Global Virtual Reality Fitness Supply, Demand and Key Producers, 2023-2029

Global Virtual Reality Fitness Supply, Demand and Key Producers, 2023-2029

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Published Date: 05 Sep 2023

Category: Service & Software

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  • sp_icon2 sp_icon2_b Table of Contents
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Description

The global Virtual Reality Fitness market size is expected to reach $ million by 2029, rising at a market growth of % CAGR during the forecast period (2023-2029).

According to our Wellness & Health Research Center, the global wellness & health economy was valued at US dollars 4.8 trillion. Asia Pacific was the region with the highest spending on big health in 2022, with a total spending of $1.68 trillion, followed by North America ($1.42 trillion) and Europe ($1.0 trillion). According to the health industry accounting analysis data disclosed by the Health Development Research Center of the National Health Commission, from 2019 to 2021, the market size of the health service industry grew by an average of 7.0% per year, and the specific data increased from 7.7 trillion yuan to 8.8 trillion yuan. China's health industry revenue reached 8.0 trillion yuan in 2021, with an increase of 8.1%.

Virtual Reality Fitness is a cutting-edge approach to exercising that combines immersive virtual reality technology with physical workouts. It offers a new and engaging way to stay active and motivated by incorporating interactive virtual environments into fitness routines.

This report studies the global Virtual Reality Fitness demand, key companies, and key regions.

This report is a detailed and comprehensive analysis of the world market for Virtual Reality Fitness, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2022 as the base year. This report explores demand trends and competition, as well as details the characteristics of Virtual Reality Fitness that contribute to its increasing demand across many markets.

Highlights and key features of the study
Global Virtual Reality Fitness total market, 2018-2029, (USD Million)
Global Virtual Reality Fitness total market by region & country, CAGR, 2018-2029, (USD Million)
U.S. VS China: Virtual Reality Fitness total market, key domestic companies and share, (USD Million)
Global Virtual Reality Fitness revenue by player and market share 2018-2023, (USD Million)
Global Virtual Reality Fitness total market by Type, CAGR, 2018-2029, (USD Million)
Global Virtual Reality Fitness total market by Application, CAGR, 2018-2029, (USD Million).

This reports profiles major players in the global Virtual Reality Fitness market based on the following parameters – company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Black Box VR, Crytek, FitXR, Five Mind Creations, For Fun Labs, Meta, Odders Labs, Resolution Games and Schell Games, etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, COVID-19 and Russia-Ukraine War Influence.

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the World Virtual Reality Fitness market.

Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Application. Data is given for the years 2018-2029 by year with 2022 as the base year, 2023 as the estimate year, and 2024-2029 as the forecast year.

Global Virtual Reality Fitness Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World

Global Virtual Reality Fitness Market, Segmentation by Type
Software
Hardware

Global Virtual Reality Fitness Market, Segmentation by Application
Single Player Fitness
Multiplayer Fitness

Companies Profiled:
Black Box VR
Crytek
FitXR
Five Mind Creations
For Fun Labs
Meta
Odders Labs
Resolution Games
Schell Games
Sealost Interactive
Survios

Key Questions Answered
1. How big is the global Virtual Reality Fitness market?
2. What is the demand of the global Virtual Reality Fitness market?
3. What is the year over year growth of the global Virtual Reality Fitness market?
4. What is the total value of the global Virtual Reality Fitness market?
5. Who are the major players in the global Virtual Reality Fitness market?
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Table of Contents

1 Supply Summary
1.1 Virtual Reality Fitness Introduction
1.2 World Virtual Reality Fitness Market Size & Forecast (2018 & 2022 & 2029)
1.3 World Virtual Reality Fitness Total Market by Region (by Headquarter Location)
1.3.1 World Virtual Reality Fitness Market Size by Region (2018-2029), (by Headquarter Location)
1.3.2 United States Virtual Reality Fitness Market Size (2018-2029)
1.3.3 China Virtual Reality Fitness Market Size (2018-2029)
1.3.4 Europe Virtual Reality Fitness Market Size (2018-2029)
1.3.5 Japan Virtual Reality Fitness Market Size (2018-2029)
1.3.6 South Korea Virtual Reality Fitness Market Size (2018-2029)
1.3.7 ASEAN Virtual Reality Fitness Market Size (2018-2029)
1.3.8 India Virtual Reality Fitness Market Size (2018-2029)
1.4 Market Drivers, Restraints and Trends
1.4.1 Virtual Reality Fitness Market Drivers
1.4.2 Factors Affecting Demand
1.4.3 Virtual Reality Fitness Major Market Trends

