Virtual Fitness Market (By Streaming Type: Live, On-demand; By Session Type: Group, Solo) - Global Industry Analysis, Size, Share, Growth, Trends, Revenue, Regional Outlook and Forecast 2023-2032

The global virtual fitness market was valued at USD 16.45 billion in 2022 and it is predicted to surpass around USD 176.33 billion by 2032 with a CAGR of 26.77% from 2023 to 2032.

Virtual Fitness Market Size 2023 to 2032

Key Pointers

  • The group segment dominated the market with a share of 59.16% in 2022.
  • On the other hand, the solo segment is projected to register the highest CAGR from 2023 to 2032.
  • The on-demand segment accounted for the largest market share in 2022.
  • The live segment is projected to expand at the fastest CAGR during the forecast period.
  • The smartphone devices segment accounted for a major portion of the market share in 2022.
  • On the other hand, the laptops & desktops, and tablets segment is anticipated to grow at a significant growth rate during the forecast period. 
  • North America led the overall market with a revenue share of 40.32% in 2022.

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

 

The growth is driven by factors such as the rapid shift of consumers to online fitness solutions from in-person workouts in gyms. Online solutions continue to rise in popularity among key demographic groups such as millennials. In addition, increased stress levels, increased health consciousness, and higher flexibility and accessibility offered by remote workouts are likely to boost the market growth.

Increasing focus on healthy lifestyle coupled with the continuously rising popularity of balanced diets, flexible workouts, and mental health are favoring the market. Due to the increasing demand for online instructors and sessions, service providers are implementing various business models to meet client needs. For instance, in April 2020, My Virtual Mission launched the ‘Race Host’ platform. With the help of this platform, entrepreneurs, companies, and nonprofit organizations can host virtual fitness competitions for engaging the potential audience, increase revenue and expand their geographical footprints.

There is a growing consensus among fitness executives that virtual training is emerging as a permanent feature rather than a passing trend. Furthermore, new techniques of fitness training, such as home workouts and live video classes, are becoming more popular. According to a survey published in ACSMs Health & Fitness Journal, online training was ranked as the #1 fitness trend in 2021, up from #26 in 2020, mainly due to the COVID-19 pandemic. According to Health Club Industry Data & Consumer Trends report 2021, nearly 38% of the consumers in the U.S. started using online workout services during COVID and plan to continue using them in the future.

During the pandemic, many gyms were closed and social distancing guidelines were imposed. This drove consumers to adopt virtual fitness solutions from gyms and yoga centers. As per a survey conducted by ClubIntel in 2020, around 54% of 2,000 surveyed individuals either stopped their gym memberships or canceled them entirely. Furthermore, 72% of the health club owners started offering livestream group and on-demand workouts, higher than 25% in 2019 to cope with the declining gym memberships.

Key players also employed certain successful techniques, such as introducing informative workout sessions, strategic collaborations, and free subscriptions during the pandemic. For instance, in March 2020, Peloton, an American manufacturer of physical exercise equipment, and media platform extended its subscription-free trial duration from 30 to 90 days. This was to aid and support consumers in maintaining physical and mental well-being during the COVID-19 pandemic.

Virtual fitness Market Segmentations:

By Session Type By Streaming Type By Device Type

Group

Solo

Live

On-demand

Smart TV

Smartphones

Laptops & Desktops

Tablets

Frequently Asked Questions

The global virtual fitness market size was reached at USD 16.45 billion in 2022 and it is projected to hit around USD 176.33 billion by 2032.

The global virtual fitness market is growing at a compound annual growth rate (CAGR) of 26.77% from 2023 to 2032.

The North America region has accounted for the largest virtual fitness market share in 2022.

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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