MARKET INTRODUCTION
Virtual Fitness is the premier on-demand fitness platform that delivers fitness challenges, classes, and fitness assessments to employees anywhere and anytime. Virtual Fitness proprietary content and technology allows individuals and families to take control of their health with fitness solutions that fit their lives.
MARKET DYNAMICS
Fitness session at user own comfort and time is one of the major factors driving the growth of the virtual fitness market. Moreover, a wide array of different variants for fitness studios and workouts to choose from is anticipated to boost the growth of the virtual fitness market.
MARKET SCOPE
The "Global Virtual Fitness Market Analysis to 2027"? is a specialized and in-depth study of the virtual fitness market with a special focus on the global market trend analysis. The report aims to provide an overview of virtual fitness market with detailed market segmentation by Streaming Type , Session Type, Device Type, Revenue Model, End User. The global virtual fitness market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading virtual fitness market players and offers key trends and opportunities in the virtual fitness market.
MARKET SEGMENTATION
The global virtual fitness market is segmented on the basis of streaming type, session type, device type, revenue model, end user. On the basis of streaming type, the market is segmented as live, on demand. On the basis of session type, the market is segmented as group, solo. On the basis of device type, the market is segmented as smart TV, smartphones, laptops, desktops, and tablets, others. On the basis of revenue model, the market is segmented as subscription, advertisement, hybrid. On the basis of end user, the market is segmented as professional gyms, sports institutes, others.
REGIONAL FRAMEWORK
The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides overview and forecast of the global virtual fitness market based on various segments. It also provides market size and forecast estimates from year 2017 to 2027 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America. The virtual fitness market by each region is later sub-segmented by respective countries and segments. The report covers analysis and forecast of 18 countries globally along with current trend and opportunities prevailing in the region.
The report analyzes factors affecting virtual fitness market from both demand and supply side and further evaluates market dynamics effecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA and South America after evaluating political, economic, social and technological factors effecting the virtual fitness market in these regions.
MARKET PLAYERS
The reports cover key developments in the virtual fitness market as organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved way for expansion of business and customer base of market players. The market players from virtual fitness market are anticipated to lucrative growth opportunities in the future with the rising demand for virtual fitness market. Below mentioned is the list of few companies engaged in the virtual fitness market.
