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Interactive Fitness Market Report 2025

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    Report

  • 200 Pages
  • April 2025
  • Region: Global
  • The Business Research Company
  • ID: 5980389
This Interactive Fitness market report provides a comprehensive analysis of the market’s characteristics, size, and growth, including segmentation, regional and country-level breakdowns, competitive landscape, market shares, trends, and strategies. It also tracks historical and forecasted market growth across various geographies.

The interactive fitness market size has grown rapidly in recent years. It will grow from $4.83 billion in 2024 to $5.33 billion in 2025 at a compound annual growth rate (CAGR) of 10.2%. The growth in the historic period can be attributed to the rise in health consciousness, change in consumer preferences, gamification of exercise, fitness tracking and data analytics, and expansion of digital platforms.

The interactive fitness market size is expected to see rapid growth in the next few years. It will grow to $7.81 billion in 2029 at a compound annual growth rate (CAGR) of 10%. The growth in the forecast period can be attributed to health and wellness trends, personalization and customization, integration with everyday life, and remote and hybrid fitness models. Major trends in the forecast period include virtual reality (VR) workouts, live streaming and on-demand classes, personalized workouts, wearable technology integration, and multimodal experiences.

The increasing prevalence of obesity among youngsters is anticipated to drive the growth of the interactive fitness market. Obesity, characterized by excessive body fat accumulation and associated health risks, is on the rise due to sedentary lifestyles, poor dietary choices, environmental factors, and genetic factors. Interactive fitness emerges as a promising solution, offering engaging, personalized, and accessible workout experiences tailored to support individuals in their journey towards better health and fitness. For example, in May 2023, the Office for Health Improvement and Disparities reported a rise in the percentage of adults aged 18 and over in England living with obesity, reaching 63.8% in 2022 from 63.3% in the previous year. Consequently, the increasing prevalence of obesity among youngsters is fueling the growth of the interactive fitness market.

Key players in the interactive fitness market are prioritizing the development of innovative solutions, such as advanced AI-powered workout tracking technology, to enrich the user experience and optimize fitness outcomes. This technology leverages artificial intelligence algorithms to monitor and analyze users' exercise performance, deliver personalized feedback, and tailor training programs for improved fitness results. For instance, in October 2022, Insane AI, an India-based fitness tech company, launched an AI-powered fitness training app. Utilizing smartphone front camera technology, the app tracks movements, offers real-time posture and form correction, and provides a diverse range of guided body workouts. Users receive insights into their workout history and performance, while visual cues and live feedback keep them engaged. Additionally, the app incentivizes workouts by rewarding users with real-life incentives, enhancing motivation.

In April 2022, Blue Goji, a US-based fitness company, acquired Interactive Fitness Holdings (IFH) for an undisclosed amount. This strategic acquisition enhances Blue Goji's portfolio in the health and wellness technology sector, with a focus on fitness gamification and interactive exercise solutions. Interactive Fitness Holdings (IFH) LLC is a US-based health technology company, renowned for its innovative exercise equipment that integrates technology to create engaging and interactive fitness experiences. The acquisition aims to strengthen Blue Goji's position in the growing market of interactive and gamified fitness solutions.

Major companies operating in the interactive fitness market are Peloton Interactive Inc., Fitbit Inc., iFit, Beachbody LLC, Precor, Flywheel Sports Inc., Bowflex, Nautilus Inc., Life Fitness, TECHNOGYM Spa, Matrix Fitness, Echelon Fitness Multimedia LLC, EGYM Inc., Hydrow Inc., Horizon Fitness, Evervue USA Inc., FightCamp, Paradigm Health and Wellness Inc., NordicTrack, Nexersys Corp., Axtion Technology LLC, Zwift Inc., MYX Fitness.

North America was the largest region in the interactive fitness market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the interactive fitness market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the interactive fitness market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

Interactive fitness encompasses a technology-driven approach that integrates exercise with interactive elements such as virtual reality, gamification, or live streaming. Its goal is to boost user engagement and motivation through real-time feedback, personalized workouts, and immersive experiences, often facilitated by connected devices or platforms.

The primary products within interactive fitness include fitness equipment and software systems. Fitness equipment encompasses a variety of devices and machines crafted to support physical exercise, strength training, cardiovascular workouts, flexibility training, and overall fitness enhancement. These products find applications in various settings such as gyms and households, catering to a range of end users including residential and commercial customers.

The interactive fitness research report is one of a series of new reports that provides interactive fitness market statistics, including the interactive fitness industry's global market size, regional shares, competitors with an interactive fitness market share, detailed interactive fitness market segments, market trends and opportunities, and any further data you may need to thrive in the interactive fitness industry. This interactive fitness market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The interactive fitness market consists of revenues earned by entities by providing services such as personalized training plans, real-time coaching, interactive equipment integration, nutritional guidance, and progress tracking and analytics. The market value includes the value of related goods sold by the service provider or included within the service offering. The interactive fitness market also includes sales of interactive exercise equipment, fitness apps and platforms, and VR headsets. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

This product will be delivered within 3-5 business days.

