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The Bottom Line
1.0 Report Summary
1.1 Purpose of Report
1.2 Scope of Report
1.3 Research Approach
1.4 Why Fun Matters to Wellness and Fitness
1.5 Health Entertainment Market Defined
2.0 Health Entertainment: Hardware Innovations
2.1 Mobile Computing Devices
2.2 Games Consoles and Motion-Sensing Peripherals
2.3 New Generation Fitness Tracking Devices and Equipment
3.0 Health Entertainment: Software and Service Innovations
3.1 Games for Health and Wellness
3.1.1 Console and Online Games for Better Health
3.1.2 Online Health Services Using Games and Social Communications
3.1.3 Business Models and Industry Outlook
3.2 Mobile Apps for Wellness and Fitness
3.2.1 Wellness and Fitness Apps: by Numbers and Types
3.2.2 Wellness and Fitness App Developers: Business Models
4.0 Market Forecasts
4.1 Industry Growth Trajectory and Inflection Point
4.2 Forecast Methodology
4.3 Users of Health Entertainment Hardware and Services
4.4 Forecast of Health Entertainment Market Revenues
5.0 Market Implications and Recommendations
6.0 Appendix
6.1 Glossary
6.2 Index of Companies
© July 2012 Parks Associates
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Printed in the United States of America.
Disclaimer
Parks Associates has made every reasonable effort to ensure that all information in this report is correct. We assume no responsibility for any inadvertent errors.