The global virtual fitness market size reached US$ 21.7 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 243.6 Billion by 2032, exhibiting a growth rate (CAGR) of 30.68% during 2024-2032.
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2. About IMARC Group
International Market Analysis Research and Consulting Group is a leading adviser on management
strategy and market research worldwide. We partner with clients in all regions and industry
verticals to identify their highest-value opportunities, address their most critical challenges, and
transform their businesses.
IMARC’s information products include major market, scientific, economic and technological
developments for business leaders in pharmaceutical, industrial, and high technology
organizations. Market forecasts and industry analysis for biotechnology, advanced materials,
chemicals, food and beverage, travel and tourism, nanotechnology and novel processing methods
are at the top of the company’s expertise.
IMARC’s tailored approach combines unfathomable insight into the dynamics of companies and
markets with close cooperation at all levels of the client organization. This ensures that our clients
achieve unmatchable competitive advantage, build more proficient organizations, and secure lasting
results.
3. Report Highlight
and Description
According to the latest report by IMARC Group, titled "Virtual Fitness Market:
Global Industry Trends, Share, Size, Growth, Opportunity and Forecast
2024-2032," the global virtual fitness market size reached US$ 21.7 Billion in
2023.
Virtual fitness refers to the digitalized delivery of health and fitness services,
often facilitated through advanced technology platforms. This approach allows
individuals to partake in fitness activities and routines in the comfort of their
own surroundings rather than in traditional fitness centers or gyms. It
comprises pre-recorded or live video classes, personalized training programs,
and gamified workout experiences, among other offerings.
This convenience-driven solution is integrated with cutting-edge technologies,
such as artificial intelligence (AI), virtual reality (VR), and the Internet of
Things (IoT), which has made fitness more accessible and personalized,
enabling users to undertake fitness activities that align with their schedules,
capabilities, and preferences.
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fitness-market/requestsample
4. Report Description
Global Virtual Fitness Market Trends:
The escalating consumer demand for convenient, flexible, and personalized fitness solutions majorly drives the
global market. This can be supported by the fast-paced lifestyles of contemporary society, in which traditional
gym routines are challenging to maintain. Along with this, the recent COVID-19 pandemic is impacting the market,
as consumers turned to virtual fitness solutions to stay active during widespread lockdowns and social distancing
measures. In addition, the continuous advancements in technology are significantly supporting the market. For
instance, the increasing adoption of AI, VR, and IoT in creating immersive, engaging, and tailored fitness
experiences is playing a significant role in attracting more users.
Apart from this, considerable rise in the adoption of wearable devices for fitness tracking and personalized
feedback is contributing to the market. Moreover, the emerging trend of corporate wellness programs, wherein
companies offer virtual fitness solutions to their employees to improve health and productivity, is creating a
positive market outlook. Some of the other factors driving the market include growing environmental concerns,
rapid urbanization, and inflating disposable income levels of individuals.
Looking forward, the market value is projected to reach US$ 243.6 Billion by 2032, expanding at a CAGR of
30.68% during 2024-2032.
View Report TOC, Figures and Tables: https://www.imarcgroup.com/virtual-fitness-market
5. Report
Segmentation
Session Type Insights:
• Group
• Solo
Streaming Type Insights:
• Live
• On-Demand
Device Type Insights:
• Smart TV
• Smartphones
• Laptops and Desktops
• Tablets
Revenue Model Insights:
• Subscription
• Advertisement
6. Report
Segmentation
• Hybrid
End User Insights:
• Professional Gyms
• Sports Institutes
• Defense Institutes
• Educational Institutions
• Corporate Institutions
• Individuals
• Others
Regional Insights:
• North America
• Europe
• Asia-Pacific
• Latin America
• Middle East and Africa
7. Competitive
Landscape with
Key Players
• Econofitness
• Fitness On Demand
• Les Mills International Ltd.
• Mindbody Inc.
• Move Technologies Group Ltd.
• Nexercise Inc.
• Peloton Interactive Inc.
• Viva Leisure Limited
• VIXY BV
• Wellbeats Inc. (LifeSpeak (USA) Inc.)
• Wexer Virtual Limited
8. Key Questions
Answered in
the Report
How has the global virtual fitness market performed so far,
and how will it perform in the coming years?
What are the drivers, restraints, and opportunities in the
global virtual fitness market?
What is the impact of each driver, restraint, and opportunity
on the global virtual fitness market?
What are the key regional markets?
Which countries represent the most attractive virtual fitness
market?
What is the breakup of the market based on the session type?
Which is the most attractive session type in the virtual fitness
market?
What is the breakup of the market based on the streaming
type?
Which is the most attractive streaming type in the virtual
fitness market?
9. Key Questions
Answered in
the Report
What is the breakup of the market based on the device type?
Which is the most attractive device type in the virtual fitness
market?
What is the breakup of the market based on the revenue
model?
Which is the most attractive revenue model in the virtual
fitness market?
What is the breakup of the market based on the end user?
Which is the most attractive end user in the virtual fitness
market?
What is the competitive structure of the global virtual fitness
market?
Who are the key players/companies in the global virtual
fitness market?
10. Table of
Contents
1 Preface
2 Scope and Methodology
2.1 Objectives of the Study
2.2 Stakeholders
2.3 Data Sources
2.3.1 Primary Sources
2.3.2 Secondary Sources
2.4 Mark et Estimation
2.4.1 Bottom-Up Approach
2.4.2 Top-Down Approach
2.5 Forecasting Methodology
3 Executive Summary
4 Global Virtual Fitness Market - Introduction
4.1 Overview
4.2 Mark et Dynamics
4.3 Industry Trends
4.4 Competitive Intelligence
5 Global Virtual Fitness Market Landscape
5.1 Historical and Current Mark et Trends (2018 -2023)
5.2 Market Forecast (2024 -2032)
6 Global Virtual Fitness Market - Breakup by Session
Type
6.1 Group
6.1.1 Overview
6.1.2 Historical and Current Mark et Trends (2018 -2023)
6.1.3 Mark et Segmentation
6.1.4 Mark et Forecast (2024 -2032)
6.2 Solo
6.2.1 Overview
6.2.2 Historical and Current Mark et Trends (2018 -2023)
11. Table of
Contents
6.2.3 Mark et Segmentation
6.2.4 Mark et Forecast (2024 -2032)
6.3 Attractive Investment Proposition by Session Type 7
Global Virtual Fitness Market - Breakup by Streaming
Type
7.1 Live
7.1.1 Overview
7.1.2 Historical and Current Mark et Trends (2018 -2023)
7.1.3 Mark et Segmentation
7.1.4 Mark et Forecast (2024 -2032)
7.2 On-Demand
7.2.1 Overview
7.2.2 Historical and Current Mark et Trends (2018 -2023)
7.2.3 Market Segmentation
7.2.4 Mark et Forecast (2024 -2032)
7.3 Attractive Investment Proposition by Streaming Type 8
Global Virtual Fitness Market - Breakup by Device Type
8.1 Smart TV
8.1.1 Overview
8.1.2 Historical and Current Mark et Trends (2018 -2023)
8.1.3 Mark et Segmentation
8.1.4 Mark et Forecast (2024 -2032)
8.2 Smartphones
8.2.1 Overview
8.2.2 Historical and Current Mark et Trends (2018 -2023)
8.2.3 Mark et Segmentation
8.2.4 Mark et Forecast (2024 -2032)
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https://www.imarcgroup.com/virtual -fitness-market/toc