The report also includes the profiles of key virtual fitness market companies along with their SWOT analysis and market strategies. In addition, the report focuses on leading industry players with information such as company profiles, components and services offered, financial information of last 3 years, key development in past five years.
- ClassPass
- Fitbit, Inc.
- FitnessOnDemand
- Les Mills International Ltd.
- Peerfit, Inc.
- Peloton Interactive, Inc.
- Sworkit
- Wellbeats, Inc.
- Wexer
- Zwift, Inc.
TABLE OF CONTENTS
1.INTRODUCTION
1.1.SCOPE OF THE STUDY
1.2.PUBLISHER RESEARCH REPORT GUIDANCE
1.3.MARKET SEGMENTATION
 1.3.1Virtual Fitness Market - By Streaming Type
 1.3.2Virtual Fitness Market - By Session Type
 1.3.3Virtual Fitness Market - By Device Type
 1.3.4Virtual Fitness Market - By Revenue Model
 1.3.5Virtual Fitness Market - By End User
 1.3.6Virtual Fitness Market - By Region
 1.3.6.1By Country
 
2.KEY TAKEAWAYS
3.RESEARCH METHODOLOGY
4.VIRTUAL FITNESS MARKET LANDSCAPE
4.1.OVERVIEW
4.2.PORTER??S FIVE FORCES ANALYSIS
 4.2.1Bargaining Power of Buyers
 4.2.1Bargaining Power of Suppliers
 4.2.1Threat of Substitute
 4.2.1Threat of New Entrants
 4.2.1Competitive Rivalry
4.3.ECOSYSTEM ANALYSIS
4.4.EXPERT OPINIONS
5.VIRTUAL FITNESS MARKET - KEY MARKET DYNAMICS
5.1.KEY MARKET DRIVERS
5.2.KEY MARKET RESTRAINTS
5.3.KEY MARKET OPPORTUNITIES
5.4.FUTURE TRENDS
5.5.IMPACT ANALYSIS OF DRIVERS AND RESTRAINTS
6.VIRTUAL FITNESS MARKET - GLOBAL MARKET ANALYSIS
6.1.VIRTUAL FITNESS - GLOBAL MARKET OVERVIEW
6.2.VIRTUAL FITNESS - GLOBAL MARKET AND FORECAST TO 2027
6.3.MARKET POSITIONING/MARKET SHARE
7.VIRTUAL FITNESS MARKET - REVENUE AND FORECASTS TO 2027 - STREAMING TYPE
7.1.OVERVIEW
7.2.STREAMING TYPE MARKET FORECASTS AND ANALYSIS
7.3.LIVE
 7.3.1.Overview
 7.3.2.Live Market Forecast and Analysis
7.4.ON-DEMAND
 7.4.1.Overview
 7.4.2.On-Demand Market Forecast and Analysis
8.VIRTUAL FITNESS MARKET - REVENUE AND FORECASTS TO 2027 - SESSION TYPE
8.1.OVERVIEW
8.2.SESSION TYPE MARKET FORECASTS AND ANALYSIS
8.3.GROUP
 8.3.1.Overview
 8.3.2.Group Market Forecast and Analysis
8.4.SOLO
 8.4.1.Overview
 8.4.2.Solo Market Forecast and Analysis
9.VIRTUAL FITNESS MARKET - REVENUE AND FORECASTS TO 2027 - DEVICE TYPE
9.1.OVERVIEW
9.2.DEVICE TYPE MARKET FORECASTS AND ANALYSIS
9.3.SMART TV
 9.3.1.Overview
 9.3.2.Smart TV Market Forecast and Analysis
9.4.SMARTPHONES
 9.4.1.Overview
 9.4.2.Smartphones Market Forecast and Analysis
9.5.LAPTOPS, DESKTOPS AND TABLETS
 9.5.1.Overview
 9.5.2.Laptops, Desktops and Tablets Market Forecast and Analysis
9.6.OTHERS
 9.6.1.Overview
 9.6.2.Others Market Forecast and Analysis
10.VIRTUAL FITNESS MARKET - REVENUE AND FORECASTS TO 2027 - REVENUE MODEL
10.1.OVERVIEW
10.2.REVENUE MODEL MARKET FORECASTS AND ANALYSIS
10.3.SUBSCRIPTION
 10.3.1.Overview
 10.3.2.Subscription Market Forecast and Analysis
10.4.ADVERTISEMENT
 10.4.1.Overview
 10.4.2.Advertisement Market Forecast and Analysis
10.5.HYBRID
 10.5.1.Overview
 10.5.2.Hybrid Market Forecast and Analysis
11.VIRTUAL FITNESS MARKET - REVENUE AND FORECASTS TO 2027 - END USER
11.1.OVERVIEW
11.2.END USER MARKET FORECASTS AND ANALYSIS
11.3.PROFESSIONAL GYMS
 11.3.1.Overview
 11.3.2.Professional Gyms Market Forecast and Analysis
11.4.SPORTS INSTITUTES
 11.4.1.Overview
 11.4.2.Sports Institutes Market Forecast and Analysis
11.5.OTHERS
 11.5.1.Overview
 11.5.2.Others Market Forecast and Analysis
 