Table of Contents

1. Executive Summary2. Interactive Fitness Market Characteristics3. Interactive Fitness Market Trends and Strategies4. Interactive Fitness Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, and the Recovery from COVID-19 on the Market
5. Global Interactive Fitness Growth Analysis and Strategic Analysis Framework
5.1. Global Interactive Fitness PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
5.2. Analysis of End Use Industries
5.3. Global Interactive Fitness Market Growth Rate Analysis
5.4. Global Interactive Fitness Historic Market Size and Growth, 2019-2024, Value ($ Billion)
5.5. Global Interactive Fitness Forecast Market Size and Growth, 2024-2029, 2034F, Value ($ Billion)
5.6. Global Interactive Fitness Total Addressable Market (TAM)
6. Interactive Fitness Market Segmentation
6.1. Global Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Fitness Equipment
  • Software System
6.2. Global Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Gym
  • Household
6.3. Global Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Residential
  • Nonresidential
6.4. Global Interactive Fitness Market, Sub-Segmentation of Fitness Equipment, by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Cardio Equipment (Treadmills, Stationary Bikes, Rowing Machines)
  • Strength Training Equipment (Free Weights, Resistance Bands, Weight Machines)
  • Connected Wearables (Smartwatches, Fitness Trackers)
  • Smart Fitness Machines (Peloton, Smart Ellipticals)
  • Fitness Accessories (Yoga Mats, Resistance Bands, Kettlebells)
6.5. Global Interactive Fitness Market, Sub-Segmentation of Software System, by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Fitness Tracking Software (Apps for Tracking Exercise, Nutrition, and Progress)
  • Virtual Fitness Classes (Live Streaming Workouts, on-Demand Exercise Programs)
  • Fitness Gamification Platforms (Apps Incorporate Game-like Elements)
  • Personal Training Software (Custom Workout Plans, AI-driven Coaching)
  • Health and Wellness Platforms (Integrated Fitness and Health Tracking, Wellness Programs)
7. Interactive Fitness Market Regional and Country Analysis
7.1. Global Interactive Fitness Market, Split by Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
7.2. Global Interactive Fitness Market, Split by Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
8. Asia-Pacific Interactive Fitness Market
8.1. Asia-Pacific Interactive Fitness Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
8.2. Asia-Pacific Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
8.3. Asia-Pacific Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
8.4. Asia-Pacific Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
9. China Interactive Fitness Market
9.1. China Interactive Fitness Market Overview
9.2. China Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
9.3. China Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
9.4. China Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
10. India Interactive Fitness Market
10.1. India Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
10.2. India Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
10.3. India Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
11. Japan Interactive Fitness Market
11.1. Japan Interactive Fitness Market Overview
11.2. Japan Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
11.3. Japan Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
11.4. Japan Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
12. Australia Interactive Fitness Market
12.1. Australia Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
12.2. Australia Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
12.3. Australia Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
13. Indonesia Interactive Fitness Market
13.1. Indonesia Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
13.2. Indonesia Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
13.3. Indonesia Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
14. South Korea Interactive Fitness Market
14.1. South Korea Interactive Fitness Market Overview
14.2. South Korea Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
14.3. South Korea Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
14.4. South Korea Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
15. Western Europe Interactive Fitness Market
15.1. Western Europe Interactive Fitness Market Overview
15.2. Western Europe Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
15.3. Western Europe Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
15.4. Western Europe Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
16. UK Interactive Fitness Market
16.1. UK Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
16.2. UK Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
16.3. UK Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
17. Germany Interactive Fitness Market
17.1. Germany Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
17.2. Germany Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
17.3. Germany Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
18. France Interactive Fitness Market
18.1. France Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
18.2. France Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
18.3. France Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
19. Italy Interactive Fitness Market
19.1. Italy Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
19.2. Italy Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
19.3. Italy Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
20. Spain Interactive Fitness Market
20.1. Spain Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
20.2. Spain Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
20.3. Spain Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
21. Eastern Europe Interactive Fitness Market
21.1. Eastern Europe Interactive Fitness Market Overview
21.2. Eastern Europe Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
21.3. Eastern Europe Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
21.4. Eastern Europe Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
22. Russia Interactive Fitness Market
22.1. Russia Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
22.2. Russia Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
22.3. Russia Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
23. North America Interactive Fitness Market
23.1. North America Interactive Fitness Market Overview
23.2. North America Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
23.3. North America Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
23.4. North America Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
24. USA Interactive Fitness Market
24.1. USA Interactive Fitness Market Overview
24.2. USA Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
24.3. USA Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
24.4. USA Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
25. Canada Interactive Fitness Market
25.1. Canada Interactive Fitness Market Overview
25.2. Canada Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
25.3. Canada Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
25.4. Canada Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
26. South America Interactive Fitness Market
26.1. South America Interactive Fitness Market Overview
26.2. South America Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
26.3. South America Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
26.4. South America Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
27. Brazil Interactive Fitness Market
27.1. Brazil Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
27.2. Brazil Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
27.3. Brazil Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
28. Middle East Interactive Fitness Market
28.1. Middle East Interactive Fitness Market Overview
28.2. Middle East Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
28.3. Middle East Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
28.4. Middle East Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
29. Africa Interactive Fitness Market
29.1. Africa Interactive Fitness Market Overview
29.2. Africa Interactive Fitness Market, Segmentation by Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
29.3. Africa Interactive Fitness Market, Segmentation by Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
29.4. Africa Interactive Fitness Market, Segmentation by End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
30. Interactive Fitness Market Competitive Landscape and Company Profiles
30.1. Interactive Fitness Market Competitive Landscape
30.2. Interactive Fitness Market Company Profiles
30.2.1. Peloton Interactive Inc. Overview, Products and Services, Strategy and Financial Analysis
30.2.2. Fitbit Inc. Overview, Products and Services, Strategy and Financial Analysis
30.2.3. iFit Overview, Products and Services, Strategy and Financial Analysis
30.2.4. Beachbody LLC Overview, Products and Services, Strategy and Financial Analysis
30.2.5. Precor Overview, Products and Services, Strategy and Financial Analysis
31. Interactive Fitness Market Other Major and Innovative Companies
31.1. Flywheel Sports Inc.
31.2. Bowflex
31.3. Nautilus Inc.
31.4. Life Fitness
31.5. TECHNOGYM Spa
31.6. Matrix Fitness
31.7. Echelon Fitness Multimedia LLC
31.8. EGYM Inc.
31.9. Hydrow Inc.
31.10. Horizon Fitness
31.11. Evervue USA Inc.
31.12. FightCamp
31.13. Paradigm Health and Wellness Inc.
31.14. NordicTrack
31.15. Nexersys Corp.
32. Global Interactive Fitness Market Competitive Benchmarking and Dashboard33. Key Mergers and Acquisitions in the Interactive Fitness Market34. Recent Developments in the Interactive Fitness Market
35. Interactive Fitness Market High Potential Countries, Segments and Strategies
35.1 Interactive Fitness Market in 2029 - Countries Offering Most New Opportunities
35.2 Interactive Fitness Market in 2029 - Segments Offering Most New Opportunities
35.3 Interactive Fitness Market in 2029 - Growth Strategies
35.3.1 Market Trend Based Strategies
35.3.2 Competitor Strategies
36. Appendix
36.1. Abbreviations
36.2. Currencies
36.3. Historic and Forecast Inflation Rates
36.4. Research Inquiries
36.5. About the Analyst
36.6. Copyright and Disclaimer

