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Online/Virtual Fitness Market By Streaming Type, By Device Type, By Session Type, By Revenue Model, By End User: Global Opportunity Analysis and Industry Forecast, 2023-2032

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    Report

  • 294 Pages
  • May 2023
  • Region: Global
  • Allied Market Research
  • ID: 5141703
Online or virtual fitness is the fusion of workout with technology. The online workouts are designed for ease and convenience of individual to suit their schedule and needs. Typically, the virtual workout sessions are played in fitness clubs on the big screen. The clubs may have them prescheduled as well as offers facilities of on-demand workout sessions as per the convenience of the user. Online fitness coaching is another type of virtual fitness which enables users to receive fitness as well as nutrition coaching from a nutrition or fitness coach over the fitness app or website.

Increase in need for advanced fitness sessions to achieve physical fitness, growing interest of health insurance providers in online/virtual fitness services to reduce health insurances costs, growing demand of AR or VR based fitness, and Increase in demand for healthy foods are some of the major factors that drives the growth of the online or virtual fitness market. Moreover, lack of timings to attend training sessions at fitness clubs further drives market growth. In addition to this, COVID-19 pandemic is disrupted the lives of people and causing fitness centers such as gyms and other fitness clubs to stay closed. This has led to rapid surge in adoption of fitness videos as people have started workouts at their homes which in turn will support the growth of the market. However, interruptions in the flow of the class due to tech glitches along with the lack of real interaction with the instructor may hinder the market growth to some extent. Furthermore, growing popularity of online or virtual fitness programs among older adult age group as their focus on health & fitness is further provides numerous opportunities for the market to grow.

The online or virtual fitness market is segmented on the basis of streaming type, device type, session type, revenue model, end user, and region. On the basis of streaming type, it is categorized into Live and on-demand. On the basis of device type, it is classified into smart TVs, smartphones, laptops desktops and tablets, others. By session type, it is bifurcated into group and solo. Depending on revenue model, it is divided into subscription, advertisement, and hybrid. By age group, the market is classified as professional gyms, sports institutes, defense institutes, educational institutions, corporate institutions, individuals, and others. Region wise, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The company profiles of online or virtual fitness market players Included in this report are ClassPass Inc., Fitbit, Inc., FitnessOnDemand, Les Mills International Ltd., Navigate Wellbeing Solutions, Peerfit, Inc., Reh-Fit Centre, Sworkit, Viva Leisure, and Wellbeats, Inc.

KEY BENEFITS FOR STAKEHOLDERS

  • The study provides an in-depth analysis of the global online or virtual fitness market forecast along with the current and future trends to explain the imminent investment pockets.
  • Information about key drivers, restraints, and opportunities and their impact analysis on global online or virtual fitness market trend is provided in the report.
  • The Porter’s five forces analysis illustrates the potency of the buyers and suppliers operating in the industry.
  • The quantitative analysis of the market from 2023 to 2032 is provided to determine the market potential.

Key Market Segments

By Streaming Type

  • Live
  • On-Demand

By Device Type

  • Smart TV
  • Smartphone
  • Laptops Desktops and Tablets
  • Others

By Session Type

  • Group
  • Solo

By Revenue Model

  • Subscription
  • Advertisement
  • Hybrid

By End User

  • Professional Gyms
  • Sports Institutes
  • Defense Institute
  • Educational Institutes
  • Corporate Institution
  • Individuals
  • Others

By Region

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Italy
  • Spain
  • Rest of Europe
  • Asia-Pacific
  • China
  • India
  • Japan
  • Australia
  • Rest of Asia-Pacific
  • LAMEA
  • Latin America
  • Middle East
  • Africa

Key Market Players

  • ClassPass
  • Fitbit
  • FitnessOnDemand
  • LES MILLS INTERNATIONAL LTD
  • MINDBODY, Inc.
  • Navigate Wellbeing Solutions
  • REH-FIT
  • Sworkit
  • Viva Leisure
  • Wellbeats, Inc.

 

Please note:

  • Online Access price format is valid for 60 days access. Printing is not enabled.
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Table of Contents

CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key market segments
1.3. Key benefits to the stakeholders
1.4. Research Methodology
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO Perspective
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.3. Porter’s five forces analysis
3.3.1. Bargaining power of suppliers
3.3.2. Bargaining power of buyers
3.3.3. Threat of substitutes
3.3.4. Threat of new entrants
3.3.5. Intensity of rivalry
3.4. Market dynamics
3.4.1. Drivers
3.4.1.1. Increase in need for advanced fitness sessions to achieve physical fitness
3.4.1.2. Growing interest of health insurance providers in online/virtual fitness services to reduce health insurances costs
3.4.1.3. Increase in demand for healthy foods
3.4.1.4. Lack of time to attend training sessions at fitness institutes
3.4.1.5. Rising demand for AR & VR based fitness
3.4.1.6. Shut down of gyms and studios due to ongoing COVID-19 Pandemic situation
3.4.2. Restraints
3.4.2.1. No real interaction with the instructor
3.4.2.2. Interruption in the flow of the class due to tech glitches
3.4.3. Opportunities
3.4.3.1. Growing popularity of online fitness programs among elderly
3.5. COVID-19 Impact Analysis on the market
CHAPTER 4: ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE
4.1. Overview
4.1.1. Market size and forecast
4.2. Live
4.2.1. Key market trends, growth factors and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market share analysis by country
4.3. On-Demand
4.3.1. Key market trends, growth factors and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market share analysis by country
CHAPTER 5: ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE
5.1. Overview
5.1.1. Market size and forecast
5.2. Smart TV
5.2.1. Key market trends, growth factors and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market share analysis by country
5.3. Smartphone
5.3.1. Key market trends, growth factors and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market share analysis by country
5.4. Laptops Desktops and Tablets
5.4.1. Key market trends, growth factors and opportunities
5.4.2. Market size and forecast, by region
5.4.3. Market share analysis by country
5.5. Others
5.5.1. Key market trends, growth factors and opportunities
5.5.2. Market size and forecast, by region
5.5.3. Market share analysis by country
CHAPTER 6: ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE
6.1. Overview
6.1.1. Market size and forecast
6.2. Group
6.2.1. Key market trends, growth factors and opportunities
6.2.2. Market size and forecast, by region
6.2.3. Market share analysis by country
6.3. Solo
6.3.1. Key market trends, growth factors and opportunities
6.3.2. Market size and forecast, by region
6.3.3. Market share analysis by country
CHAPTER 7: ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL
7.1. Overview
7.1.1. Market size and forecast
7.2. Subscription
7.2.1. Key market trends, growth factors and opportunities
7.2.2. Market size and forecast, by region
7.2.3. Market share analysis by country
7.3. Advertisement
7.3.1. Key market trends, growth factors and opportunities
7.3.2. Market size and forecast, by region
7.3.3. Market share analysis by country
7.4. Hybrid
7.4.1. Key market trends, growth factors and opportunities
7.4.2. Market size and forecast, by region
7.4.3. Market share analysis by country
CHAPTER 8: ONLINE/VIRTUAL FITNESS MARKET, BY END USER
8.1. Overview
8.1.1. Market size and forecast
8.2. Professional Gyms
8.2.1. Key market trends, growth factors and opportunities
8.2.2. Market size and forecast, by region
8.2.3. Market share analysis by country
8.3. Sports Institutes
8.3.1. Key market trends, growth factors and opportunities
8.3.2. Market size and forecast, by region
8.3.3. Market share analysis by country
8.4. Defense Institute
8.4.1. Key market trends, growth factors and opportunities
8.4.2. Market size and forecast, by region
8.4.3. Market share analysis by country
8.5. Educational Institutes
8.5.1. Key market trends, growth factors and opportunities
8.5.2. Market size and forecast, by region
8.5.3. Market share analysis by country
8.6. Corporate Institution
8.6.1. Key market trends, growth factors and opportunities
8.6.2. Market size and forecast, by region
8.6.3. Market share analysis by country
8.7. Individuals
8.7.1. Key market trends, growth factors and opportunities
8.7.2. Market size and forecast, by region
8.7.3. Market share analysis by country
8.8. Others
8.8.1. Key market trends, growth factors and opportunities
8.8.2. Market size and forecast, by region
8.8.3. Market share analysis by country
CHAPTER 9: ONLINE/VIRTUAL FITNESS MARKET, BY REGION
9.1. Overview
9.1.1. Market size and forecast By Region
9.2. North America
9.2.1. Key trends and opportunities
9.2.2. Market size and forecast, by Streaming Type
9.2.3. Market size and forecast, by Device Type
9.2.4. Market size and forecast, by Session Type
9.2.5. Market size and forecast, by Revenue Model