2 Demand Summary
2.1 World Virtual Reality Fitness Consumption Value (2018-2029)
2.2 World Virtual Reality Fitness Consumption Value by Region
2.2.1 World Virtual Reality Fitness Consumption Value by Region (2018-2023)
2.2.2 World Virtual Reality Fitness Consumption Value Forecast by Region (2024-2029)
2.3 United States Virtual Reality Fitness Consumption Value (2018-2029)
2.4 China Virtual Reality Fitness Consumption Value (2018-2029)
2.5 Europe Virtual Reality Fitness Consumption Value (2018-2029)
2.6 Japan Virtual Reality Fitness Consumption Value (2018-2029)
2.7 South Korea Virtual Reality Fitness Consumption Value (2018-2029)
2.8 ASEAN Virtual Reality Fitness Consumption Value (2018-2029)
2.9 India Virtual Reality Fitness Consumption Value (2018-2029)

3 World Virtual Reality Fitness Companies Competitive Analysis
3.1 World Virtual Reality Fitness Revenue by Player (2018-2023)
3.2 Industry Rank and Concentration Rate (CR)
3.2.1 Global Virtual Reality Fitness Industry Rank of Major Players
3.2.2 Global Concentration Ratios (CR4) for Virtual Reality Fitness in 2022
3.2.3 Global Concentration Ratios (CR8) for Virtual Reality Fitness in 2022
3.3 Virtual Reality Fitness Company Evaluation Quadrant
3.4 Virtual Reality Fitness Market: Overall Company Footprint Analysis
3.4.1 Virtual Reality Fitness Market: Region Footprint
3.4.2 Virtual Reality Fitness Market: Company Product Type Footprint
3.4.3 Virtual Reality Fitness Market: Company Product Application Footprint
3.5 Competitive Environment
3.5.1 Historical Structure of the Industry
3.5.2 Barriers of Market Entry
3.5.3 Factors of Competition
3.6 Mergers, Acquisitions Activity

4 United States VS China VS Rest of the World (by Headquarter Location)
4.1 United States VS China: Virtual Reality Fitness Revenue Comparison (by Headquarter Location)
4.1.1 United States VS China: Virtual Reality Fitness Market Size Comparison (2018 & 2022 & 2029) (by Headquarter Location)
4.1.2 United States VS China: Virtual Reality Fitness Revenue Market Share Comparison (2018 & 2022 & 2029)
4.2 United States Based Companies VS China Based Companies: Virtual Reality Fitness Consumption Value Comparison
4.2.1 United States VS China: Virtual Reality Fitness Consumption Value Comparison (2018 & 2022 & 2029)
4.2.2 United States VS China: Virtual Reality Fitness Consumption Value Market Share Comparison (2018 & 2022 & 2029)
4.3 United States Based Virtual Reality Fitness Companies and Market Share, 2018-2023
4.3.1 United States Based Virtual Reality Fitness Companies, Headquarters (States, Country)
4.3.2 United States Based Companies Virtual Reality Fitness Revenue, (2018-2023)
4.4 China Based Companies Virtual Reality Fitness Revenue and Market Share, 2018-2023
4.4.1 China Based Virtual Reality Fitness Companies, Company Headquarters (Province, Country)
4.4.2 China Based Companies Virtual Reality Fitness Revenue, (2018-2023)
4.5 Rest of World Based Virtual Reality Fitness Companies and Market Share, 2018-2023
4.5.1 Rest of World Based Virtual Reality Fitness Companies, Headquarters (States, Country)
4.5.2 Rest of World Based Companies Virtual Reality Fitness Revenue, (2018-2023)

5 Market Analysis by Type
5.1 World Virtual Reality Fitness Market Size Overview by Type: 2018 VS 2022 VS 2029
5.2 Segment Introduction by Type
5.2.1 Software
5.2.2 Hardware
5.3 Market Segment by Type
5.3.1 World Virtual Reality Fitness Market Size by Type (2018-2023)
5.3.2 World Virtual Reality Fitness Market Size by Type (2024-2029)
5.3.3 World Virtual Reality Fitness Market Size Market Share by Type (2018-2029)

