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Move To Earn Fitness Apps Market Size, Share & Industry Trends Analysis Report by Platform (iOS, Android and Others), Device (Smart phones, Tablets and Wearable Devices), Regional Outlook and Forecast, 2022-2028

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    Report

  • 138 Pages
  • October 2022
  • Region: Global
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5694582
The Global Move To Earn Fitness Apps Market size is expected to reach $1.2 billion by 2028, rising at a market growth of 19.1% CAGR during the forecast period.

Move to earn fitness apps can be described as the digitization of physical activity to advance health and wellbeing. The novel use of a technology called "move-to-earn," or M2E, encourages individuals to get up and move around. In this, participants join a program organized by an M2E platform or sync personal fitness trackers with any participating app.



The concept is not new, but move-to-earn applications make it simpler to get paid for exercising. Wellness initiatives supported by employers offer incentives for staying healthy. Apps that leverage the move-to-earn principle reward users for exercising. Employees who visit the gym or complete particular wellness-related duties will receive gift cards or discounts from companies with corporate wellness programs. The payment varies and is determined by performance.

Some sites charge a fee to join, and those who accomplish a fitness goal successfully split the winnings at the end. Other websites allow participants to sync their fitness tracker, and they give points for every taken step. The latest trend in payment involves digital payment modes like e-wallets, cryptocurrencies, or the newer mode - NFT. By utilizing cryptocurrencies and NFTs, move-to-earn crypto applications go one step further.

These virtual tokens stand for resources that might increase in value independently of the user's involvement in any move to earn the app. Most of the apps that engage in NFT only allow those accounts that have made any prior NFT purchase. Token owners can exchange their NFTs for cryptocurrencies or sell them for fiat money through third-party exchanges.

COVID-19 Impact Analysis

The closing of numerous gyms and health clubs as a result of social isolation measures to decrease COVID-19 transmission has a negative impact on young individuals and athletes, resulting in many of them being unable to achieve their fitness goals. The COVID-19 pandemic caused a consumer shift, favoring virtual exercise options over conventional gyms. Because of lockdown restrictions, there has been a significant increase in the use of fitness applications.

Market Growth Factors

Growing Smartphone Users and Internet Connectivity

Fitness apps, particularly move to earn fitness apps, are becoming more popular as a consequence of their advantages and features, such as workout schedules, workout videos, progress visualization, wearable integration, and nutrition. In order to improve general wellness, governments all around the world are working on a variety of initiatives. Mobile network providers see a possible investment opportunity in fitness apps as a result of the growing popularity of smartphones and the public's heightened awareness of fitness.

Rising Awareness About the Advantages of Walking as an Exercise

Walking has numerous benefits that have been established through various studies. Heart disease can be prevented by walking, which also increases heart rate, decreases blood pressure, and builds the heart. In just 24 weeks, post-menopausal women can drop their hypertension by roughly 11 points by walking just one to two kilometers every day.

Marketing Restraining Factor:

Data Security and Privacy Worries Escalate with Such Apps

A major concern with these apps is that data kept by several suppliers are not as secure. Since user information is regarded as sensitive, a higher level of privacy must be upheld in order to ensure that only authorized individuals can access it. Regulatory systems in many countries, like the Personal Information Protection and Electronic Documents Act (PIPEDA), safeguard any personal information obtained, utilized, or released within Canada. Canadian organizations may face legal repercussions if found to have violated the Act. Data privacy issues are rapidly expanding as user data volume increases and efforts to digitalize healthcare increase.



Platform Outlook

Based on platform, the move to earn fitness apps market is categorized into android, iOS, and others. The android segment witnessed a significant revenue share in the move to earn the fitness apps market in 2021. This is attributable to the platform's rising popularity, particularly in emerging nations. The android-based devices are in extremely high numbers as they are not brand-specific operating software. Most cell phone brands in the economic nations work on android.