Executive Summary

Interactive Fitness Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on interactive fitness market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase:

  • Gain a truly global perspective with the most comprehensive report available on this market covering 15 geographies.
  • Assess the impact of key macro factors such as conflict, pandemic and recovery, inflation and interest rate environment and the 2nd Trump presidency.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Description

Where is the largest and fastest growing market for interactive fitness ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The interactive fitness market global report answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include: the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

Markets Covered:

1) By Product: Fitness Equipment; Software System
2) By Application: Gym; Household
3) By End-User: Residential; Nonresidential

Subsegments:

1) By Fitness Equipment: Cardio Equipment (Treadmills, Stationary Bikes, Rowing Machines); Strength Training Equipment (Free Weights, Resistance Bands, Weight Machines); Connected Wearables (Smartwatches, Fitness Trackers); Smart Fitness Machines (Peloton, Smart Ellipticals); Fitness Accessories (Yoga Mats, Resistance Bands, Kettlebells)
2) By Software System: Fitness Tracking Software (Apps for Tracking Exercise, Nutrition, and Progress); Virtual Fitness Classes (Live Streaming Workouts, on-Demand Exercise Programs); Fitness Gamification Platforms (Apps Incorporate Game-like Elements); Personal Training Software (Custom Workout Plans, AI-driven Coaching); Health and Wellness Platforms (Integrated Fitness and Health Tracking, Wellness Programs)

Key Companies Mentioned: Peloton Interactive Inc.; Fitbit Inc.; iFit; Beachbody LLC; Precor

Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain

Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa

Time Series: Five years historic and ten years forecast.

Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.

Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.

Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.

Delivery Format: PDF, Word and Excel Data Dashboard.

Companies Mentioned

The major companies featured in this Interactive Fitness market report include:
  • Peloton Interactive Inc.
  • Fitbit Inc.
  • iFit
  • Beachbody LLC
  • Precor
  • Flywheel Sports Inc.
  • Bowflex
  • Nautilus Inc.
  • Life Fitness
  • TECHNOGYM Spa
  • Matrix Fitness
  • Echelon Fitness Multimedia LLC
  • EGYM Inc.
  • Hydrow Inc.
  • Horizon Fitness
  • Evervue USA Inc.
  • FightCamp
  • Paradigm Health and Wellness Inc.
  • NordicTrack
  • Nexersys Corp.
  • Axtion Technology LLC
  • Zwift Inc.
  • MYX Fitness

Table Information