6 Market Analysis by Application
6.1 World Virtual Reality Fitness Market Size Overview by Application: 2018 VS 2022 VS 2029
6.2 Segment Introduction by Application
6.2.1 Single Player Fitness
6.2.2 Multiplayer Fitness
6.3 Market Segment by Application
6.3.1 World Virtual Reality Fitness Market Size by Application (2018-2023)
6.3.2 World Virtual Reality Fitness Market Size by Application (2024-2029)
6.3.3 World Virtual Reality Fitness Market Size by Application (2018-2029)

7 Company Profiles
7.1 Black Box VR
7.1.1 Black Box VR Details
7.1.2 Black Box VR Major Business
7.1.3 Black Box VR Virtual Reality Fitness Product and Services
7.1.4 Black Box VR Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.1.5 Black Box VR Recent Developments/Updates
7.1.6 Black Box VR Competitive Strengths & Weaknesses
7.2 Crytek
7.2.1 Crytek Details
7.2.2 Crytek Major Business
7.2.3 Crytek Virtual Reality Fitness Product and Services
7.2.4 Crytek Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.2.5 Crytek Recent Developments/Updates
7.2.6 Crytek Competitive Strengths & Weaknesses
7.3 FitXR
7.3.1 FitXR Details
7.3.2 FitXR Major Business
7.3.3 FitXR Virtual Reality Fitness Product and Services
7.3.4 FitXR Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.3.5 FitXR Recent Developments/Updates
7.3.6 FitXR Competitive Strengths & Weaknesses
7.4 Five Mind Creations
7.4.1 Five Mind Creations Details
7.4.2 Five Mind Creations Major Business
7.4.3 Five Mind Creations Virtual Reality Fitness Product and Services
7.4.4 Five Mind Creations Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.4.5 Five Mind Creations Recent Developments/Updates
7.4.6 Five Mind Creations Competitive Strengths & Weaknesses
7.5 For Fun Labs
7.5.1 For Fun Labs Details
7.5.2 For Fun Labs Major Business
7.5.3 For Fun Labs Virtual Reality Fitness Product and Services
7.5.4 For Fun Labs Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.5.5 For Fun Labs Recent Developments/Updates
7.5.6 For Fun Labs Competitive Strengths & Weaknesses
7.6 Meta
7.6.1 Meta Details
7.6.2 Meta Major Business
7.6.3 Meta Virtual Reality Fitness Product and Services
7.6.4 Meta Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.6.5 Meta Recent Developments/Updates
7.6.6 Meta Competitive Strengths & Weaknesses
7.7 Odders Labs
7.7.1 Odders Labs Details
7.7.2 Odders Labs Major Business
7.7.3 Odders Labs Virtual Reality Fitness Product and Services
7.7.4 Odders Labs Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.7.5 Odders Labs Recent Developments/Updates
7.7.6 Odders Labs Competitive Strengths & Weaknesses
7.8 Resolution Games
7.8.1 Resolution Games Details
7.8.2 Resolution Games Major Business
7.8.3 Resolution Games Virtual Reality Fitness Product and Services
7.8.4 Resolution Games Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.8.5 Resolution Games Recent Developments/Updates
7.8.6 Resolution Games Competitive Strengths & Weaknesses
7.9 Schell Games
7.9.1 Schell Games Details
7.9.2 Schell Games Major Business
7.9.3 Schell Games Virtual Reality Fitness Product and Services
7.9.4 Schell Games Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.9.5 Schell Games Recent Developments/Updates
7.9.6 Schell Games Competitive Strengths & Weaknesses
7.10 Sealost Interactive
7.10.1 Sealost Interactive Details
7.10.2 Sealost Interactive Major Business
7.10.3 Sealost Interactive Virtual Reality Fitness Product and Services
7.10.4 Sealost Interactive Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.10.5 Sealost Interactive Recent Developments/Updates
7.10.6 Sealost Interactive Competitive Strengths & Weaknesses
7.11 Survios
7.11.1 Survios Details
7.11.2 Survios Major Business
7.11.3 Survios Virtual Reality Fitness Product and Services
7.11.4 Survios Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.11.5 Survios Recent Developments/Updates
7.11.6 Survios Competitive Strengths & Weaknesses

8 Industry Chain Analysis
8.1 Virtual Reality Fitness Industry Chain
8.2 Virtual Reality Fitness Upstream Analysis
8.3 Virtual Reality Fitness Midstream Analysis
8.4 Virtual Reality Fitness Downstream Analysis

