The report on the global virtual fitness market provides qualitative and quantitative analysis for the period from 2019 to 2027. The report predicts the global virtual fitness market to grow with a CAGR of 45% over the forecast period from 2021-2027. The study on virtual fitness market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, and RoW for the period of 2019 to 2027.
The report on virtual fitness market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global virtual fitness market over the period of 2019 to 2027. Moreover, the report is a collective presentation of primary and secondary research findings.
Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global virtual fitness market over the period of 2019 to 2027. Further, IGR- Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.
1) Drivers
The primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents who are approached include
1. Key Opinion Leaders associated with the Publisher
2. Internal and External subject matter experts
3. Professionals and participants from the industry
The primary research respondents typically include:
1. Executives working with leading companies in the market under review
2. Product/brand/marketing managers
3. CXO level executives
4. Regional/zonal/ country managers
5. Vice President level executives.
Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. At the publisher, each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.
The secondary sources of the data typically include:
1. Company reports and publications
2. Government/institutional publications
3. Trade and associations journals
4. Databases such as WTO, OECD, World Bank, and among others.
5. Websites and publications by research agencies
The global virtual fitness market is segmented on the basis of streaming type, device type, session type, revenue model, and end user.
The companies covered in the report include:
2. Complete coverage of all the segments in the virtual fitness market to analyze the trends, developments in the global market and forecast of market size up to 2027.
3. Comprehensive analysis of the companies operating in the global virtual fitness market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.
4. IGR- Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.
The report on virtual fitness market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global virtual fitness market over the period of 2019 to 2027. Moreover, the report is a collective presentation of primary and secondary research findings.
Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global virtual fitness market over the period of 2019 to 2027. Further, IGR- Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.
Report Findings
1) Drivers
- Less awareness about the services and courses offered by the market players in the industry hamper the market growth
- Less awareness about the services and courses offered by the market players in the industry hamper the market growth
- The growing popularity of the concept of virtual fitness amongst the population in developing economies presents lucrative opportunities to market players in the near future.
Research Methodology
A) Primary Research
The primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents who are approached include
1. Key Opinion Leaders associated with the Publisher
2. Internal and External subject matter experts
3. Professionals and participants from the industry
The primary research respondents typically include:
1. Executives working with leading companies in the market under review
2. Product/brand/marketing managers
3. CXO level executives
4. Regional/zonal/ country managers
5. Vice President level executives.
B) Secondary Research
Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. At the publisher, each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.
The secondary sources of the data typically include:
1. Company reports and publications
2. Government/institutional publications
3. Trade and associations journals
4. Databases such as WTO, OECD, World Bank, and among others.
5. Websites and publications by research agencies
Segments Covered
The global virtual fitness market is segmented on the basis of streaming type, device type, session type, revenue model, and end user.
The Global Virtual Fitness Market by Streaming Type
- Live
- On-demand
The Global Virtual Fitness Market by Device Type
- Smart TV
- Smartphones
- Laptops Desktops & Tablets
- Others
The Global Virtual Fitness Market by Session Type
- Group
- Solo
The Global Virtual Fitness Market by Revenue Model
- Subscription
- Advertisement
- Hybrid
The Global Virtual Fitness Market by End User
- Professional Gyms
- Sports Institutes
- Defense Institutes
- Educational Institutions
- Corporate Institutions
- Individuals
- Others
Company Profiles
The companies covered in the report include:
- Fitbit, Inc
- ClassPass Inc
- FitnessOnDemand
- Peloton
- Wellbeats, Inc.
- Zwift Inc
- REH-FIT
- Les Mills International Ltd
- Sworkit
- Navigate Wellbeing Solutions
What does this Report Deliver?
1. Comprehensive analysis of the global as well as regional markets of the virtual fitness market.2. Complete coverage of all the segments in the virtual fitness market to analyze the trends, developments in the global market and forecast of market size up to 2027.
3. Comprehensive analysis of the companies operating in the global virtual fitness market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.
4. IGR- Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.
This product will be delivered within 1-3 business days.
Table of Contents
1. Preface
2. Executive Summary
3. Global Virtual Fitness Market Overview
5. Global Virtual Fitness Market by Streaming Type
6. Global Virtual Fitness Market by Device Type
7. Global Virtual Fitness Market by Session Type
8. Global Virtual Fitness Market by Revenue Model
9. Global Virtual Fitness Market by End User
10. Global Virtual Fitness Market by Region 2021-2027
11. Company Profiles and Competitive Landscape
Executive Summary
The report on virtual fitness market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global virtual fitness market over the period of 2019 to 2027. Moreover, the report is a collective presentation of primary and secondary research findings.Companies Mentioned
- Fitbit, Inc
- ClassPass Inc
- FitnessOnDemand
- Peloton
- Wellbeats, Inc.
- Zwift Inc
- REH-FIT
- Les Mills International Ltd
- Sworkit
- Navigate Wellbeing Solutions