The virtual reality (VR) fitness game market size has grown strongly in recent years. It will grow from $12.16 billion in 2023 to $13.08 billion in 2024 at a compound annual growth rate (CAGR) of 7.6%. The expansion observed in the historical period can be attributed to several factors, including a heightened interest in virtual reality technology, a growing demand for immersive and captivating workout experiences, increased availability of VR headsets, the rise in popularity of gamified fitness solutions, and the increased utilization of VR fitness games.
The virtual reality (VR) fitness game market size is expected to see strong growth in the next few years. It will grow to $17.73 billion in 2028 at a compound annual growth rate (CAGR) of 7.9%. The anticipated growth in the forecast period is driven by various factors such as the increasing popularity of VR arcades, the integration of VR fitness into home workout routines, growing recognition of the mental health benefits associated with VR fitness, rising demand for VR fitness challenges, and the growing adoption of VR fitness games in senior care facilities. Key trends expected in the forecast period include the continued adoption of VR technology, ongoing technological advancements, innovation in VR fitness, personalized workout experiences, and the incorporation of biofeedback sensors.
The surge in the popularity of gaming apps is poised to drive the expansion of the virtual reality (VR) fitness game market in the coming years. Gaming apps, designed for entertainment purposes, often offer interactive gameplay experiences and have gained traction due to factors such as immersive features, diverse workout options, and improved privacy settings. VR fitness games combine virtual reality technology with gaming applications to deliver immersive and captivating experiences centered around physical exercise and wellness. For instance, in January 2024, according to Business of Apps, a UK-based B2B media and information platform, 148.2 billion applications and games were downloaded in 2023, a 3.9% rise from 2022. Therefore, the increase in the popularity of gaming apps is driving the growth of the virtual reality (VR) fitness game market.
Key players in the virtual reality (VR) fitness market are concentrating on the development of cutting-edge products incorporating technologies such as virtual reality fitness apps to assist users in achieving their fitness objectives. Virtual reality (VR) fitness apps utilize virtual reality technology to offer users interactive and immersive fitness experiences. For instance, in April 2021, VirZOOM, Inc., a technology company based in the US, introduced the VZfit fitness app for Oculus Quest 1 & 2 devices, featuring patented motion control technology. This innovative technology creates immersive environments for users to work out and explore Google Maps Street View without experiencing motion discomfort. Users can engage in full-body workouts or connect smart bike devices for cycling workouts. Additional features include alerts for points of interest, social media sharing, multiplayer capabilities, integration with Strava and Fitbit, music streaming, and personalized coaching.
In February 2023, Meta Platforms, Inc., a technology company based in the US, acquired Within Inc. for an undisclosed sum. This acquisition was aimed at bolstering Meta Platforms, Inc.'s presence in the virtual reality (VR) fitness market and enhancing its offerings in the virtual reality (VR) and augmented reality (AR) sectors. Within Inc. is a technology company based in the US that specializes in providing virtual reality (VR) fitness apps.
Major companies operating in the virtual reality (VR) fitness game market are Meta Platforms Inc., Sony Interactive Entertainment LLC, Valve Corporation, HTC Corporation, Resolution Games AB, Joyway Technology Co Ltd, Fit Club, Survios Inc., Fit Reality Inc., FitXR Limited, Blue Goji, Kluge Interactive, Within Unlimited Inc., Icaros GmbH, Virtuix Holdings Inc., Black Box VR Inc., Sealost Interactive LLC, YUR Inc., GymCraft Ltd, Reflexion Interactive Technologies, Holodia, Virtuleap, VREX, Synth Riders, Cmoar Studio.
North America was the largest region in the virtual reality (VR) fitness game market in 2023. The regions covered in the virtual reality (VR) fitness game market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the virtual reality (VR) fitness game market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
A virtual reality (VR) fitness game is a digital experience that utilizes virtual reality technology to offer users an immersive and physically engaging workout. These games typically feature a range of activities, including cardio exercises, strength training, yoga, dance workouts, and sports simulations, all aimed at targeting different muscle groups and fitness objectives.
The main type of virtual reality (VR) fitness encompasses music rhythm games, boxing, and fighting games, and others. Music rhythm games within the VR fitness market synchronize gameplay with the beat and rhythm of music, prompting players to move their bodies in sync with the music. These games can be accessed via various devices, including gaming consoles, PCs or desktop computers, and smartphones. Applications for VR fitness games encompass both single-player and multiplayer fitness experiences.
