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PUBLISHER: The Business Research Company | PRODUCT CODE: 1500086

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PUBLISHER: The Business Research Company | PRODUCT CODE: 1500086

Interactive Fitness Global Market Report 2024

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Interactive fitness encompasses a technology-driven approach that integrates exercise with interactive elements such as virtual reality, gamification, or live streaming. Its goal is to boost user engagement and motivation through real-time feedback, personalized workouts, and immersive experiences, often facilitated by connected devices or platforms.

The primary products within interactive fitness include fitness equipment and software systems. Fitness equipment encompasses a variety of devices and machines crafted to support physical exercise, strength training, cardiovascular workouts, flexibility training, and overall fitness enhancement. These products find applications in various settings such as gyms and households, catering to a range of end users including residential and commercial customers.

The interactive fitness research report is one of a series of new reports from The Business Research Company that provides interactive fitness market statistics, including the interactive fitness industry's global market size, regional shares, competitors with an interactive fitness market share, detailed interactive fitness market segments, market trends and opportunities, and any further data you may need to thrive in the interactive fitness industry. This interactive 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 interactive fitness market size has grown strongly in recent years. It will grow from $4.40 billion in 2023 to $4.83 billion in 2024 at a compound annual growth rate (CAGR) of 9.9%. The growth in the historic period can be attributed to the rise in health consciousness, change in consumer preferences, gamification of exercise, fitness tracking and data analytics, and expansion of digital platforms.

The interactive fitness market size is expected to see rapid growth in the next few years. It will grow to $7.11 billion in 2028 at a compound annual growth rate (CAGR) of 10.1%. The anticipated growth in the forecast period is expected to be driven by health and wellness trends, the emphasis on personalization and customization in fitness experiences, integration with everyday life, and the adoption of remote and hybrid fitness models. Key trends in the forecast period are expected to include virtual reality (VR) workouts, the popularity of live streaming and on-demand classes, the provision of personalized workouts, integration of wearable technology, and the emergence of multimodal fitness experiences.

The increasing prevalence of obesity among youngsters is anticipated to drive the growth of the interactive fitness market. Obesity, characterized by excessive body fat accumulation and associated health risks, is on the rise due to sedentary lifestyles, poor dietary choices, environmental factors, and genetic factors. Interactive fitness emerges as a promising solution, offering engaging, personalized, and accessible workout experiences tailored to support individuals in their journey towards better health and fitness. For example, in May 2023, the Office for Health Improvement and Disparities reported a rise in the percentage of adults aged 18 and over in England living with obesity, reaching 63.8% in 2022 from 63.3% in the previous year. Consequently, the increasing prevalence of obesity among youngsters is fueling the growth of the interactive fitness market.

Key players in the interactive fitness market are prioritizing the development of innovative solutions, such as advanced AI-powered workout tracking technology, to enrich the user experience and optimize fitness outcomes. This technology leverages artificial intelligence algorithms to monitor and analyze users' exercise performance, deliver personalized feedback, and tailor training programs for improved fitness results. For instance, in October 2022, Insane AI, an India-based fitness tech company, launched an AI-powered fitness training app. Utilizing smartphone front camera technology, the app tracks movements, offers real-time posture and form correction, and provides a diverse range of guided body workouts. Users receive insights into their workout history and performance, while visual cues and live feedback keep them engaged. Additionally, the app incentivizes workouts by rewarding users with real-life incentives, enhancing motivation.

In January 2021, Cure.fit, an India-based health and fitness company, acquired Onyx to enhance its computer vision technology for at-home fitness products, expand digital offerings globally, and elevate the user experience with personalized workout feedback and high-accuracy body tracking. Onyx, a US-based fitness company, specializes in interactive and analytical fitness services.