12.VIRTUAL FITNESS MARKET REVENUE AND FORECASTS TO 2027 - GEOGRAPHICAL ANALYSIS
12.1.NORTH AMERICA
 12.1.1North America Virtual Fitness Market Overview
 12.1.2North America Virtual Fitness Market Forecasts and Analysis
 12.1.3North America Virtual Fitness Market Forecasts and Analysis - By Streaming Type
 12.1.4North America Virtual Fitness Market Forecasts and Analysis - By Session Type
 12.1.5North America Virtual Fitness Market Forecasts and Analysis - By Device Type
 12.1.6North America Virtual Fitness Market Forecasts and Analysis - By Revenue Model
 12.1.7North America Virtual Fitness Market Forecasts and Analysis - By End User
 12.1.8North America Virtual Fitness Market Forecasts and Analysis - By Countries
 12.1.8.1United States Virtual Fitness Market
 12.1.8.1.1United States Virtual Fitness Market by Streaming Type
 12.1.8.1.2United States Virtual Fitness Market by Session Type
 12.1.8.1.3United States Virtual Fitness Market by Device Type
 12.1.8.1.4United States Virtual Fitness Market by Revenue Model
 12.1.8.1.5United States Virtual Fitness Market by End User
 12.1.8.2Canada Virtual Fitness Market
 12.1.8.2.1Canada Virtual Fitness Market by Streaming Type
 12.1.8.2.2Canada Virtual Fitness Market by Session Type
 12.1.8.2.3Canada Virtual Fitness Market by Device Type
 12.1.8.2.4Canada Virtual Fitness Market by Revenue Model
 12.1.8.2.5Canada Virtual Fitness Market by End User
 12.1.8.3Mexico Virtual Fitness Market
 12.1.8.3.1Mexico Virtual Fitness Market by Streaming Type
 12.1.8.3.2Mexico Virtual Fitness Market by Session Type
 12.1.8.3.3Mexico Virtual Fitness Market by Device Type
 12.1.8.3.4Mexico Virtual Fitness Market by Revenue Model
 12.1.8.3.5Mexico Virtual Fitness Market by End User
12.2.EUROPE
 12.2.1Europe Virtual Fitness Market Overview
 12.2.2Europe Virtual Fitness Market Forecasts and Analysis
 12.2.3Europe Virtual Fitness Market Forecasts and Analysis - By Streaming Type
 12.2.4Europe Virtual Fitness Market Forecasts and Analysis - By Session Type
 12.2.5Europe Virtual Fitness Market Forecasts and Analysis - By Device Type
 12.2.6Europe Virtual Fitness Market Forecasts and Analysis - By Revenue Model
 12.2.7Europe Virtual Fitness Market Forecasts and Analysis - By End User
 12.2.8Europe Virtual Fitness Market Forecasts and Analysis - By Countries
 12.2.8.1Germany Virtual Fitness Market
 12.2.8.1.1Germany Virtual Fitness Market by Streaming Type
 12.2.8.1.2Germany Virtual Fitness Market by Session Type
 12.2.8.1.3Germany Virtual Fitness Market by Device Type
 12.2.8.1.4Germany Virtual Fitness Market by Revenue Model
 12.2.8.1.5Germany Virtual Fitness Market by End User
 12.2.8.2France Virtual Fitness Market
 12.2.8.2.1France Virtual Fitness Market by Streaming Type
 12.2.8.2.2France Virtual Fitness Market by Session Type
 12.2.8.2.3France Virtual Fitness Market by Device Type
 12.2.8.2.4France Virtual Fitness Market by Revenue Model
 12.2.8.2.5France Virtual Fitness Market by End User
 12.2.8.3Italy Virtual Fitness Market
 12.2.8.3.1Italy Virtual Fitness Market by Streaming Type
 12.2.8.3.2Italy Virtual Fitness Market by Session Type
 12.2.8.3.3Italy Virtual Fitness Market by Device Type
 12.2.8.3.4Italy Virtual Fitness Market by Revenue Model
