The interactive fitness market size is expected to see rapid growth in the next few years. It will grow to $7.11 billion in 2028 at a compound annual growth rate (CAGR) of 10.1%. The anticipated growth in the forecast period is expected to be driven by health and wellness trends, the emphasis on personalization and customization in fitness experiences, integration with everyday life, and the adoption of remote and hybrid fitness models. Key trends in the forecast period are expected to include virtual reality (VR) workouts, the popularity of live streaming and on-demand classes, the provision of personalized workouts, integration of wearable technology, and the emergence of multimodal fitness 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 January 2021, Cure.fit, an India-based health and fitness company, acquired Onyx to enhance its computer vision technology for at-home fitness products, expand digital offerings globally, and elevate the user experience with personalized workout feedback and high-accuracy body tracking. Onyx, a US-based fitness company, specializes in interactive and analytical fitness services.
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 2023. 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.
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Table of Contents
Executive Summary
Interactive Fitness Global Market Report 2024 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.
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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 impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.
- The impact of higher inflation in many countries and the resulting spike in interest rates.
- The continued but declining impact of COVID-19 on supply chains and consumption patterns.
- 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 System2) by Application: Gym; Household
3) by End-User: Residential; Nonresidential
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
- 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
Methodology
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Table Information
Report Attribute | Details |
---|---|
No. of Pages | 175 |
Published | June 2024 |
Forecast Period | 2024 - 2028 |
Estimated Market Value ( USD | $ 4.83 Billion |
Forecasted Market Value ( USD | $ 7.11 Billion |
Compound Annual Growth Rate | 10.1% |
Regions Covered | Global |
No. of Companies Mentioned | 23 |