9 Research Findings and Conclusion

10 Appendix
10.1 Methodology
10.2 Research Process and Data Source
10.3 Disclaimer
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Table of Figures

List of Tables
Table 1. World Virtual Reality Fitness Revenue by Region (2018, 2022 and 2029) & (USD Million), (by Headquarter Location)
Table 2. World Virtual Reality Fitness Revenue by Region (2018-2023) & (USD Million), (by Headquarter Location)
Table 3. World Virtual Reality Fitness Revenue by Region (2024-2029) & (USD Million), (by Headquarter Location)
Table 4. World Virtual Reality Fitness Revenue Market Share by Region (2018-2023), (by Headquarter Location)
Table 5. World Virtual Reality Fitness Revenue Market Share by Region (2024-2029), (by Headquarter Location)
Table 6. Major Market Trends
Table 7. World Virtual Reality Fitness Consumption Value Growth Rate Forecast by Region (2018 & 2022 & 2029) & (USD Million)
Table 8. World Virtual Reality Fitness Consumption Value by Region (2018-2023) & (USD Million)
Table 9. World Virtual Reality Fitness Consumption Value Forecast by Region (2024-2029) & (USD Million)
Table 10. World Virtual Reality Fitness Revenue by Player (2018-2023) & (USD Million)
Table 11. Revenue Market Share of Key Virtual Reality Fitness Players in 2022
Table 12. World Virtual Reality Fitness Industry Rank of Major Player, Based on Revenue in 2022
Table 13. Global Virtual Reality Fitness Company Evaluation Quadrant
Table 14. Head Office of Key Virtual Reality Fitness Player
Table 15. Virtual Reality Fitness Market: Company Product Type Footprint
Table 16. Virtual Reality Fitness Market: Company Product Application Footprint
Table 17. Virtual Reality Fitness Mergers & Acquisitions Activity
Table 18. United States VS China Virtual Reality Fitness Market Size Comparison, (2018 & 2022 & 2029) & (USD Million)
Table 19. United States VS China Virtual Reality Fitness Consumption Value Comparison, (2018 & 2022 & 2029) & (USD Million)
Table 20. United States Based Virtual Reality Fitness Companies, Headquarters (States, Country)
Table 21. United States Based Companies Virtual Reality Fitness Revenue, (2018-2023) & (USD Million)
Table 22. United States Based Companies Virtual Reality Fitness Revenue Market Share (2018-2023)
Table 23. China Based Virtual Reality Fitness Companies, Headquarters (Province, Country)
Table 24. China Based Companies Virtual Reality Fitness Revenue, (2018-2023) & (USD Million)
Table 25. China Based Companies Virtual Reality Fitness Revenue Market Share (2018-2023)
Table 26. Rest of World Based Virtual Reality Fitness Companies, Headquarters (States, Country)
Table 27. Rest of World Based Companies Virtual Reality Fitness Revenue, (2018-2023) & (USD Million)
Table 28. Rest of World Based Companies Virtual Reality Fitness Revenue Market Share (2018-2023)
Table 29. World Virtual Reality Fitness Market Size by Type, (USD Million), 2018 & 2022 & 2029
Table 30. World Virtual Reality Fitness Market Size by Type (2018-2023) & (USD Million)
Table 31. World Virtual Reality Fitness Market Size by Type (2024-2029) & (USD Million)
Table 32. World Virtual Reality Fitness Market Size by Application, (USD Million), 2018 & 2022 & 2029
Table 33. World Virtual Reality Fitness Market Size by Application (2018-2023) & (USD Million)
Table 34. World Virtual Reality Fitness Market Size by Application (2024-2029) & (USD Million)
Table 35. Black Box VR Basic Information, Area Served and Competitors
Table 36. Black Box VR Major Business
Table 37. Black Box VR Virtual Reality Fitness Product and Services
Table 38. Black Box VR Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 39. Black Box VR Recent Developments/Updates
Table 40. Black Box VR Competitive Strengths & Weaknesses
Table 41. Crytek Basic Information, Area Served and Competitors
Table 42. Crytek Major Business
Table 43. Crytek Virtual Reality Fitness Product and Services
Table 44. Crytek Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 45. Crytek Recent Developments/Updates
Table 46. Crytek Competitive Strengths & Weaknesses
Table 47. FitXR Basic Information, Area Served and Competitors
Table 48. FitXR Major Business
Table 49. FitXR Virtual Reality Fitness Product and Services
Table 50. FitXR Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 51. FitXR Recent Developments/Updates
Table 52. FitXR Competitive Strengths & Weaknesses
Table 53. Five Mind Creations Basic Information, Area Served and Competitors
Table 54. Five Mind Creations Major Business
Table 55. Five Mind Creations Virtual Reality Fitness Product and Services
Table 56. Five Mind Creations Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 57. Five Mind Creations Recent Developments/Updates
Table 58. Five Mind Creations Competitive Strengths & Weaknesses
Table 59. For Fun Labs Basic Information, Area Served and Competitors
Table 60. For Fun Labs Major Business
Table 61. For Fun Labs Virtual Reality Fitness Product and Services
Table 62. For Fun Labs Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 63. For Fun Labs Recent Developments/Updates
Table 64. For Fun Labs Competitive Strengths & Weaknesses
Table 65. Meta Basic Information, Area Served and Competitors
Table 66. Meta Major Business
Table 67. Meta Virtual Reality Fitness Product and Services