9.2.6. Market size and forecast, by End User
9.2.7. Market size and forecast, by country
9.2.7.1. U.S.
9.2.7.1.1. Key market trends, growth factors and opportunities
9.2.7.1.2. Market size and forecast, by Streaming Type
9.2.7.1.3. Market size and forecast, by Device Type
9.2.7.1.4. Market size and forecast, by Session Type
9.2.7.1.5. Market size and forecast, by Revenue Model
9.2.7.1.6. Market size and forecast, by End User
9.2.7.2. Canada
9.2.7.2.1. Key market trends, growth factors and opportunities
9.2.7.2.2. Market size and forecast, by Streaming Type
9.2.7.2.3. Market size and forecast, by Device Type
9.2.7.2.4. Market size and forecast, by Session Type
9.2.7.2.5. Market size and forecast, by Revenue Model
9.2.7.2.6. Market size and forecast, by End User
9.3. Europe
9.3.1. Key trends and opportunities
9.3.2. Market size and forecast, by Streaming Type
9.3.3. Market size and forecast, by Device Type
9.3.4. Market size and forecast, by Session Type
9.3.5. Market size and forecast, by Revenue Model
9.3.6. Market size and forecast, by End User
9.3.7. Market size and forecast, by country
9.3.7.1. UK
9.3.7.1.1. Key market trends, growth factors and opportunities
9.3.7.1.2. Market size and forecast, by Streaming Type
9.3.7.1.3. Market size and forecast, by Device Type
9.3.7.1.4. Market size and forecast, by Session Type
9.3.7.1.5. Market size and forecast, by Revenue Model
9.3.7.1.6. Market size and forecast, by End User
9.3.7.2. Germany
9.3.7.2.1. Key market trends, growth factors and opportunities
9.3.7.2.2. Market size and forecast, by Streaming Type
9.3.7.2.3. Market size and forecast, by Device Type
9.3.7.2.4. Market size and forecast, by Session Type
9.3.7.2.5. Market size and forecast, by Revenue Model
9.3.7.2.6. Market size and forecast, by End User
9.3.7.3. France
9.3.7.3.1. Key market trends, growth factors and opportunities
9.3.7.3.2. Market size and forecast, by Streaming Type
9.3.7.3.3. Market size and forecast, by Device Type
9.3.7.3.4. Market size and forecast, by Session Type
9.3.7.3.5. Market size and forecast, by Revenue Model
9.3.7.3.6. Market size and forecast, by End User
9.3.7.4. Italy
9.3.7.4.1. Key market trends, growth factors and opportunities
9.3.7.4.2. Market size and forecast, by Streaming Type
9.3.7.4.3. Market size and forecast, by Device Type
9.3.7.4.4. Market size and forecast, by Session Type
9.3.7.4.5. Market size and forecast, by Revenue Model
9.3.7.4.6. Market size and forecast, by End User
9.3.7.5. Spain
9.3.7.5.1. Key market trends, growth factors and opportunities
9.3.7.5.2. Market size and forecast, by Streaming Type
9.3.7.5.3. Market size and forecast, by Device Type
9.3.7.5.4. Market size and forecast, by Session Type
9.3.7.5.5. Market size and forecast, by Revenue Model
9.3.7.5.6. Market size and forecast, by End User
9.3.7.6. Rest of Europe
9.3.7.6.1. Key market trends, growth factors and opportunities
9.3.7.6.2. Market size and forecast, by Streaming Type
9.3.7.6.3. Market size and forecast, by Device Type
9.3.7.6.4. Market size and forecast, by Session Type
9.3.7.6.5. Market size and forecast, by Revenue Model
9.3.7.6.6. Market size and forecast, by End User
9.4. Asia-Pacific
9.4.1. Key trends and opportunities
9.4.2. Market size and forecast, by Streaming Type
9.4.3. Market size and forecast, by Device Type
9.4.4. Market size and forecast, by Session Type
9.4.5. Market size and forecast, by Revenue Model
9.4.6. Market size and forecast, by End User
9.4.7. Market size and forecast, by country
9.4.7.1. China
9.4.7.1.1. Key market trends, growth factors and opportunities
9.4.7.1.2. Market size and forecast, by Streaming Type
9.4.7.1.3. Market size and forecast, by Device Type
9.4.7.1.4. Market size and forecast, by Session Type
9.4.7.1.5. Market size and forecast, by Revenue Model
9.4.7.1.6. Market size and forecast, by End User
9.4.7.2. India
9.4.7.2.1. Key market trends, growth factors and opportunities
9.4.7.2.2. Market size and forecast, by Streaming Type
9.4.7.2.3. Market size and forecast, by Device Type
9.4.7.2.4. Market size and forecast, by Session Type
9.4.7.2.5. Market size and forecast, by Revenue Model
9.4.7.2.6. Market size and forecast, by End User
9.4.7.3. Japan
9.4.7.3.1. Key market trends, growth factors and opportunities
9.4.7.3.2. Market size and forecast, by Streaming Type
9.4.7.3.3. Market size and forecast, by Device Type
9.4.7.3.4. Market size and forecast, by Session Type
9.4.7.3.5. Market size and forecast, by Revenue Model
9.4.7.3.6. Market size and forecast, by End User
9.4.7.4. Australia
9.4.7.4.1. Key market trends, growth factors and opportunities
9.4.7.4.2. Market size and forecast, by Streaming Type
9.4.7.4.3. Market size and forecast, by Device Type
9.4.7.4.4. Market size and forecast, by Session Type
9.4.7.4.5. Market size and forecast, by Revenue Model
9.4.7.4.6. Market size and forecast, by End User
9.4.7.5. Rest of Asia-Pacific