 12.2.8.3.5Italy Virtual Fitness Market by End User
 12.2.8.4United Kingdom Virtual Fitness Market
 12.2.8.4.1United Kingdom Virtual Fitness Market by Streaming Type
 12.2.8.4.2United Kingdom Virtual Fitness Market by Session Type
 12.2.8.4.3United Kingdom Virtual Fitness Market by Device Type
 12.2.8.4.4United Kingdom Virtual Fitness Market by Revenue Model
 12.2.8.4.5United Kingdom Virtual Fitness Market by End User
 12.2.8.5Russia Virtual Fitness Market
 12.2.8.5.1Russia Virtual Fitness Market by Streaming Type
 12.2.8.5.2Russia Virtual Fitness Market by Session Type
 12.2.8.5.3Russia Virtual Fitness Market by Device Type
 12.2.8.5.4Russia Virtual Fitness Market by Revenue Model
 12.2.8.5.5Russia Virtual Fitness Market by End User
 12.2.8.6Rest of Europe Virtual Fitness Market
 12.2.8.6.1Rest of Europe Virtual Fitness Market by Streaming Type
 12.2.8.6.2Rest of Europe Virtual Fitness Market by Session Type
 12.2.8.6.3Rest of Europe Virtual Fitness Market by Device Type
 12.2.8.6.4Rest of Europe Virtual Fitness Market by Revenue Model
 12.2.8.6.5Rest of Europe Virtual Fitness Market by End User
12.3.ASIA-PACIFIC
 12.3.1Asia-Pacific Virtual Fitness Market Overview
 12.3.2Asia-Pacific Virtual Fitness Market Forecasts and Analysis
 12.3.3Asia-Pacific Virtual Fitness Market Forecasts and Analysis - By Streaming Type
 12.3.4Asia-Pacific Virtual Fitness Market Forecasts and Analysis - By Session Type
 12.3.5Asia-Pacific Virtual Fitness Market Forecasts and Analysis - By Device Type
 12.3.6Asia-Pacific Virtual Fitness Market Forecasts and Analysis - By Revenue Model
 12.3.7Asia-Pacific Virtual Fitness Market Forecasts and Analysis - By End User
 12.3.8Asia-Pacific Virtual Fitness Market Forecasts and Analysis - By Countries
 12.3.8.1Australia Virtual Fitness Market
 12.3.8.1.1Australia Virtual Fitness Market by Streaming Type
 12.3.8.1.2Australia Virtual Fitness Market by Session Type
 12.3.8.1.3Australia Virtual Fitness Market by Device Type
 12.3.8.1.4Australia Virtual Fitness Market by Revenue Model
 12.3.8.1.5Australia Virtual Fitness Market by End User
 12.3.8.2China Virtual Fitness Market
 12.3.8.2.1China Virtual Fitness Market by Streaming Type
 12.3.8.2.2China Virtual Fitness Market by Session Type
 12.3.8.2.3China Virtual Fitness Market by Device Type
 12.3.8.2.4China Virtual Fitness Market by Revenue Model
 12.3.8.2.5China Virtual Fitness Market by End User
 12.3.8.3India Virtual Fitness Market
 12.3.8.3.1India Virtual Fitness Market by Streaming Type
 12.3.8.3.2India Virtual Fitness Market by Session Type
 12.3.8.3.3India Virtual Fitness Market by Device Type
 12.3.8.3.4India Virtual Fitness Market by Revenue Model
 12.3.8.3.5India Virtual Fitness Market by End User
 12.3.8.4Japan Virtual Fitness Market
 12.3.8.4.1Japan Virtual Fitness Market by Streaming Type
 12.3.8.4.2Japan Virtual Fitness Market by Session Type
 12.3.8.4.3Japan Virtual Fitness Market by Device Type
 12.3.8.4.4Japan Virtual Fitness Market by Revenue Model
 12.3.8.4.5Japan Virtual Fitness Market by End User
 12.3.8.5South Korea Virtual Fitness Market
 12.3.8.5.1South Korea Virtual Fitness Market by Streaming Type
 12.3.8.5.2South Korea Virtual Fitness Market by Session Type
 12.3.8.5.3South Korea Virtual Fitness Market by Device Type