Table 68. Meta Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 69. Meta Recent Developments/Updates
Table 70. Meta Competitive Strengths & Weaknesses
Table 71. Odders Labs Basic Information, Area Served and Competitors
Table 72. Odders Labs Major Business
Table 73. Odders Labs Virtual Reality Fitness Product and Services
Table 74. Odders Labs Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 75. Odders Labs Recent Developments/Updates
Table 76. Odders Labs Competitive Strengths & Weaknesses
Table 77. Resolution Games Basic Information, Area Served and Competitors
Table 78. Resolution Games Major Business
Table 79. Resolution Games Virtual Reality Fitness Product and Services
Table 80. Resolution Games Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 81. Resolution Games Recent Developments/Updates
Table 82. Resolution Games Competitive Strengths & Weaknesses
Table 83. Schell Games Basic Information, Area Served and Competitors
Table 84. Schell Games Major Business
Table 85. Schell Games Virtual Reality Fitness Product and Services
Table 86. Schell Games Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 87. Schell Games Recent Developments/Updates
Table 88. Schell Games Competitive Strengths & Weaknesses
Table 89. Sealost Interactive Basic Information, Area Served and Competitors
Table 90. Sealost Interactive Major Business
Table 91. Sealost Interactive Virtual Reality Fitness Product and Services
Table 92. Sealost Interactive Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 93. Sealost Interactive Recent Developments/Updates
Table 94. Survios Basic Information, Area Served and Competitors
Table 95. Survios Major Business
Table 96. Survios Virtual Reality Fitness Product and Services
Table 97. Survios Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 98. Global Key Players of Virtual Reality Fitness Upstream (Raw Materials)
Table 99. Virtual Reality Fitness Typical Customers
List of Figure
Figure 1. Virtual Reality Fitness Picture
Figure 2. World Virtual Reality Fitness Total Market Size: 2018 & 2022 & 2029, (USD Million)
Figure 3. World Virtual Reality Fitness Total Market Size (2018-2029) & (USD Million)
Figure 4. World Virtual Reality Fitness Revenue Market Share by Region (2018, 2022 and 2029) & (USD Million) , (by Headquarter Location)
Figure 5. World Virtual Reality Fitness Revenue Market Share by Region (2018-2029), (by Headquarter Location)
Figure 6. United States Based Company Virtual Reality Fitness Revenue (2018-2029) & (USD Million)
Figure 7. China Based Company Virtual Reality Fitness Revenue (2018-2029) & (USD Million)
Figure 8. Europe Based Company Virtual Reality Fitness Revenue (2018-2029) & (USD Million)
Figure 9. Japan Based Company Virtual Reality Fitness Revenue (2018-2029) & (USD Million)
Figure 10. South Korea Based Company Virtual Reality Fitness Revenue (2018-2029) & (USD Million)
Figure 11. ASEAN Based Company Virtual Reality Fitness Revenue (2018-2029) & (USD Million)
Figure 12. India Based Company Virtual Reality Fitness Revenue (2018-2029) & (USD Million)
Figure 13. Virtual Reality Fitness Market Drivers
Figure 14. Factors Affecting Demand
Figure 15. World Virtual Reality Fitness Consumption Value (2018-2029) & (USD Million)
Figure 16. World Virtual Reality Fitness Consumption Value Market Share by Region (2018-2029)
Figure 17. United States Virtual Reality Fitness Consumption Value (2018-2029) & (USD Million)
Figure 18. China Virtual Reality Fitness Consumption Value (2018-2029) & (USD Million)
Figure 19. Europe Virtual Reality Fitness Consumption Value (2018-2029) & (USD Million)
Figure 20. Japan Virtual Reality Fitness Consumption Value (2018-2029) & (USD Million)
Figure 21. South Korea Virtual Reality Fitness Consumption Value (2018-2029) & (USD Million)
Figure 22. ASEAN Virtual Reality Fitness Consumption Value (2018-2029) & (USD Million)
Figure 23. India Virtual Reality Fitness Consumption Value (2018-2029) & (USD Million)
Figure 24. Producer Shipments of Virtual Reality Fitness by Player Revenue ($MM) and Market Share (%): 2022
Figure 25. Global Four-firm Concentration Ratios (CR4) for Virtual Reality Fitness Markets in 2022
Figure 26. Global Four-firm Concentration Ratios (CR8) for Virtual Reality Fitness Markets in 2022
Figure 27. United States VS China: Virtual Reality Fitness Revenue Market Share Comparison (2018 & 2022 & 2029)
Figure 28. United States VS China: Virtual Reality Fitness Consumption Value Market Share Comparison (2018 & 2022 & 2029)
Figure 29. World Virtual Reality Fitness Market Size by Type, (USD Million), 2018 & 2022 & 2029
Figure 30. World Virtual Reality Fitness Market Size Market Share by Type in 2022
Figure 31. Software
Figure 32. Hardware
Figure 33. World Virtual Reality Fitness Market Size Market Share by Type (2018-2029)
Figure 34. World Virtual Reality Fitness Market Size by Application, (USD Million), 2018 & 2022 & 2029
Figure 35. World Virtual Reality Fitness Market Size Market Share by Application in 2022
Figure 36. Single Player Fitness
Figure 37. Multiplayer Fitness
Figure 38. Virtual Reality Fitness Industrial Chain
Figure 39. Methodology
Figure 40. Research Process and Data Source
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Research Methodology