9.4.7.5.1. Key market trends, growth factors and opportunities
9.4.7.5.2. Market size and forecast, by Streaming Type
9.4.7.5.3. Market size and forecast, by Device Type
9.4.7.5.4. Market size and forecast, by Session Type
9.4.7.5.5. Market size and forecast, by Revenue Model
9.4.7.5.6. Market size and forecast, by End User
9.5. LAMEA
9.5.1. Key trends and opportunities
9.5.2. Market size and forecast, by Streaming Type
9.5.3. Market size and forecast, by Device Type
9.5.4. Market size and forecast, by Session Type
9.5.5. Market size and forecast, by Revenue Model
9.5.6. Market size and forecast, by End User
9.5.7. Market size and forecast, by country
9.5.7.1. Latin America
9.5.7.1.1. Key market trends, growth factors and opportunities
9.5.7.1.2. Market size and forecast, by Streaming Type
9.5.7.1.3. Market size and forecast, by Device Type
9.5.7.1.4. Market size and forecast, by Session Type
9.5.7.1.5. Market size and forecast, by Revenue Model
9.5.7.1.6. Market size and forecast, by End User
9.5.7.2. Middle East
9.5.7.2.1. Key market trends, growth factors and opportunities
9.5.7.2.2. Market size and forecast, by Streaming Type
9.5.7.2.3. Market size and forecast, by Device Type
9.5.7.2.4. Market size and forecast, by Session Type
9.5.7.2.5. Market size and forecast, by Revenue Model
9.5.7.2.6. Market size and forecast, by End User
9.5.7.3. Africa
9.5.7.3.1. Key market trends, growth factors and opportunities
9.5.7.3.2. Market size and forecast, by Streaming Type
9.5.7.3.3. Market size and forecast, by Device Type
9.5.7.3.4. Market size and forecast, by Session Type
9.5.7.3.5. Market size and forecast, by Revenue Model
9.5.7.3.6. Market size and forecast, by End User
CHAPTER 10: COMPETITIVE LANDSCAPE
10.1. Introduction
10.2. Top winning strategies
10.3. Product Mapping of Top 10 Player
10.4. Competitive Dashboard
10.5. Competitive Heatmap
10.6. Top player positioning, 2022
CHAPTER 11: COMPANY PROFILES
11.1. ClassPass
11.1.1. Company overview
11.1.2. Key Executives
11.1.3. Company snapshot
11.1.4. Operating business segments
11.1.5. Product portfolio
11.1.6. Key strategic moves and developments
11.2. Fitbit
11.2.1. Company overview
11.2.2. Key Executives
11.2.3. Company snapshot
11.2.4. Operating business segments
11.2.5. Product portfolio
11.2.6. Key strategic moves and developments
11.3. FitnessOnDemand
11.3.1. Company overview
11.3.2. Key Executives
11.3.3. Company snapshot
11.3.4. Operating business segments
11.3.5. Product portfolio
11.3.6. Key strategic moves and developments
11.4. LES MILLS INTERNATIONAL LTD
11.4.1. Company overview
11.4.2. Key Executives
11.4.3. Company snapshot
11.4.4. Operating business segments
11.4.5. Product portfolio
11.4.6. Key strategic moves and developments
11.5. Navigate Wellbeing Solutions
11.5.1. Company overview
11.5.2. Key Executives
11.5.3. Company snapshot
11.5.4. Operating business segments
11.5.5. Product portfolio
11.5.6. Key strategic moves and developments
11.6. REH-FIT
11.6.1. Company overview
11.6.2. Key Executives
11.6.3. Company snapshot
11.6.4. Operating business segments
11.6.5. Product portfolio
11.6.6. Business performance
11.7. Sworkit
11.7.1. Company overview
11.7.2. Key Executives
11.7.3. Company snapshot
11.7.4. Operating business segments
11.7.5. Product portfolio
11.7.6. Key strategic moves and developments
11.8. Viva Leisure
11.8.1. Company overview
11.8.2. Key Executives
11.8.3. Company snapshot
11.8.4. Operating business segments
11.8.5. Product portfolio
11.8.6. Business performance
11.8.7. Key strategic moves and developments
11.9. Wellbeats, Inc.
11.9.1. Company overview
11.9.2. Key Executives
11.9.3. Company snapshot
11.9.4. Operating business segments
11.9.5. Product portfolio
11.10. MINDBODY, inc.
11.10.1. Company overview
11.10.2. Key Executives
11.10.3. Company snapshot
11.10.4. Operating business segments
11.10.5. Product portfolio
11.10.6. Key strategic moves and developments
List of Tables
TABLE 01. GLOBAL ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 02. ONLINE/VIRTUAL FITNESS MARKET FOR LIVE, BY REGION, 2022-2032 ($MILLION)
TABLE 03. ONLINE/VIRTUAL FITNESS MARKET FOR ON-DEMAND, BY REGION, 2022-2032 ($MILLION)
TABLE 04. GLOBAL ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 05. ONLINE/VIRTUAL FITNESS MARKET FOR SMART TV, BY REGION, 2022-2032 ($MILLION)
TABLE 06. ONLINE/VIRTUAL FITNESS MARKET FOR SMARTPHONE, BY REGION, 2022-2032 ($MILLION)
TABLE 07. ONLINE/VIRTUAL FITNESS MARKET FOR LAPTOPS DESKTOPS AND TABLETS, BY REGION, 2022-2032 ($MILLION)
TABLE 08. ONLINE/VIRTUAL FITNESS MARKET FOR OTHERS, BY REGION, 2022-2032 ($MILLION)
TABLE 09. GLOBAL ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 10. ONLINE/VIRTUAL FITNESS MARKET FOR GROUP, BY REGION, 2022-2032 ($MILLION)
TABLE 11. ONLINE/VIRTUAL FITNESS MARKET FOR SOLO, BY REGION, 2022-2032 ($MILLION)
TABLE 12. GLOBAL ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 13. ONLINE/VIRTUAL FITNESS MARKET FOR SUBSCRIPTION, BY REGION, 2022-2032 ($MILLION)