 12.3.8.5.4South Korea Virtual Fitness Market by Revenue Model
 12.3.8.5.5South Korea Virtual Fitness Market by End User
 12.3.8.6Rest of Asia-Pacific Virtual Fitness Market
 12.3.8.6.1Rest of Asia-Pacific Virtual Fitness Market by Streaming Type
 12.3.8.6.2Rest of Asia-Pacific Virtual Fitness Market by Session Type
 12.3.8.6.3Rest of Asia-Pacific Virtual Fitness Market by Device Type
 12.3.8.6.4Rest of Asia-Pacific Virtual Fitness Market by Revenue Model
 12.3.8.6.5Rest of Asia-Pacific Virtual Fitness Market by End User
12.4.MIDDLE EAST AND AFRICA
 12.4.1Middle East and Africa Virtual Fitness Market Overview
 12.4.2Middle East and Africa Virtual Fitness Market Forecasts and Analysis
 12.4.3Middle East and Africa Virtual Fitness Market Forecasts and Analysis - By Streaming Type
 12.4.4Middle East and Africa Virtual Fitness Market Forecasts and Analysis - By Session Type
 12.4.5Middle East and Africa Virtual Fitness Market Forecasts and Analysis - By Device Type
 12.4.6Middle East and Africa Virtual Fitness Market Forecasts and Analysis - By Revenue Model
 12.4.7Middle East and Africa Virtual Fitness Market Forecasts and Analysis - By End User
 12.4.8Middle East and Africa Virtual Fitness Market Forecasts and Analysis - By Countries
 12.4.8.1South Africa Virtual Fitness Market
 12.4.8.1.1South Africa Virtual Fitness Market by Streaming Type
 12.4.8.1.2South Africa Virtual Fitness Market by Session Type
 12.4.8.1.3South Africa Virtual Fitness Market by Device Type
 12.4.8.1.4South Africa Virtual Fitness Market by Revenue Model
 12.4.8.1.5South Africa Virtual Fitness Market by End User
 12.4.8.2Saudi Arabia Virtual Fitness Market
 12.4.8.2.1Saudi Arabia Virtual Fitness Market by Streaming Type
 12.4.8.2.2Saudi Arabia Virtual Fitness Market by Session Type
 12.4.8.2.3Saudi Arabia Virtual Fitness Market by Device Type
 12.4.8.2.4Saudi Arabia Virtual Fitness Market by Revenue Model
 12.4.8.2.5Saudi Arabia Virtual Fitness Market by End User
 12.4.8.3U.A.E Virtual Fitness Market
 12.4.8.3.1U.A.E Virtual Fitness Market by Streaming Type
 12.4.8.3.2U.A.E Virtual Fitness Market by Session Type
 12.4.8.3.3U.A.E Virtual Fitness Market by Device Type
 12.4.8.3.4U.A.E Virtual Fitness Market by Revenue Model
 12.4.8.3.5U.A.E Virtual Fitness Market by End User
 12.4.8.4Rest of Middle East and Africa Virtual Fitness Market
 12.4.8.4.1Rest of Middle East and Africa Virtual Fitness Market by Streaming Type
 12.4.8.4.2Rest of Middle East and Africa Virtual Fitness Market by Session Type
 12.4.8.4.3Rest of Middle East and Africa Virtual Fitness Market by Device Type
 12.4.8.4.4Rest of Middle East and Africa Virtual Fitness Market by Revenue Model
 12.4.8.4.5Rest of Middle East and Africa Virtual Fitness Market by End User
12.5.SOUTH AND CENTRAL AMERICA
 12.5.1South and Central America Virtual Fitness Market Overview
 12.5.2South and Central America Virtual Fitness Market Forecasts and Analysis
 12.5.3South and Central America Virtual Fitness Market Forecasts and Analysis - By Streaming Type
 12.5.4South and Central America Virtual Fitness Market Forecasts and Analysis - By Session Type
 12.5.5South and Central America Virtual Fitness Market Forecasts and Analysis - By Device Type
 12.5.6South and Central America Virtual Fitness Market Forecasts and Analysis - By Revenue Model