The virtual reality (VR) fitness market research report is one of a series of new reports that provides virtual reality (VR) fitness market statistics, including the virtual reality (VR) fitness industry global market size, regional shares, competitors with virtual reality (VR) fitness market share, detailed virtual reality (VR) fitness market segments, market trends, and opportunities, and any further data you may need to thrive in the virtual reality (VR) fitness industry. This virtual reality (VR) 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 virtual reality (VR) fitness game market also includes sales of VR fitness platforms, VR fitness accessories, and VR fitness apps. 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.
This product will be delivered within 3-5 business days.
The virtual reality (VR) fitness game market size is expected to see strong growth in the next few years. It will grow to $17.73 billion in 2028 at a compound annual growth rate (CAGR) of 7.9%. The anticipated growth in the forecast period is driven by various factors such as the increasing popularity of VR arcades, the integration of VR fitness into home workout routines, growing recognition of the mental health benefits associated with VR fitness, rising demand for VR fitness challenges, and the growing adoption of VR fitness games in senior care facilities. Key trends expected in the forecast period include the continued adoption of VR technology, ongoing technological advancements, innovation in VR fitness, personalized workout experiences, and the incorporation of biofeedback sensors.
The surge in the popularity of gaming apps is poised to drive the expansion of the virtual reality (VR) fitness game market in the coming years. Gaming apps, designed for entertainment purposes, often offer interactive gameplay experiences and have gained traction due to factors such as immersive features, diverse workout options, and improved privacy settings. VR fitness games combine virtual reality technology with gaming applications to deliver immersive and captivating experiences centered around physical exercise and wellness. For instance, in January 2024, according to Business of Apps, a UK-based B2B media and information platform, 148.2 billion applications and games were downloaded in 2023, a 3.9% rise from 2022. Therefore, the increase in the popularity of gaming apps is driving the growth of the virtual reality (VR) fitness game market.
Key players in the virtual reality (VR) fitness market are concentrating on the development of cutting-edge products incorporating technologies such as virtual reality fitness apps to assist users in achieving their fitness objectives. Virtual reality (VR) fitness apps utilize virtual reality technology to offer users interactive and immersive fitness experiences. For instance, in April 2021, VirZOOM, Inc., a technology company based in the US, introduced the VZfit fitness app for Oculus Quest 1 & 2 devices, featuring patented motion control technology. This innovative technology creates immersive environments for users to work out and explore Google Maps Street View without experiencing motion discomfort. Users can engage in full-body workouts or connect smart bike devices for cycling workouts. Additional features include alerts for points of interest, social media sharing, multiplayer capabilities, integration with Strava and Fitbit, music streaming, and personalized coaching.
In February 2023, Meta Platforms, Inc., a technology company based in the US, acquired Within Inc. for an undisclosed sum. This acquisition was aimed at bolstering Meta Platforms, Inc.'s presence in the virtual reality (VR) fitness market and enhancing its offerings in the virtual reality (VR) and augmented reality (AR) sectors. Within Inc. is a technology company based in the US that specializes in providing virtual reality (VR) fitness apps.
Major companies operating in the virtual reality (VR) fitness game market are Meta Platforms Inc., Sony Interactive Entertainment LLC, Valve Corporation, HTC Corporation, Resolution Games AB, Joyway Technology Co Ltd, Fit Club, Survios Inc., Fit Reality Inc., FitXR Limited, Blue Goji, Kluge Interactive, Within Unlimited Inc., Icaros GmbH, Virtuix Holdings Inc., Black Box VR Inc., Sealost Interactive LLC, YUR Inc., GymCraft Ltd, Reflexion Interactive Technologies, Holodia, Virtuleap, VREX, Synth Riders, Cmoar Studio.
North America was the largest region in the virtual reality (VR) fitness game market in 2023. The regions covered in the virtual reality (VR) fitness game market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the virtual reality (VR) fitness game market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
A virtual reality (VR) fitness game is a digital experience that utilizes virtual reality technology to offer users an immersive and physically engaging workout. These games typically feature a range of activities, including cardio exercises, strength training, yoga, dance workouts, and sports simulations, all aimed at targeting different muscle groups and fitness objectives.
The main type of virtual reality (VR) fitness encompasses music rhythm games, boxing, and fighting games, and others. Music rhythm games within the VR fitness market synchronize gameplay with the beat and rhythm of music, prompting players to move their bodies in sync with the music. These games can be accessed via various devices, including gaming consoles, PCs or desktop computers, and smartphones. Applications for VR fitness games encompass both single-player and multiplayer fitness experiences.
