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The $500 billion wellness problem that gamification could actually solve

  • Americans are spending over $500 billion annually on wellness products and services, with Gen Z and millennials driving 41% of that spending despite being 36% of the adult population.
  • Consumers report many of their wellness needs are unmet, especially in areas like mental health, cognitive health, and motivation.
  • McKinsey's report highlights a behavior change problem within the wellness industry, not just a market opportunity.
  • This problem is characterized as a motivation crisis, with 44% of Gen Z consumers facing challenges in achieving wellness goals.

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