Device Outlook

On the basis of device, the move to earn fitness apps market is divided into smartphones, tablets, and wearable devices. The wearable devices segment recorded a substantial revenue share in the move to earn the fitness apps market in 2021. The expansion can be ascribed to technological advancements and the rising popularity of wearable fitness equipment. The segment's growth is also being positively impacted by rising health concerns

Regional Outlook

Based on region, the move to earn fitness apps market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The North American region procured the maximum revenue share in the move to earn the fitness apps market in 2021. Fitness app adoption is on the rise, and there are many more prominent rivals in the market as a result of rising fitness consciousness and daily health monitoring. Additionally, the market is noticing an increase in the number of partnerships between major firms, which has led to the release of new apps.

The market research report covers the analysis of key stakeholders of the market. Key companies profiled in the report include Higi SH LLC (Babylon Holdings Limited), Vitality Group International, Inc. (Discovery Limited), Under Armour, Inc. (MayMyFitness), Sweat Coin, Fitmint, Evidation Health, Inc., HealthyWage LLC, Diet Bet (WayBetter, Inc.) and Charity Miles LLC

Scope of the Study

By Platform

  • iOS
  • Android
  • Others

By Device

  • Smart phones
  • Tablets
  • Wearable Devices

By Geography

  • North America
    • US
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Spain
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Singapore
    • Malaysia
    • Rest of Asia Pacific
  • LAMEA
    • Brazil
    • Argentina
    • UAE
    • Saudi Arabia
    • South Africa
    • Nigeria
    • Rest of LAMEA

Key Market Players

List of Companies Profiled in the Report:

  • Higi SH LLC (Babylon Holdings Limited)
  • Vitality Group International, Inc. (Discovery Limited)
  • Under Armour, Inc. (MayMyFitness)
  • Sweat Coin
  • Fitmint
  • Evidation Health, Inc.
  • HealthyWage LLC
  • Diet Bet (WayBetter, Inc.)
  • Charity Miles LLC