The virtual reality (VR) fitness market research report is one of a series of new reports that provides virtual reality (VR) fitness market statistics, including the virtual reality (VR) fitness industry global market size, regional shares, competitors with virtual reality (VR) fitness market share, detailed virtual reality (VR) fitness market segments, market trends, and opportunities, and any further data you may need to thrive in the virtual reality (VR) fitness industry. This virtual reality (VR) 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 virtual reality (VR) fitness game market also includes sales of VR fitness platforms, VR fitness accessories, and VR fitness apps. 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.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Virtual Reality (VR) Fitness Game Market Characteristics3. Virtual Reality (VR) Fitness Game Market Trends and Strategies32. Global Virtual Reality (VR) Fitness Game Market Competitive Benchmarking33. Global Virtual Reality (VR) Fitness Game Market Competitive Dashboard34. Key Mergers and Acquisitions in the Virtual Reality (VR) Fitness Game Market
4. Virtual Reality (VR) Fitness Game Market - Macro Economic Scenario
5. Global Virtual Reality (VR) Fitness Game Market Size and Growth
6. Virtual Reality (VR) Fitness Game Market Segmentation
7. Virtual Reality (VR) Fitness Game Market Regional and Country Analysis
8. Asia-Pacific Virtual Reality (VR) Fitness Game Market
9. China Virtual Reality (VR) Fitness Game Market
10. India Virtual Reality (VR) Fitness Game Market
11. Japan Virtual Reality (VR) Fitness Game Market
12. Australia Virtual Reality (VR) Fitness Game Market
13. Indonesia Virtual Reality (VR) Fitness Game Market
14. South Korea Virtual Reality (VR) Fitness Game Market
15. Western Europe Virtual Reality (VR) Fitness Game Market
16. UK Virtual Reality (VR) Fitness Game Market
17. Germany Virtual Reality (VR) Fitness Game Market
18. France Virtual Reality (VR) Fitness Game Market
19. Italy Virtual Reality (VR) Fitness Game Market
20. Spain Virtual Reality (VR) Fitness Game Market
21. Eastern Europe Virtual Reality (VR) Fitness Game Market
22. Russia Virtual Reality (VR) Fitness Game Market
23. North America Virtual Reality (VR) Fitness Game Market
24. USA Virtual Reality (VR) Fitness Game Market
25. Canada Virtual Reality (VR) Fitness Game Market
26. South America Virtual Reality (VR) Fitness Game Market
27. Brazil Virtual Reality (VR) Fitness Game Market
28. Middle East Virtual Reality (VR) Fitness Game Market
29. Africa Virtual Reality (VR) Fitness Game Market
30. Virtual Reality (VR) Fitness Game Market Competitive Landscape and Company Profiles
31. Virtual Reality (VR) Fitness Game Market Other Major and Innovative Companies
35. Virtual Reality (VR) Fitness Game Market Future Outlook and Potential Analysis
36. Appendix
Executive Summary
Virtual Reality (VR) Fitness Game Global Market Report 2024 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on virtual reality (VR) fitness game 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 virtual reality (VR) fitness game ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The virtual reality (VR) fitness game 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 Type: Music Rhythm Games; Boxing and Fighting Games; Other Types2) by Connecting Device: Gaming Console; PC Or Desktop; Smartphone
3) by Application: Single-Player Fitness; Multiplayer Fitness
Key Companies Mentioned: Meta Platforms Inc.; Sony Interactive Entertainment LLC; Valve Corporation; HTC Corporation; Resolution Games AB
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
- Meta Platforms Inc.
- Sony Interactive Entertainment LLC
- Valve Corporation
- HTC Corporation
- Resolution Games AB
- Joyway Technology Co Ltd
- Fit Club
- Survios Inc.
- Fit Reality Inc.
- FitXR Limited
- Blue Goji
- Kluge Interactive
- Within Unlimited Inc.
- Icaros GmbH
- Virtuix Holdings Inc.
- Black Box VR Inc.
- Sealost Interactive LLC
- YUR Inc.
- GymCraft Ltd
- Reflexion Interactive Technologies
- Holodia
- Virtuleap
- VREX
- Synth Riders
- Cmoar Studio
Methodology
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Table Information
Report Attribute | Details |
---|---|
No. of Pages | 175 |
Published | July 2024 |
Forecast Period | 2024 - 2028 |
Estimated Market Value ( USD | $ 13.08 Billion |
Forecasted Market Value ( USD | $ 17.73 Billion |
Compound Annual Growth Rate | 7.9% |
Regions Covered | Global |
No. of Companies Mentioned | 25 |