Major companies operating in the interactive fitness market are Peloton Interactive Inc., Fitbit Inc., iFit, Beachbody LLC, Precor, Flywheel Sports Inc., Bowflex, Nautilus Inc., Life Fitness, TECHNOGYM Spa, Matrix Fitness, Echelon Fitness Multimedia LLC, EGYM Inc., Hydrow Inc., Horizon Fitness, Evervue USA Inc., FightCamp, Paradigm Health and Wellness Inc., NordicTrack, Nexersys Corp., Axtion Technology LLC, Zwift Inc., MYX Fitness

North America was the largest region in the interactive fitness market in 2023. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the interactive fitness market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the interactive fitness market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The interactive fitness market consists of revenues earned by entities by providing services such as personalized training plans, real-time coaching, interactive equipment integration, nutritional guidance, and progress tracking and analytics. The market value includes the value of related goods sold by the service provider or included within the service offering. The interactive fitness market also includes sales of interactive exercise equipment, fitness apps and platforms, and VR headsets. 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.

Interactive Fitness Global Market Report 2024 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on interactive fitness 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.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the COVID-19 and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war's impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for interactive fitness ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The interactive fitness market global report from the Business Research Company 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 Product: Fitness Equipment; Software System
  • 2) By Application: Gym; Household
  • 3) By End-User: Residential; Nonresidential
  • Companies Mentioned: Peloton Interactive Inc.; Fitbit Inc.; iFit; Beachbody LLC; Precor
  • 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 segmentations: 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.
Product Code: r17965

Table of Contents

1. Executive Summary

2. Interactive Fitness Market Characteristics

3. Interactive Fitness Market Trends And Strategies

4. Interactive Fitness Market - Macro Economic Scenario

  • 4.1. Impact Of High Inflation On The Market
  • 4.2. Ukraine-Russia War Impact On The Market
  • 4.3. COVID-19 Impact On The Market

5. Global Interactive Fitness Market Size and Growth

  • 5.1. Global Interactive Fitness Market Drivers and Restraints
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints Of The Market
  • 5.2. Global Interactive Fitness Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
  • 5.3. Global Interactive Fitness Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)

6. Interactive Fitness Market Segmentation

  • 6.1. Global Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Fitness Equipment
  • Software System
  • 6.2. Global Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Gym
  • Household
  • 6.3. Global Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Residential
  • Nonresidential

7. Interactive Fitness Market Regional And Country Analysis

  • 7.1. Global Interactive Fitness Market, Split By Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 7.2. Global Interactive Fitness Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

8. Asia-Pacific Interactive Fitness Market

  • 8.1. Asia-Pacific Interactive Fitness Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.3. Asia-Pacific Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.4. Asia-Pacific Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

9. China Interactive Fitness Market

  • 9.1. China Interactive Fitness Market Overview
  • 9.2. China Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.3. China Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.4. China Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion

10. India Interactive Fitness Market

  • 10.1. India Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.2. India Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.3. India Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

11. Japan Interactive Fitness Market

  • 11.1. Japan Interactive Fitness Market Overview
  • 11.2. Japan Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.3. Japan Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.4. Japan Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

12. Australia Interactive Fitness Market

  • 12.1. Australia Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.2. Australia Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.3. Australia Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

13. Indonesia Interactive Fitness Market

  • 13.1. Indonesia Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.2. Indonesia Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.3. Indonesia Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

14. South Korea Interactive Fitness Market

  • 14.1. South Korea Interactive Fitness Market Overview
  • 14.2. South Korea Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.3. South Korea Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.4. South Korea Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

15. Western Europe Interactive Fitness Market

  • 15.1. Western Europe Interactive Fitness Market Overview
  • 15.2. Western Europe Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.3. Western Europe Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.4. Western Europe Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

16. UK Interactive Fitness Market

  • 16.1. UK Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.2. UK Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.3. UK Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

17. Germany Interactive Fitness Market

  • 17.1. Germany Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.2. Germany Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.3. Germany Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

18. France Interactive Fitness Market

  • 18.1. France Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.2. France Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.3. France Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

19. Italy Interactive Fitness Market

  • 19.1. Italy Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.2. Italy Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.3. Italy Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

20. Spain Interactive Fitness Market

  • 20.1. Spain Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.2. Spain Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.3. Spain Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