Unique Offerings

  • Exhaustive coverage
  • The highest number of market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Move To Earn Fitness Apps Market, by Platform
1.4.2 Global Move To Earn Fitness Apps Market, by Device
1.4.3 Global Move To Earn Fitness Apps Market, by Geography
1.5 Research Methodology
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Global Move To Earn Fitness Apps Market by Platform
3.1 Global iOS Market by Region
3.2 Global Android Market by Region
3.3 Global Others Market by Region
Chapter 4. Global Move To Earn Fitness Apps Market by Device
4.1 Global Smart phones Market by Region
4.2 Global Tablets Market by Region
4.3 Global Wearable Devices Market by Region
Chapter 5. Global Move To Earn Fitness Apps Market by Region
5.1 North America Move To Earn Fitness Apps Market
5.1.1 North America Move To Earn Fitness Apps Market by Platform
5.1.1.1 North America iOS Market by Country
5.1.1.2 North America Android Market by Country
5.1.1.3 North America Others Market by Country
5.1.2 North America Move To Earn Fitness Apps Market by Device
5.1.2.1 North America Smart phones Market by Country
5.1.2.2 North America Tablets Market by Country
5.1.2.3 North America Wearable Devices Market by Country
5.1.3 North America Move To Earn Fitness Apps Market by Country
5.1.3.1 US Move To Earn Fitness Apps Market
5.1.3.1.1 US Move To Earn Fitness Apps Market by Platform
5.1.3.1.2 US Move To Earn Fitness Apps Market by Device
5.1.3.2 Canada Move To Earn Fitness Apps Market
5.1.3.2.1 Canada Move To Earn Fitness Apps Market by Platform
5.1.3.2.2 Canada Move To Earn Fitness Apps Market by Device
5.1.3.3 Mexico Move To Earn Fitness Apps Market
5.1.3.3.1 Mexico Move To Earn Fitness Apps Market by Platform
5.1.3.3.2 Mexico Move To Earn Fitness Apps Market by Device
5.1.3.4 Rest of North America Move To Earn Fitness Apps Market
5.1.3.4.1 Rest of North America Move To Earn Fitness Apps Market by Platform
5.1.3.4.2 Rest of North America Move To Earn Fitness Apps Market by Device
5.2 Europe Move To Earn Fitness Apps Market
5.2.1 Europe Move To Earn Fitness Apps Market by Platform
5.2.1.1 Europe iOS Market by Country
5.2.1.2 Europe Android Market by Country
5.2.1.3 Europe Others Market by Country
5.2.2 Europe Move To Earn Fitness Apps Market by Device
5.2.2.1 Europe Smart phones Market by Country
5.2.2.2 Europe Tablets Market by Country
5.2.2.3 Europe Wearable Devices Market by Country
5.2.3 Europe Move To Earn Fitness Apps Market by Country
5.2.3.1 Germany Move To Earn Fitness Apps Market
5.2.3.1.1 Germany Move To Earn Fitness Apps Market by Platform
5.2.3.1.2 Germany Move To Earn Fitness Apps Market by Device
5.2.3.2 UK Move To Earn Fitness Apps Market
5.2.3.2.1 UK Move To Earn Fitness Apps Market by Platform
5.2.3.2.2 UK Move To Earn Fitness Apps Market by Device
5.2.3.3 France Move To Earn Fitness Apps Market
5.2.3.3.1 France Move To Earn Fitness Apps Market by Platform
5.2.3.3.2 France Move To Earn Fitness Apps Market by Device
5.2.3.4 Russia Move To Earn Fitness Apps Market
5.2.3.4.1 Russia Move To Earn Fitness Apps Market by Platform
5.2.3.4.2 Russia Move To Earn Fitness Apps Market by Device
5.2.3.5 Spain Move To Earn Fitness Apps Market
5.2.3.5.1 Spain Move To Earn Fitness Apps Market by Platform
5.2.3.5.2 Spain Move To Earn Fitness Apps Market by Device
5.2.3.6 Italy Move To Earn Fitness Apps Market
5.2.3.6.1 Italy Move To Earn Fitness Apps Market by Platform
5.2.3.6.2 Italy Move To Earn Fitness Apps Market by Device
5.2.3.7 Rest of Europe Move To Earn Fitness Apps Market
5.2.3.7.1 Rest of Europe Move To Earn Fitness Apps Market by Platform
5.2.3.7.2 Rest of Europe Move To Earn Fitness Apps Market by Device
5.3 Asia Pacific Move To Earn Fitness Apps Market
5.3.1 Asia Pacific Move To Earn Fitness Apps Market by Platform
5.3.1.1 Asia Pacific iOS Market by Country
5.3.1.2 Asia Pacific Android Market by Country
5.3.1.3 Asia Pacific Others Market by Country
5.3.2 Asia Pacific Move To Earn Fitness Apps Market by Device
5.3.2.1 Asia Pacific Smart phones Market by Country
5.3.2.2 Asia Pacific Tablets Market by Country
5.3.2.3 Asia Pacific Wearable Devices Market by Country
5.3.3 Asia Pacific Move To Earn Fitness Apps Market by Country