TABLE 14. ONLINE/VIRTUAL FITNESS MARKET FOR ADVERTISEMENT, BY REGION, 2022-2032 ($MILLION)
TABLE 15. ONLINE/VIRTUAL FITNESS MARKET FOR HYBRID, BY REGION, 2022-2032 ($MILLION)
TABLE 16. GLOBAL ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 17. ONLINE/VIRTUAL FITNESS MARKET FOR PROFESSIONAL GYMS, BY REGION, 2022-2032 ($MILLION)
TABLE 18. ONLINE/VIRTUAL FITNESS MARKET FOR SPORTS INSTITUTES, BY REGION, 2022-2032 ($MILLION)
TABLE 19. ONLINE/VIRTUAL FITNESS MARKET FOR DEFENSE INSTITUTE, BY REGION, 2022-2032 ($MILLION)
TABLE 20. ONLINE/VIRTUAL FITNESS MARKET FOR EDUCATIONAL INSTITUTES, BY REGION, 2022-2032 ($MILLION)
TABLE 21. ONLINE/VIRTUAL FITNESS MARKET FOR CORPORATE INSTITUTION, BY REGION, 2022-2032 ($MILLION)
TABLE 22. ONLINE/VIRTUAL FITNESS MARKET FOR INDIVIDUALS, BY REGION, 2022-2032 ($MILLION)
TABLE 23. ONLINE/VIRTUAL FITNESS MARKET FOR OTHERS, BY REGION, 2022-2032 ($MILLION)
TABLE 24. ONLINE/VIRTUAL FITNESS MARKET, BY REGION, 2022-2032 ($MILLION)
TABLE 25. NORTH AMERICA ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 26. NORTH AMERICA ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 27. NORTH AMERICA ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 28. NORTH AMERICA ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 29. NORTH AMERICA ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 30. NORTH AMERICA ONLINE/VIRTUAL FITNESS MARKET, BY COUNTRY, 2022-2032 ($MILLION)
TABLE 31. U.S. ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 32. U.S. ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 33. U.S. ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 34. U.S. ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 35. U.S. ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 36. CANADA ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 37. CANADA ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 38. CANADA ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 39. CANADA ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 40. CANADA ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 41. EUROPE ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 42. EUROPE ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 43. EUROPE ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 44. EUROPE ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 45. EUROPE ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 46. EUROPE ONLINE/VIRTUAL FITNESS MARKET, BY COUNTRY, 2022-2032 ($MILLION)
TABLE 47. UK ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 48. UK ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 49. UK ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 50. UK ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 51. UK ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 52. GERMANY ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 53. GERMANY ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 54. GERMANY ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 55. GERMANY ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 56. GERMANY ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 57. FRANCE ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 58. FRANCE ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 59. FRANCE ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 60. FRANCE ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 61. FRANCE ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 62. ITALY ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 63. ITALY ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 64. ITALY ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 65. ITALY ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 66. ITALY ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 67. SPAIN ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 68. SPAIN ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 69. SPAIN ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 70. SPAIN ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 71. SPAIN ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 72. REST OF EUROPE ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 73. REST OF EUROPE ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 74. REST OF EUROPE ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 75. REST OF EUROPE ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 76. REST OF EUROPE ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 77. ASIA-PACIFIC ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 78. ASIA-PACIFIC ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 79. ASIA-PACIFIC ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 80. ASIA-PACIFIC ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 81. ASIA-PACIFIC ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 82. ASIA-PACIFIC ONLINE/VIRTUAL FITNESS MARKET, BY COUNTRY, 2022-2032 ($MILLION)