21. Eastern Europe Interactive Fitness Market

  • 21.1. Eastern Europe Interactive Fitness Market Overview
  • 21.2. Eastern Europe Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.3. Eastern Europe Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.4. Eastern Europe Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

22. Russia Interactive Fitness Market

  • 22.1. Russia Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.2. Russia Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.3. Russia Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

23. North America Interactive Fitness Market

  • 23.1. North America Interactive Fitness Market Overview
  • 23.2. North America Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.3. North America Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.4. North America Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

24. USA Interactive Fitness Market

  • 24.1. USA Interactive Fitness Market Overview
  • 24.2. USA Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.3. USA Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.4. USA Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

25. Canada Interactive Fitness Market

  • 25.1. Canada Interactive Fitness Market Overview
  • 25.2. Canada Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.3. Canada Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.4. Canada Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

26. South America Interactive Fitness Market

  • 26.1. South America Interactive Fitness Market Overview
  • 26.2. South America Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.3. South America Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.4. South America Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

27. Brazil Interactive Fitness Market

  • 27.1. Brazil Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.2. Brazil Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.3. Brazil Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

28. Middle East Interactive Fitness Market

  • 28.1. Middle East Interactive Fitness Market Overview
  • 28.2. Middle East Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.3. Middle East Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.4. Middle East Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

29. Africa Interactive Fitness Market

  • 29.1. Africa Interactive Fitness Market Overview
  • 29.2. Africa Interactive Fitness Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.3. Africa Interactive Fitness Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.4. Africa Interactive Fitness Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

30. Interactive Fitness Market Competitive Landscape And Company Profiles

  • 30.1. Interactive Fitness Market Competitive Landscape
  • 30.2. Interactive Fitness Market Company Profiles
    • 30.2.1. Peloton Interactive Inc.
      • 30.2.1.1. Overview
      • 30.2.1.2. Products and Services
      • 30.2.1.3. Strategy
      • 30.2.1.4. Financial Performance
    • 30.2.2. Fitbit Inc.
      • 30.2.2.1. Overview
      • 30.2.2.2. Products and Services
      • 30.2.2.3. Strategy
      • 30.2.2.4. Financial Performance
    • 30.2.3. iFit
      • 30.2.3.1. Overview
      • 30.2.3.2. Products and Services
      • 30.2.3.3. Strategy
      • 30.2.3.4. Financial Performance
    • 30.2.4. Beachbody LLC
      • 30.2.4.1. Overview
      • 30.2.4.2. Products and Services
      • 30.2.4.3. Strategy
      • 30.2.4.4. Financial Performance
    • 30.2.5. Precor
      • 30.2.5.1. Overview
      • 30.2.5.2. Products and Services
      • 30.2.5.3. Strategy
      • 30.2.5.4. Financial Performance

31. Interactive Fitness Market Other Major And Innovative Companies

  • 31.1. Flywheel Sports Inc.
  • 31.2. Bowflex
  • 31.3. Nautilus Inc.
  • 31.4. Life Fitness
  • 31.5. TECHNOGYM Spa
  • 31.6. Matrix Fitness
  • 31.7. Echelon Fitness Multimedia LLC
  • 31.8. EGYM Inc.
  • 31.9. Hydrow Inc.
  • 31.10. Horizon Fitness
  • 31.11. Evervue USA Inc.
  • 31.12. FightCamp
  • 31.13. Paradigm Health and Wellness Inc.
  • 31.14. NordicTrack
  • 31.15. Nexersys Corp.

32. Global Interactive Fitness Market Competitive Benchmarking

33. Global Interactive Fitness Market Competitive Dashboard

34. Key Mergers And Acquisitions In The Interactive Fitness Market

35. Interactive Fitness Market Future Outlook and Potential Analysis

  • 35.1 Interactive Fitness Market In 2028 - Countries Offering Most New Opportunities
  • 35.2 Interactive Fitness Market In 2028 - Segments Offering Most New Opportunities
  • 35.3 Interactive Fitness Market In 2028 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
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