 12.5.7South and Central America Virtual Fitness Market Forecasts and Analysis - By End User
 12.5.8South and Central America Virtual Fitness Market Forecasts and Analysis - By Countries
 12.5.8.1Brazil Virtual Fitness Market
 12.5.8.1.1Brazil Virtual Fitness Market by Streaming Type
 12.5.8.1.2Brazil Virtual Fitness Market by Session Type
 12.5.8.1.3Brazil Virtual Fitness Market by Device Type
 12.5.8.1.4Brazil Virtual Fitness Market by Revenue Model
 12.5.8.1.5Brazil Virtual Fitness Market by End User
 12.5.8.2Rest of South and Central America Virtual Fitness Market
 12.5.8.2.1Rest of South and Central America Virtual Fitness Market by Streaming Type
 12.5.8.2.2Rest of South and Central America Virtual Fitness Market by Session Type
 12.5.8.2.3Rest of South and Central America Virtual Fitness Market by Device Type
 12.5.8.2.4Rest of South and Central America Virtual Fitness Market by Revenue Model
 12.5.8.2.5Rest of South and Central America Virtual Fitness Market by End User
 
13.INDUSTRY LANDSCAPE
13.1.MERGERS AND ACQUISITIONS
13.2.AGREEMENTS, COLLABORATIONS AND JOIN VENTURES
13.3.NEW PRODUCT LAUNCHES
13.4.EXPANSIONS AND OTHER STRATEGIC DEVELOPMENTS
14.VIRTUAL FITNESS MARKET, KEY COMPANY PROFILES
14.1.CLASSPASS
 14.1.1.Key Facts
 14.1.2.Business Description
 14.1.3.Products and Services
 14.1.4.Financial Overview
 14.1.5.SWOT Analysis
 14.1.6.Key Developments
14.2.FITBIT, INC.
 14.2.1.Key Facts
 14.2.2.Business Description
 14.2.3.Products and Services
 14.2.4.Financial Overview
 14.2.5.SWOT Analysis
 14.2.6.Key Developments
14.3.FITNESSONDEMAND
 14.3.1.Key Facts
 14.3.2.Business Description
 14.3.3.Products and Services
 14.3.4.Financial Overview
 14.3.5.SWOT Analysis
 14.3.6.Key Developments
14.4.LES MILLS INTERNATIONAL LTD.
 14.4.1.Key Facts
 14.4.2.Business Description
 14.4.3.Products and Services
 14.4.4.Financial Overview
 14.4.5.SWOT Analysis
 14.4.6.Key Developments
14.5.PEERFIT, INC.
 14.5.1.Key Facts
 14.5.2.Business Description
 14.5.3.Products and Services
 14.5.4.Financial Overview
 14.5.5.SWOT Analysis
 14.5.6.Key Developments
14.6.PELOTON INTERACTIVE, INC.
 14.6.1.Key Facts
 14.6.2.Business Description
 14.6.3.Products and Services
 14.6.4.Financial Overview
 14.6.5.SWOT Analysis
 14.6.6.Key Developments
14.7.SWORKIT
 14.7.1.Key Facts
 14.7.2.Business Description
 14.7.3.Products and Services
 14.7.4.Financial Overview
 14.7.5.SWOT Analysis
 14.7.6.Key Developments
14.8.WELLBEATS, INC.
 14.8.1.Key Facts
 14.8.2.Business Description
 14.8.3.Products and Services
 14.8.4.Financial Overview
 14.8.5.SWOT Analysis
 14.8.6.Key Developments
14.9.WEXER
 14.9.1.Key Facts
 14.9.2.Business Description
 14.9.3.Products and Services
 14.9.4.Financial Overview
 14.9.5.SWOT Analysis
 14.9.6.Key Developments
14.10.ZWIFT, INC.
 14.10.1.Key Facts
 14.10.2.Business Description
 14.10.3.Products and Services
 14.10.4.Financial Overview
 14.10.5.SWOT Analysis
 14.10.6.Key Developments
 
15.APPENDIX
15.1.ABOUT PUBLISHER
15.2.GLOSSARY OF TERMS
LIST OF TABLES
LIST OF FIGURES
The List of Companies
1. ClassPass
2. Fitbit, Inc.
3. FitnessOnDemand
4. Les Mills International Ltd.
5. Peerfit, Inc.
6. Peloton Interactive, Inc.
7. Sworkit
8. Wellbeats, Inc.
9. Wexer
10. Zwift, Inc.