TABLE 83. CHINA ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 84. CHINA ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 85. CHINA ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 86. CHINA ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 87. CHINA ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 88. INDIA ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 89. INDIA ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 90. INDIA ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 91. INDIA ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 92. INDIA ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 93. JAPAN ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 94. JAPAN ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 95. JAPAN ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 96. JAPAN ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 97. JAPAN ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 98. AUSTRALIA ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 99. AUSTRALIA ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 100. AUSTRALIA ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 101. AUSTRALIA ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 102. AUSTRALIA ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 103. REST OF ASIA-PACIFIC ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 104. REST OF ASIA-PACIFIC ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 105. REST OF ASIA-PACIFIC ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 106. REST OF ASIA-PACIFIC ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 107. REST OF ASIA-PACIFIC ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 108. LAMEA ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 109. LAMEA ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 110. LAMEA ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 111. LAMEA ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 112. LAMEA ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 113. LAMEA ONLINE/VIRTUAL FITNESS MARKET, BY COUNTRY, 2022-2032 ($MILLION)
TABLE 114. LATIN AMERICA ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 115. LATIN AMERICA ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 116. LATIN AMERICA ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 117. LATIN AMERICA ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 118. LATIN AMERICA ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 119. MIDDLE EAST ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 120. MIDDLE EAST ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 121. MIDDLE EAST ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 122. MIDDLE EAST ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 123. MIDDLE EAST ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 124. AFRICA ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022-2032 ($MILLION)
TABLE 125. AFRICA ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 126. AFRICA ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022-2032 ($MILLION)
TABLE 127. AFRICA ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022-2032 ($MILLION)
TABLE 128. AFRICA ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022-2032 ($MILLION)
TABLE 129. CLASSPASS: KEY EXECUTIVES
TABLE 130. CLASSPASS: COMPANY SNAPSHOT
TABLE 131. CLASSPASS: PRODUCT SEGMENTS
TABLE 132. CLASSPASS: PRODUCT PORTFOLIO
TABLE 133. CLASSPASS: KEY STRATERGIES
TABLE 134. FITBIT: KEY EXECUTIVES
TABLE 135. FITBIT: COMPANY SNAPSHOT
TABLE 136. FITBIT: PRODUCT SEGMENTS
TABLE 137. FITBIT: PRODUCT PORTFOLIO
TABLE 138. FITBIT: KEY STRATERGIES
TABLE 139. FITNESSONDEMAND: KEY EXECUTIVES
TABLE 140. FITNESSONDEMAND: COMPANY SNAPSHOT
TABLE 141. FITNESSONDEMAND: PRODUCT SEGMENTS
TABLE 142. FITNESSONDEMAND: PRODUCT PORTFOLIO
TABLE 143. FITNESSONDEMAND: KEY STRATERGIES
TABLE 144. LES MILLS INTERNATIONAL LTD: KEY EXECUTIVES
TABLE 145. LES MILLS INTERNATIONAL LTD: COMPANY SNAPSHOT
TABLE 146. LES MILLS INTERNATIONAL LTD: PRODUCT SEGMENTS
TABLE 147. LES MILLS INTERNATIONAL LTD: PRODUCT PORTFOLIO
TABLE 148. LES MILLS INTERNATIONAL LTD: KEY STRATERGIES
TABLE 149. NAVIGATE WELLBEING SOLUTIONS: KEY EXECUTIVES
TABLE 150. NAVIGATE WELLBEING SOLUTIONS: COMPANY SNAPSHOT
TABLE 151. NAVIGATE WELLBEING SOLUTIONS: PRODUCT SEGMENTS
TABLE 152. NAVIGATE WELLBEING SOLUTIONS: PRODUCT PORTFOLIO
TABLE 153. NAVIGATE WELLBEING SOLUTIONS: KEY STRATERGIES
TABLE 154. REH-FIT: KEY EXECUTIVES
TABLE 155. REH-FIT: COMPANY SNAPSHOT
TABLE 156. REH-FIT: PRODUCT SEGMENTS
TABLE 157. REH-FIT: PRODUCT PORTFOLIO
TABLE 158. SWORKIT: KEY EXECUTIVES
TABLE 159. SWORKIT: COMPANY SNAPSHOT
TABLE 160. SWORKIT: PRODUCT SEGMENTS
TABLE 161. SWORKIT: PRODUCT PORTFOLIO
TABLE 162. SWORKIT: KEY STRATERGIES
TABLE 163. VIVA LEISURE: KEY EXECUTIVES
TABLE 164. VIVA LEISURE: COMPANY SNAPSHOT
TABLE 165. VIVA LEISURE: PRODUCT SEGMENTS
TABLE 166. VIVA LEISURE: PRODUCT PORTFOLIO
TABLE 167. VIVA LEISURE: KEY STRATERGIES
TABLE 168. WELLBEATS, INC.: KEY EXECUTIVES
