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Interactive Fitness Market

Interactive Fitness Market

Interactive Fitness Market Global Industry Assessment & Forecast

# Pages:

169

Base Year:

2021

Nov - 2021

Format:

Report Code:

VMR-2021-0243

Segments Covered
  • By Product Fitness Equipment and Software System
  • By End User Non-residential, Residential
Snapshot
Forecast YearsForecast Years: 2021 - 2028
Historical YearsHistorical Years: 2016 - 2020
Revenue 2021Revenue 2021: 4226 Million
Revenue 2028Revenue 2028: 7556 Million
Revenue CAGRRevenue CAGR (2021 - 2028): 8.3
Fastest Growing Region Fastest Growing Region (2022 - 2028) North America
Customization Offered
  • Cross-segment Market Size and Analysis for Mentioned Segments
  • Additional Company Profiles (Upto 5 With No Cost)
  • Additional Countries (Apart From Mentioned Countries)
  • Country/Region-specific Report
  • Go To Market Strategy
  • Region Specific Market Dynamics
  • Region Level Market Share
  • Import Export Analysis
  • Production Analysis
  • Others Request Customization Speak To Analyst
Sr. No. Offering Report Coverage
1. Market Size In terms of Revenue (USD Million)
2. Historic Data 2015 to 2019
3. Forecast Data 2021 to 2028
4. Market Drivers, Restraints, Opportunities, & Regional Market Trends Yes
5. Market Attractiveness Analysis Yes
6. Segment Analysis Maximum Segments
7. Regional Coverage 5 Regions
8. Country Coverage Top 22 Countries
9. Competitive Landscape and Company Market Share Analysis Yes. Exhaustive information will be provided in two separate chapters of Competitive Landscape and Company Profiles.
10. Porter’s Five Forces Analysis Yes.
11. Value Chain Analysis Yes
12. PEST Analysis Yes
13. Regulatory Landscape Yes
14. Technology Landscape Yes
15. COVID-19 Impact Analysis Yes. Exhaustive information for Key Strategies Undertaken by Companies, Impact Assessment of the COVID-19 Pandemic by Region, along with Short-term and Long-term dynamics.
16. Top startups to watch out for Yes
17. Top 3 Trends to Watch Yes
18. Top 3 Strategies Followed by Major Players Yes
19. Top 3 Predictions by Vantage Market Research Yes
20. Discussion Guide Yes
21. Key Primary Respondents - VERBATIM Yes
22. Transcripts from the Primary Respondents Additional Cost USD 1,000
23. Others/Miscellaneous
FAQ
Frequently Asked Question
  • The global Interactive Fitness valued at 4226 Million in 2020 and is expected to reach 7556 Million in 2028 growing at a CAGR of 8.3%.

  • The prominent players in the market are Nautilus Inc., Nexersys Corp, Echelon Fitness LLC, Interactive Fitness Holdings LLC, Axtion Technology LLC, Peloton Interactive Inc., SMARTfit Inc., Motion Fitness LLC..

  • The market is project to grow at a CAGR of 8.3% between 2021 and 2028.

  • The driving factors of the Interactive Fitness include

    • Many exercise games are interactive and offer a multiplayer experience with various people playing at different skill levels. This not only fosters friendship among players, it has a positive effect on self-esteem. The immersive nature of some games gives a sense of community as common goals are achieved as a team. And because the focus of players is often on a television screen and not on each other, there is a reduced body self-consciousness. This is driving the market growth.
    • Games deliver a level of activity similar to people who run, sometimes it even surpasses it. Think about competing in a dance-off and how much energy you would burn. It would be like Dancing with the Stars or something similar without the television cameras and studio audience. Other physical benefits of games include increased agility, improved speed, a sense of rhythm, coordination, reaction time and endurance. The beauty of games like these is that the skills you acquire by playing them can be easily transferred to the real world. These determinants will further propel the market growth.

  • North America was the leading regional segment of the Interactive Fitness in 2020.