The virtual fitness market size was estimated at US$ 16.45 billion in 2022 it is predicted to grow at a CAGR of 26.77% from 2023 to 2032 to reach around US$ 176.33 billion by the end of 2032.
The virtual fitness market report offers an exclusive study of the present state expected at the market dynamics, opportunities, market scheme, growth analysis and regional outlook. The report presents energetic visions to conclude and study the market size, market aspiration, and competitive environment. The research also focuses on the important achievements of the market, research & development, and regional (country by country) growth of the leading vendors operating in the market
The study offers intricate dynamics about different aspects of the global virtual fitness market, which aids companies operating in the market in making strategies development decisions. The study also elaborates on remarkable changes that are highly anticipated to configure growth of the global virtual fitness market during the forecast period. It also includes a key indicator analysis that highlights growth prospects of this market and approximate statistics related to growth of the market in terms of value (US$ Bn) and volume (tons).
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Report Scope of the Virtual fitness Market
Report Coverage | Details |
Market Size in 2022 | USD 16.45 billion |
Revenue Forecast by 2032 | USD 176.33 billion |
Growth rate from 2023 to 2032 | CAGR of 26.77% |
Base Year | 2022 |
Forecast Period | 2023 to 2032 |
Regions Covered | North America, Europe, Asia Pacific, Latin America, Middle East & Africa |
Companies Covered | MINDBODY, Inc.; ClassPass Inc.; Fitness On Demand; Les Mills International Ltd.; Unscreen, Navigate Wellbeing Solutions; Sworkit (Nexercise, Inc); VIXY BV; Move Technologies Group Ltd; Wellbeats, INC.; Wexer |
This study covers an elaborate segmentation of the global virtual fitness market, along with important information and a competition outlook. The report mentions company profiles of players that are currently influence the global virtual fitness market, wherein various developments, expansions, and winning strategies practiced and execute by leading players have been presented in detail.
Market Segmentation
Virtual fitness Market Segmentations:
By Session Type | By Streaming Type | By Device Type |
Group
Solo |
Live
On-demand |
Smart TV
Smartphones Laptops & Desktops Tablets |
Research Methodology
The research methodology acquire by analysts for assemble the global virtual fitness market report is based on detailed primary as well as secondary research. With the help of in-depth insights of the market-affiliated information that is obtained and legitimated by market-admissible resources, analysts have offered riveting observations and authentic forecasts for the global market.
During the primary research phase, analysts interviewed market stakeholders, investors, brand managers, vice presidents, and sales and marketing managers. Based on data obtained through interviews of genuine resources, analysts have emphasized the changing scenario of the global market.
For secondary research, analysts study numerous annual report declaration, white papers, market association declaration, and company websites to obtain the necessary understanding of the global virtual fitness market.
TABLE OF CONTENT
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Session Type Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on Virtual Fitness Market
5.1. COVID-19 Landscape: Virtual Fitness Industry Impact
5.2. COVID 19 – Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global Virtual Fitness Market, By Session Type
8.1. Virtual Fitness Market, by Session Type, 2023-2032
8.1.1 Group
8.1.1.1. Market Revenue and Forecast (2020-2032)
8.1.2. Solo
8.1.2.1. Market Revenue and Forecast (2020-2032)
Chapter 9. Global Virtual Fitness Market, By Streaming Type
9.1. Virtual Fitness Market, by Streaming Type, 2023-2032
9.1.1. Live
9.1.1.1. Market Revenue and Forecast (2020-2032)
9.1.2. On-demand
9.1.2.1. Market Revenue and Forecast (2020-2032)
Chapter 10. Global Virtual Fitness Market, By Device Type
10.1. Virtual Fitness Market, by Device Type, 2023-2032
10.1.1. Smart TV
10.1.1.1. Market Revenue and Forecast (2020-2032)
10.1.2. Smartphones
10.1.2.1. Market Revenue and Forecast (2020-2032)
10.1.3. Laptops & Desktops
10.1.3.1. Market Revenue and Forecast (2020-2032)
10.1.4. Tablets
10.1.4.1. Market Revenue and Forecast (2020-2032)
Chapter 11. Global Virtual Fitness Market, Regional Estimates and Trend Forecast
11.1. North America
11.1.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.1.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.1.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.1.4. U.S.
11.1.4.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.1.4.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.1.4.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.1.5. Rest of North America
11.1.5.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.1.5.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.1.5.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.2. Europe
11.2.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.2.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.2.4. UK
11.2.4.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.2.4.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.4.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.2.5. Germany
11.2.5.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.2.5.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.5.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.2.6. France
11.2.6.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.2.6.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.6.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.2.7. Rest of Europe
11.2.7.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.2.7.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.7.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.3. APAC
11.3.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.3.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.3.4. India
11.3.4.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.3.4.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.4.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.3.5. China
11.3.5.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.3.5.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.5.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.3.6. Japan
11.3.6.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.3.6.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.6.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.3.7. Rest of APAC
11.3.7.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.3.7.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.7.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.4. MEA
11.4.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.4.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.4.4. GCC
11.4.4.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.4.4.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.4.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.4.5. North Africa
11.4.5.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.4.5.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.5.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.4.6. South Africa
11.4.6.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.4.6.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.6.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.4.7. Rest of MEA
11.4.7.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.4.7.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.7.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.5. Latin America
11.5.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.5.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.5.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.5.4. Brazil
11.5.4.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.5.4.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.5.4.3. Market Revenue and Forecast, by Device Type (2020-2032)
11.5.5. Rest of LATAM
11.5.5.1. Market Revenue and Forecast, by Session Type (2020-2032)
11.5.5.2. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.5.5.3. Market Revenue and Forecast, by Device Type (2020-2032)
Chapter 12. Company Profiles
12.1. MINDBODY, Inc.
12.1.1. Company Overview
12.1.2. Product Offerings
12.1.3. Financial Performance
12.1.4. Recent Initiatives
12.2. ClassPass
12.2.1. Company Overview
12.2.2. Product Offerings
12.2.3. Financial Performance
12.2.4. Recent Initiatives
12.3. Fitness On Demand
12.3.1. Company Overview
12.3.2. Product Offerings
12.3.3. Financial Performance
12.3.4. Recent Initiatives
12.4. Unscreen
12.4.1. Company Overview
12.4.2. Product Offerings
12.4.3. Financial Performance
12.4.4. Recent Initiatives
12.5. Navigate Wellbeing Solutions
12.5.1. Company Overview
12.5.2. Product Offerings
12.5.3. Financial Performance
12.5.4. Recent Initiatives
12.6. Sworkit (Nexercise, Inc)
12.6.1. Company Overview
12.6.2. Product Offerings
12.6.3. Financial Performance
12.6.4. Recent Initiatives
12.7. Les Mills International Ltd.
12.7.1. Company Overview
12.7.2. Product Offerings
12.7.3. Financial Performance
12.7.4. Recent Initiatives
12.8. VIXY BV
12.8.1. Company Overview
12.8.2. Product Offerings
12.8.3. Financial Performance
12.8.4. Recent Initiatives
12.9. Wellbeats.
12.9.1. Company Overview
12.9.2. Product Offerings
12.9.3. Financial Performance
12.9.4. Recent Initiatives
12.10. Move Technologies Group Ltd
12.10.1. Company Overview
12.10.2. Product Offerings
12.10.3. Financial Performance
12.10.4. Recent Initiatives
Chapter 13. Research Methodology
13.1. Primary Research
13.2. Secondary Research
13.3. Assumptions
Chapter 14. Appendix
14.1. About Us
14.2. Glossary of Terms
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