TABLE 169. WELLBEATS, INC.: COMPANY SNAPSHOT
TABLE 170. WELLBEATS, INC.: PRODUCT SEGMENTS
TABLE 171. WELLBEATS, INC.: PRODUCT PORTFOLIO
TABLE 172. MINDBODY, INC.: KEY EXECUTIVES
TABLE 173. MINDBODY, INC.: COMPANY SNAPSHOT
TABLE 174. MINDBODY, INC.: PRODUCT SEGMENTS
TABLE 175. MINDBODY, INC.: PRODUCT PORTFOLIO
TABLE 176. MINDBODY, INC.: KEY STRATERGIES
List of Figures
FIGURE 01. ONLINE/VIRTUAL FITNESS MARKET, 2022-2032
FIGURE 02. SEGMENTATION OF ONLINE/VIRTUAL FITNESS MARKET, 2022-2032
FIGURE 03. TOP INVESTMENT POCKETS IN ONLINE/VIRTUAL FITNESS MARKET (2023-2032)
FIGURE 04. LOW BARGAINING POWER OF SUPPLIERS
FIGURE 05. LOW BARGAINING POWER OF BUYERS
FIGURE 06. LOW THREAT OF SUBSTITUTES
FIGURE 07. LOW THREAT OF NEW ENTRANTS
FIGURE 08. LOW INTENSITY OF RIVALRY
FIGURE 09. DRIVERS, RESTRAINTS AND OPPORTUNITIES: GLOBALONLINE/VIRTUAL FITNESS MARKET
FIGURE 10. ONLINE/VIRTUAL FITNESS MARKET, BY STREAMING TYPE, 2022(%)
FIGURE 11. COMPARATIVE SHARE ANALYSIS OF ONLINE/VIRTUAL FITNESS MARKET FOR LIVE, BY COUNTRY 2022 AND 2032(%)
FIGURE 12. COMPARATIVE SHARE ANALYSIS OF ONLINE/VIRTUAL FITNESS MARKET FOR ON-DEMAND, BY COUNTRY 2022 AND 2032(%)
FIGURE 13. ONLINE/VIRTUAL FITNESS MARKET, BY DEVICE TYPE, 2022(%)
FIGURE 14. COMPARATIVE SHARE ANALYSIS OF ONLINE/VIRTUAL FITNESS MARKET FOR SMART TV, BY COUNTRY 2022 AND 2032(%)
FIGURE 15. COMPARATIVE SHARE ANALYSIS OF ONLINE/VIRTUAL FITNESS MARKET FOR SMARTPHONE, BY COUNTRY 2022 AND 2032(%)
FIGURE 16. COMPARATIVE SHARE ANALYSIS OF ONLINE/VIRTUAL FITNESS MARKET FOR LAPTOPS DESKTOPS AND TABLETS, BY COUNTRY 2022 AND 2032(%)
FIGURE 17. COMPARATIVE SHARE ANALYSIS OF ONLINE/VIRTUAL FITNESS MARKET FOR OTHERS, BY COUNTRY 2022 AND 2032(%)
FIGURE 18. ONLINE/VIRTUAL FITNESS MARKET, BY SESSION TYPE, 2022(%)
FIGURE 19. COMPARATIVE SHARE ANALYSIS OF ONLINE/VIRTUAL FITNESS MARKET FOR GROUP, BY COUNTRY 2022 AND 2032(%)
FIGURE 20. COMPARATIVE SHARE ANALYSIS OF ONLINE/VIRTUAL FITNESS MARKET FOR SOLO, BY COUNTRY 2022 AND 2032(%)
FIGURE 21. ONLINE/VIRTUAL FITNESS MARKET, BY REVENUE MODEL, 2022(%)
FIGURE 22. COMPARATIVE SHARE ANALYSIS OF ONLINE/VIRTUAL FITNESS MARKET FOR SUBSCRIPTION, BY COUNTRY 2022 AND 2032(%)
FIGURE 23. COMPARATIVE SHARE ANALYSIS OF ONLINE/VIRTUAL FITNESS MARKET FOR ADVERTISEMENT, BY COUNTRY 2022 AND 2032(%)
FIGURE 24. COMPARATIVE SHARE ANALYSIS OF ONLINE/VIRTUAL FITNESS MARKET FOR HYBRID, BY COUNTRY 2022 AND 2032(%)
FIGURE 25. ONLINE/VIRTUAL FITNESS MARKET, BY END USER, 2022(%)
FIGURE 26. COMPARATIVE SHARE ANALYSIS OF ONLINE/VIRTUAL FITNESS MARKET FOR PROFESSIONAL GYMS, BY COUNTRY 2022 AND 2032(%)
FIGURE 27. COMPARATIVE SHARE ANALYSIS OF ONLINE/VIRTUAL FITNESS MARKET FOR SPORTS INSTITUTES, BY COUNTRY 2022 AND 2032(%)
FIGURE 28. COMPARATIVE SHARE ANALYSIS OF ONLINE/VIRTUAL FITNESS MARKET FOR DEFENSE INSTITUTE, BY COUNTRY 2022 AND 2032(%)
FIGURE 29. COMPARATIVE SHARE ANALYSIS OF ONLINE/VIRTUAL FITNESS MARKET FOR EDUCATIONAL INSTITUTES, BY COUNTRY 2022 AND 2032(%)
FIGURE 30. COMPARATIVE SHARE ANALYSIS OF ONLINE/VIRTUAL FITNESS MARKET FOR CORPORATE INSTITUTION, BY COUNTRY 2022 AND 2032(%)
FIGURE 31. COMPARATIVE SHARE ANALYSIS OF ONLINE/VIRTUAL FITNESS MARKET FOR INDIVIDUALS, BY COUNTRY 2022 AND 2032(%)
FIGURE 32. COMPARATIVE SHARE ANALYSIS OF ONLINE/VIRTUAL FITNESS MARKET FOR OTHERS, BY COUNTRY 2022 AND 2032(%)
FIGURE 33. ONLINE/VIRTUAL FITNESS MARKET BY REGION, 2022
FIGURE 34. U.S. ONLINE/VIRTUAL FITNESS MARKET, 2022-2032 ($MILLION)
FIGURE 35. CANADA ONLINE/VIRTUAL FITNESS MARKET, 2022-2032 ($MILLION)
FIGURE 36. UK ONLINE/VIRTUAL FITNESS MARKET, 2022-2032 ($MILLION)
FIGURE 37. GERMANY ONLINE/VIRTUAL FITNESS MARKET, 2022-2032 ($MILLION)
FIGURE 38. FRANCE ONLINE/VIRTUAL FITNESS MARKET, 2022-2032 ($MILLION)
FIGURE 39. ITALY ONLINE/VIRTUAL FITNESS MARKET, 2022-2032 ($MILLION)
FIGURE 40. SPAIN ONLINE/VIRTUAL FITNESS MARKET, 2022-2032 ($MILLION)
FIGURE 41. REST OF EUROPE ONLINE/VIRTUAL FITNESS MARKET, 2022-2032 ($MILLION)
FIGURE 42. CHINA ONLINE/VIRTUAL FITNESS MARKET, 2022-2032 ($MILLION)
FIGURE 43. INDIA ONLINE/VIRTUAL FITNESS MARKET, 2022-2032 ($MILLION)
FIGURE 44. JAPAN ONLINE/VIRTUAL FITNESS MARKET, 2022-2032 ($MILLION)
FIGURE 45. AUSTRALIA ONLINE/VIRTUAL FITNESS MARKET, 2022-2032 ($MILLION)
FIGURE 46. REST OF ASIA-PACIFIC ONLINE/VIRTUAL FITNESS MARKET, 2022-2032 ($MILLION)
FIGURE 47. LATIN AMERICA ONLINE/VIRTUAL FITNESS MARKET, 2022-2032 ($MILLION)
FIGURE 48. MIDDLE EAST ONLINE/VIRTUAL FITNESS MARKET, 2022-2032 ($MILLION)
FIGURE 49. AFRICA ONLINE/VIRTUAL FITNESS MARKET, 2022-2032 ($MILLION)
FIGURE 50. TOP WINNING STRATEGIES, BY YEAR
FIGURE 51. TOP WINNING STRATEGIES, BY DEVELOPMENT
FIGURE 52. TOP WINNING STRATEGIES, BY COMPANY
FIGURE 53. PRODUCT MAPPING OF TOP 10 PLAYERS
FIGURE 54. COMPETITIVE DASHBOARD
FIGURE 55. COMPETITIVE HEATMAP: ONLINE/VIRTUAL FITNESS MARKET
FIGURE 56. TOP PLAYER POSITIONING, 2022
FIGURE 57. REH-FIT: NET REVENUE, 2020-2022 ($MILLION)
FIGURE 58. VIVA LEISURE: NET REVENUE, 2020-2022 ($MILLION)

