY OVERVIEW

18.4.2 REVENUE ANALYSIS

18.4.3 GEOGRAPHIC PRESENCE

18.4.4 PRODUCT PORTFOLIO

18.4.5 RECENT DEVELOPMENTS

18.5 BARROW NEUROLOGICAL INSTITUTE

18.5.1 COMPANY OVERVIEW

18.5.2 REVENUE ANALYSIS

18.5.3 GEOGRAPHIC PRESENCE

18.5.4 PRODUCT PORTFOLIO

18.5.5 RECENT DEVELOPMENTS

18.6 NEOFECT

18.6.1 COMPANY OVERVIEW

18.6.2 REVENUE ANALYSIS

18.6.3 GEOGRAPHIC PRESENCE

18.6.4 PRODUCT PORTFOLIO

18.6.5 RECENT DEVELOPMENTS

18.7 BIONESS INC.

18.7.1 COMPANY OVERVIEW

18.7.2 REVENUE ANALYSIS

18.7.3 GEOGRAPHIC PRESENCE

18.7.4 PRODUCT PORTFOLIO

18.7.5 RECENT DEVELOPMENTS

18.8 HOCOMA

18.8.1 COMPANY OVERVIEW

18.8.2 REVENUE ANALYSIS

18.8.3 GEOGRAPHIC PRESENCE

18.8.4 PRODUCT PORTFOLIO

18.8.5 RECENT DEVELOPMENTS

18.9 MEDTRONIC

18.9.1 COMPANY OVERVIEW

18.9.2 REVENUE ANALYSIS

18.9.3 GEOGRAPHIC PRESENCE

18.9.4 PRODUCT PORTFOLIO

18.9.5 RECENT DEVELOPMENTS

18.1 REHABILITATION ROBOTICS BIOXTREME

18.10.1 COMPANY OVERVIEW

18.10.2 REVENUE ANALYSIS

18.10.3 GEOGRAPHIC PRESENCE

18.10.4 PRODUCT PORTFOLIO

18.10.5 RECENT DEVELOPMENTS

18.11 ALTERG, INC.

18.11.1 COMPANY OVERVIEW

18.11.2 REVENUE ANALYSIS

18.11.3 GEOGRAPHIC PRESENCE

18.11.4 PRODUCT PORTFOLIO

18.11.5 RECENT DEVELOPMENTS

18.12 ARETECH LLC.

18.12.1 COMPANY OVERVIEW

18.12.2 REVENUE ANALYSIS

18.12.3 GEOGRAPHIC PRESENCE

18.12.4 PRODUCT PORTFOLIO

18.12.5 RECENT DEVELOPMENTS

18.13 IMAGINARY SRL

18.13.1 COMPANY OVERVIEW

18.13.2 REVENUE ANALYSIS

18.13.3 GEOGRAPHIC PRESENCE

18.13.4 PRODUCT PORTFOLIO

18.13.5 RECENT DEVELOPMENTS

18.14 ECTRON

18.14.1 COMPANY OVERVIEW

18.14.2 REVENUE ANALYSIS

18.14.3 GEOGRAPHIC PRESENCE

18.14.4 PRODUCT PORTFOLIO

18.14.5 RECENT DEVELOPMENTS

18.15 EKSO BIONICS

18.15.1 COMPANY OVERVIEW

18.15.2 REVENUE ANALYSIS

18.15.3 GEOGRAPHIC PRESENCE

18.15.4 PRODUCT PORTFOLIO

18.15.5 RECENT DEVELOPMENTS

18.16 MAGVENTURE, INC.

18.16.1 COMPANY OVERVIEW

18.16.2 REVENUE ANALYSIS

18.16.3 GEOGRAPHIC PRESENCE

18.16.4 PRODUCT PORTFOLIO

18.16.5 RECENT DEVELOPMENTS

18.17 HELIUS MEDICAL TECHNOLOGIES

18.17.1 COMPANY OVERVIEW

18.17.2 REVENUE ANALYSIS

18.17.3 GEOGRAPHIC PRESENCE

18.17.4 PRODUCT PORTFOLIO

18.17.5 RECENT DEVELOPMENTS

18.18 BIONIK

18.18.1 COMPANY OVERVIEW

18.18.2 REVENUE ANALYSIS

18.18.3 GEOGRAPHIC PRESENCE

18.18.4 PRODUCT PORTFOLIO

18.18.5 RECENT DEVELOPMENTS

18.19 REHABLOGIC INC

18.19.1 COMPANY OVERVIEW

18.19.2 REVENUE ANALYSIS

18.19.3 GEOGRAPHIC PRESENCE

18.19.4 PRODUCT PORTFOLIO

18.19.5 RECENT DEVELOPMENTS

18.2 XRHEALTH

18.20.1 COMPANY OVERVIEW

18.20.2 REVENUE ANALYSIS

18.20.3 GEOGRAPHIC PRESENCE

18.20.4 PRODUCT PORTFOLIO

18.20.5 RECENT DEVELOPMENTS

18.21 NEUROSTYLE PTD. LTD.

18.21.1 COMPANY OVERVIEW

18.21.2 REVENUE ANALYSIS

18.21.3 GEOGRAPHIC PRESENCE

18.21.4 PRODUCT PORTFOLIO

18.21.5 RECENT DEVELOPMENTS

NOTE: THE COMPANIES PROFILED IS NOT EXHAUSTIVE LIST AND IS AS PER OUR PREVIOUS CLIENT REQUIREMENT. WE PROFILE MORE THAN 100 COMPANIES IN OUR STUDY AND HENCE THE LIST OF COMPANIES CAN BE MODIFIED OR REPLACED ON REQUEST RELATED REPORTS

19 CONCLUSION

20 QUESTIONNAIRE

21 ABOUT DATA BRIDGE MARKET RESEARCH

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Questions fréquemment posées

Le marché est segmenté en fonction de , By Product Type (Cortical Simulation Systems, Neural Reeducation Systems, Neurorobotic Systems, Rehabilitation Gaming System, Software, Other), Application (Stroke, Spinal Cord Injury, Traumatic Brain Injury, Parkinson’s Disease, Dystonia, Schizophrenia, Cerebral Palsy, Other), Modality (PC, Tablet/Smartphone), Country (U.S., Canada, Mexico, Germany, Italy, U.K., France, Spain, Netherland, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia- Pacific, Brazil, Argentina, Rest of South America, South Africa, Saudi Arabia, U.A.E, Egypt, Israel, Rest of Middle East and Africa) Industr the neurorehabilitation gaming systems market is segmented into P y Trends and Forecast to 2028 .
La taille du Global Neurorehabilitation Gaming Systems Market était estimée à 0.00 USD Million USD en 2021.
Le Global Neurorehabilitation Gaming Systems Market devrait croître à un TCAC de 0% sur la période de prévision de 2022 à 2028.
Les principaux acteurs du marché sont Nintendo, Jintronix., MindMaze, XRHealth USA INC., Barrow Neurological Institute, Neofect., Bioness Inc., Hocoma, Medtronic, REHABILITATION ROBOTICS BIOXTREME, AlterGInc., Aretech LLC., imaginary srl, Ectron, Ekso Bionics, MagVentureInc., Helius Medical Technologies, BIONIK, NeuroStyle Ptd. Ltd., Abbott.
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