Global Interactive Fitness Market

Global Interactive Fitness Market Size, Share, Growth Analysis, By Product(Fitness Equipment, Software System), By Application(Gym, Household), By End-User(Residential, Nonresidential), By Region(North America, Europe) - Industry Forecast 2024-2031


Report ID: SQMIG45E2194 | Region: Global | Published Date: February, 2024
Pages: 157 | Tables: 116 | Figures: 77

Global Interactive Fitness Market News

in Global Interactive Fitness Industry

  • In 2021, Fittly, a global fitness community, has released a mobile app that provides the ultimate tool for fitness professionals.
  • In March 2021, the business inked a contract to buy Just Fit, a gym network with 27 locations in So Paulo.
  • In December 2020, Smart Fit’s deal with investors to establish a jointly operated subsidiary in Brazil. The Investors invested BRL 201.9 million in the opening of 34 additional gyms.
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Interactive Fitness Market size was valued at USD 1.1 billion in 2019 and is poised to grow from USD 1.3 billion in 2023 to USD 4.8 billion by 2031, growing at a CAGR of 17.6% in the forecast period (2024-2031).

The Global Interactive Fitness Market is fragmented from small-sized to medium-sized accounting for major market revenues. These organizations are deploying strategic ways and insights to generate revenue and indulge in research in development activities to foster the Global Interactive Fitness Market with rapid growth. Several initiatives are taken to combine smart technologies such as artificial intelligence, Machine Learning, Internet of things (IoT) with fitness and exercise equipment. Some top players in the Global Interactive Fitness Market are: 'Peloton Interactive Inc.', 'NordicTrack', 'Technogym', 'Precor', 'Life Fitness', 'Matrix Fitness', 'Nautilus, Inc.', 'Echelon Fitness', 'SoulCycle Inc.', 'Flywheel Sports Inc.', 'Mirror', 'Tonal', 'Hydrow Inc.', 'MYXfitness', 'FightCamp', 'Tempo', 'Bowflex', 'ProForm', 'Schwinn Fitness', 'Horizon Fitness'

The Global Interactive Fitness Market revenue is expected to register a CAGR of 8.3% during the forecast period. High awareness among people about fitness and a healthy lifestyle is driving the growth of Global Interactive Fitness Market. The sedentary lifestyle and hectic work schedules have led to a high risk of anxiety, obesity, type 2 diabetes, and osteoporosis, chronic back pain. According to World Obesity Atlas 2022, 1 billion people are predicted to be obese. Consistent finding reports a continual increase in type 2 diabetes. 

Emergence of Digital Apps: Smartphone applications (apps) including advanced data analysis, advanced sensors, Internet of things (IoT are boosting factors for the Global Interactive Fitness Market.

The Market is segmented into North America, Europe, Asia-Pacific, South America, and MEA based on region. The region that accounted for the largest revenue in the forecasted period is North America.

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Global Interactive Fitness Market

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