Executive Summary

According to a new report, titled, 'Online/Virtual Fitness Market,' The online/virtual fitness market was valued at $14.9 billion in 2022, and is estimated to reach $250.7 billion by 2032, growing at a CAGR of 32.7% from 2023 to 2032.

Online or virtual fitness is the fusion of fitness with technology. Online fitness is when a coach or personal trainer provides people with fitness coaching through the internet. Online or virtual fitness is provided through training videos offered through an app or online dashboard run by the coach. Moreover, the main devices used to access online/virtual fitness services include smart TVs, smartphones, laptops, desktops, and tablets. Smart TVs and smartphones enable consumers to access online fitness services through apps and track physical activity.

Key factors driving the growth of the online or virtual fitness market include Increase in need for advanced fitness sessions to achieve physical fitness, growing interest of health insurance providers in online/virtual fitness services to reduce health insurances costs, increase in demand for healthy foods social media is a significant contributor to the global increase in data traffic, lack of time to attend training sessions at fitness institutes, rising demand for AR and VR based fitness, and shut down of gyms and studios due to ongoing COVID-19 Pandemic situation. The ongoing COVID-19 pandemic caused shutdowns of gyms and fitness centers as social distancing measures are forcing various countries across the globe to shut down. These shutdowns are positively affecting the virtual fitness market growth. To cope with the pandemic situation, several gyms and streaming fitness companies are offering various on-demand and live virtual workouts. Also, fitness instructors and trainers are offering streaming fitness options through platforms such as Zoom, FaceTime, Instagram Live, or YouTube. Furthermore, various gyms around the globe are adopting virtual fitness apps or websites to generate revenue streams in this pandemic. For instance, in April 2020 Anytime Fitness, a leading chain of gyms in India launched virtual fitness, with modules for regular gym goers and beginners. It also offers subscription based one-to-one sessions to the user.

The market also offers growth opportunities to the key players in the market. The elderly population is at the highest risk of health problems. Various governments across the globe consider feasible physical activity as the major public health objective for the older age groups. Also, this age group individuals are significantly focusing on healthier lifestyle, and they pursue advice from certified fitness professionals, which can direct them to achieve wellness through training and dietary recommendations. The adoption of virtual fitness is gaining momentum among this age group as the older adults are hiring personal virtual trainers, for the correct execution of training routines. This phenomenal popularity and awareness about virtual fitness among this age group is one of the key opportunities for growth of the virtual fitness market. Furthermore, online fitness programs are popular with older adult age group individuals due to reasons such as environmental obstacles, time constraints, and social limitations (absence of support for exercise). For instance, in March 2022, AARP and LIFT session launched a program that features access to free expert webinars as well as a subscription-based service tailored specifically to meet the needs of adults aged 50-plus. The subscription service offers a wide selection of live & on-demand workouts, instructional videos on proper technique, a personalized fitness plan & access to one-on-one coaching, and small group training.

The online or virtual fitness market is segmented into solution, network technology, communication technology, end user, and region. Depending on solution, the market is segmented into devices, software, and services. Depending on network technology, the market is fragmented into VoIP, WLAN, WiMAX, DSL, PSTN, ISDN, mobile voice telephony, and mobile data. By communication technology, it is segregated into voice communication, video, text messaging, facsimile, digital pictures, data downloads, and file transfer. As per end user, it is divided into government and enterprises. Region wise, it is analyzed across North America (the U.S., Canada), Europe (the UK, Germany, France, Spain, Italy, and rest of Europe), Asia-Pacific (China, Japan, South Korea, India, Australia, and rest of Asia-Pacific), and LAMEA (Latin America, Middle East and Africa).

The key players profiled in the study include ClassPass Inc., Fitbit, Inc., FitnessOnDemand, Les Mills International Ltd., Navigate Wellbeing Solutions, Peerfit, Inc., Reh-Fit Centre, Sworkit, Viva Leisure, and Wellbeats, Inc. The players in the market have been actively engaged in the adoption various strategies such as acquisition, and partnership to remain competitive and gain advantage over the competitors in the market. For instance, in April 2020, Mindbody launched a virtual wellness platform for the tens of thousands of boutique fitness, beauty and wellness business operators that use Mindbody's integrated software solutions to run, market and grow the businesses.

Key Market Insights

  • By streaming type, the live segment was the highest revenue contributor to the market, and is estimated to reach $114,360.94 million by 2032, with a CAGR of 33.8%. However, the on-demand segment is estimated to be the fastest growing segment with the CAGR of 31.9% during the forecast period.
  • By device type, the laptops desktops and tablets segment dominated the global market, and is estimated to reach $93,207.75 million by 2032, with a CAGR of 31.8%. However, the smartphone segment is expected to be the fastest growing segment with the CAGR 34.3% during the online or virtual fitness Market Forecast.
  • Based on region, North America was the highest revenue contributor, accounting for $5,528.89 million in 2022, and is estimated to reach $83,470.08 million by 2031, with a CAGR of 31.3%.

Companies Mentioned

  • ClassPass
  • Fitbit
  • FitnessOnDemand
  • LES MILLS INTERNATIONAL LTD
  • MINDBODY, inc.
  • Navigate Wellbeing Solutions
  • REH-FIT
  • Sworkit
  • Viva Leisure
  • Wellbeats, Inc.

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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