PUBLISHER: The Business Research Company | PRODUCT CODE: 1503925
PUBLISHER: The Business Research Company | PRODUCT CODE: 1503925
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 from The Business Research Company 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 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.
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.
Virtual Reality (VR) Fitness Game 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 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.
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 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.
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