The Asia Pacific Move To Earn Fitness Apps Market should witness market growth of 20.1% CAGR during the forecast period (2022-2028).
Some of the apps also allow to customize of a diet and walking or exercise regimens. To offer such services they need to gather user data like height, weight, age, and gender. Some AI-powered applications use the camera of an available gadget to record user motions. In this approach, consumers get a genuinely customizable experience with suggestions for altering their motions in real time.
Applications that concentrate on nutrition employ visual recognition more frequently. Numerous apps use barcode scanning to recognize products and prices, and more contemporary programs use photos to identify meals. Though these are still uncommon as these features remain underdeveloped in the current times. Most fitness apps are created with the goal of assisting users in achieving quantifiable results. Users can be informed about their daily, weekly, or monthly fitness activities by viewing a graph of the metrics. It enables users to assess their progress over a specified period of time and create long-term objectives accordingly.
Till now, these apps are prominently available for smartphones. Recently, wearable devices have garnered pace due to their simplicity and ease of use which makes them wearable by older people as well. Similar to the majority of digital technologies, wearable device adoption is influenced by a variety of socioeconomic characteristics like income, occupation, and education. The move to earn the fitness app market has been growing ever since it started. The addition of new people who adopt healthy lifestyle practices is what is driving this rise.
The Asia Pacific is home to over 4.5 billion people, with China and India having populations well over a billion each. By 2060, it's predicted that there will be over 1.2 billion elder Asians, making them one in every 10 people on the planet. This region witnessed a huge growth in the adoption of a move to earn fitness apps. The most growth was witnessed during the lockdown imposed by governments of various nations as Gyms and fitness centers were closed. These factors would propel the growth of the move to earn fitness apps market in the region.
The China market dominated the Asia Pacific Move To Earn Fitness Apps Market by Country in 2021; thereby, achieving a market value of $100.6 million by 2028. The Japan market is exhibiting a CAGR of 19.3% during (2022-2028). Additionally, The India market would showcase a CAGR of 21.1% during (2022-2028).
Based on Platform, the market is segmented into iOS, Android and Others. Based on Device, the market is segmented into Smart phones, Tablets and Wearable Devices. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.
The market research report covers the analysis of key stake holders 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
Some of the apps also allow to customize of a diet and walking or exercise regimens. To offer such services they need to gather user data like height, weight, age, and gender. Some AI-powered applications use the camera of an available gadget to record user motions. In this approach, consumers get a genuinely customizable experience with suggestions for altering their motions in real time.
Applications that concentrate on nutrition employ visual recognition more frequently. Numerous apps use barcode scanning to recognize products and prices, and more contemporary programs use photos to identify meals. Though these are still uncommon as these features remain underdeveloped in the current times. Most fitness apps are created with the goal of assisting users in achieving quantifiable results. Users can be informed about their daily, weekly, or monthly fitness activities by viewing a graph of the metrics. It enables users to assess their progress over a specified period of time and create long-term objectives accordingly.
Till now, these apps are prominently available for smartphones. Recently, wearable devices have garnered pace due to their simplicity and ease of use which makes them wearable by older people as well. Similar to the majority of digital technologies, wearable device adoption is influenced by a variety of socioeconomic characteristics like income, occupation, and education. The move to earn the fitness app market has been growing ever since it started. The addition of new people who adopt healthy lifestyle practices is what is driving this rise.
The Asia Pacific is home to over 4.5 billion people, with China and India having populations well over a billion each. By 2060, it's predicted that there will be over 1.2 billion elder Asians, making them one in every 10 people on the planet. This region witnessed a huge growth in the adoption of a move to earn fitness apps. The most growth was witnessed during the lockdown imposed by governments of various nations as Gyms and fitness centers were closed. These factors would propel the growth of the move to earn fitness apps market in the region.
The China market dominated the Asia Pacific Move To Earn Fitness Apps Market by Country in 2021; thereby, achieving a market value of $100.6 million by 2028. The Japan market is exhibiting a CAGR of 19.3% during (2022-2028). Additionally, The India market would showcase a CAGR of 21.1% during (2022-2028).
Based on Platform, the market is segmented into iOS, Android and Others. Based on Device, the market is segmented into Smart phones, Tablets and Wearable Devices. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.
The market research report covers the analysis of key stake holders 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 Country
- China
- Japan
- India
- South Korea
- Singapore
- Malaysia
- Rest of Asia Pacific
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
Chapter 2. Market Overview
Chapter 3. Asia Pacific Move To Earn Fitness Apps Market by Platform
Chapter 4. Asia Pacific Move To Earn Fitness Apps Market by Device
Chapter 5. Asia Pacific Move To Earn Fitness Apps Market by Country
Chapter 6. Company Profiles
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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