5.3.3.1 China Move To Earn Fitness Apps Market
5.3.3.1.1 China Move To Earn Fitness Apps Market by Platform
5.3.3.1.2 China Move To Earn Fitness Apps Market by Device
5.3.3.2 Japan Move To Earn Fitness Apps Market
5.3.3.2.1 Japan Move To Earn Fitness Apps Market by Platform
5.3.3.2.2 Japan Move To Earn Fitness Apps Market by Device
5.3.3.3 India Move To Earn Fitness Apps Market
5.3.3.3.1 India Move To Earn Fitness Apps Market by Platform
5.3.3.3.2 India Move To Earn Fitness Apps Market by Device
5.3.3.4 South Korea Move To Earn Fitness Apps Market
5.3.3.4.1 South Korea Move To Earn Fitness Apps Market by Platform
5.3.3.4.2 South Korea Move To Earn Fitness Apps Market by Device
5.3.3.5 Singapore Move To Earn Fitness Apps Market
5.3.3.5.1 Singapore Move To Earn Fitness Apps Market by Platform
5.3.3.5.2 Singapore Move To Earn Fitness Apps Market by Device
5.3.3.6 Malaysia Move To Earn Fitness Apps Market
5.3.3.6.1 Malaysia Move To Earn Fitness Apps Market by Platform
5.3.3.6.2 Malaysia Move To Earn Fitness Apps Market by Device
5.3.3.7 Rest of Asia Pacific Move To Earn Fitness Apps Market
5.3.3.7.1 Rest of Asia Pacific Move To Earn Fitness Apps Market by Platform
5.3.3.7.2 Rest of Asia Pacific Move To Earn Fitness Apps Market by Device
5.4 LAMEA Move To Earn Fitness Apps Market
5.4.1 LAMEA Move To Earn Fitness Apps Market by Platform
5.4.1.1 LAMEA iOS Market by Country
5.4.1.2 LAMEA Android Market by Country
5.4.1.3 LAMEA Others Market by Country
5.4.2 LAMEA Move To Earn Fitness Apps Market by Device
5.4.2.1 LAMEA Smart phones Market by Country
5.4.2.2 LAMEA Tablets Market by Country
5.4.2.3 LAMEA Wearable Devices Market by Country
5.4.3 LAMEA Move To Earn Fitness Apps Market by Country
5.4.3.1 Brazil Move To Earn Fitness Apps Market
5.4.3.1.1 Brazil Move To Earn Fitness Apps Market by Platform
5.4.3.1.2 Brazil Move To Earn Fitness Apps Market by Device
5.4.3.2 Argentina Move To Earn Fitness Apps Market
5.4.3.2.1 Argentina Move To Earn Fitness Apps Market by Platform
5.4.3.2.2 Argentina Move To Earn Fitness Apps Market by Device
5.4.3.3 UAE Move To Earn Fitness Apps Market
5.4.3.3.1 UAE Move To Earn Fitness Apps Market by Platform
5.4.3.3.2 UAE Move To Earn Fitness Apps Market by Device
5.4.3.4 Saudi Arabia Move To Earn Fitness Apps Market
5.4.3.4.1 Saudi Arabia Move To Earn Fitness Apps Market by Platform
5.4.3.4.2 Saudi Arabia Move To Earn Fitness Apps Market by Device
5.4.3.5 South Africa Move To Earn Fitness Apps Market
5.4.3.5.1 South Africa Move To Earn Fitness Apps Market by Platform
5.4.3.5.2 South Africa Move To Earn Fitness Apps Market by Device
5.4.3.6 Nigeria Move To Earn Fitness Apps Market
5.4.3.6.1 Nigeria Move To Earn Fitness Apps Market by Platform
5.4.3.6.2 Nigeria Move To Earn Fitness Apps Market by Device
5.4.3.7 Rest of LAMEA Move To Earn Fitness Apps Market
5.4.3.7.1 Rest of LAMEA Move To Earn Fitness Apps Market by Platform
5.4.3.7.2 Rest of LAMEA Move To Earn Fitness Apps Market by Device
Chapter 6. Company Profiles
6.1 Higi SH LLC (Babylon Holdings Limited)
6.1.1 Company Overview
6.1.2 Financial Analysis
6.1.3 Segmental and Regional Analysis
6.1.4 Research & Development Expenses
6.2 Vitality Group International, Inc. (Discovery Limited)
6.2.1 Company Overview
6.2.2 Financial Analysis
6.2.3 Segmental Analysis
6.3 Under Armour, Inc. (MayMyFitness)
6.3.1 Company Overview
6.3.2 Financial Analysis
6.3.3 Segmental Analysis
6.4 Sweat Coin
6.4.1 Company Overview
6.4.2 Recent Strategies and Developments
6.4.2.1 Partnerships, Collaborations, and Agreements
6.5 Fitmint
6.5.1 Company Overview
6.5.2 Recent Strategies and Developments
6.5.2.1 Partnerships, Collaborations, and Agreements
6.6 Evidation Health, Inc.
6.6.1 Company Overview
6.7 HealthyWage LLC
6.7.1 Company Overview
6.8 Diet Bet (WayBetter, Inc.)
6.8.1 Company Overview
6.9 Charity Miles LLC
6.9.1 Company Overview

Companies Mentioned

  • Higi SH LLC (Babylon Holdings Limited)
  • Vitality Group International, Inc. (Discovery Limited)
  • Under Armour, Inc. (MayMyFitness)
  • Sweat Coin
  • Fitmint
  • Evidation Health, Inc.
  • HealthyWage LLC
  • Diet Bet (WayBetter, Inc.)
  • Charity Miles LLC

Methodology

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