Client Requirements

yuan2

Review and analyze client requirements

yuan2

Discussion of all the project requirements and queries

Flexibility Check

yuan2

Project Feasibility Analysis

yuan2

Finalizing tentative research programme

yuan2

Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

yuan2

Determination of key drivers, restraints, challenge, and opportunity

yuan2

Identifies market needs and trends

Market Size Estimation & Forecast

yuan2

Estimation of historical data based on secondary and primary data

yuan2

Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

yuan2

Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

yuan2

Consideration of geography, region-specific product/service demand for region segments

yuan2

Consideration of product utilization rates, product demand outlook for segments by application or end-user.

tuBiao1

Data Source

yuan2

Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

yuan2

Primary Source
Research discussion with manufacturers, distributors, suppliers, end user, industry experts to verify insights.

Validation and
triangulation of
secondary and primary source.

yuan2

Collection of data

yuan2

Cumulating and collating the essential qualitative and quantitative data

yuan2

Generation of report in client requested format by research analysts

yuan2

Reviews by expert analysts

yuan2

Final quality check

yuan2

Clarifying queries

yuan2

Receiving feedback

yuan2

Ensuring satisfaction

  • yuan01
    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

  • yuan01
    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

  • yuan01
    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

  • yuan01
    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

  • yuan01
    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

Black Box VR
Crytek
FitXR
Five Mind Creations
For Fun Labs
Meta
Odders Labs
Resolution Games
Schell Games
Sealost Interactive
Survios
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Global Virtual Reality Fitness Supply, Demand and Key Producers, 2023-2029

Global Virtual Reality Fitness Supply, Demand and Key Producers, 2023-2029

Page: 110

Published Date: 05 Sep 2023

Category: Service & Software

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Description

The global Virtual Reality Fitness market size is expected to reach $ million by 2029, rising at a market growth of % CAGR during the forecast period (2023-2029).

According to our Wellness & Health Research Center, the global wellness & health economy was valued at US dollars 4.8 trillion. Asia Pacific was the region with the highest spending on big health in 2022, with a total spending of $1.68 trillion, followed by North America ($1.42 trillion) and Europe ($1.0 trillion). According to the health industry accounting analysis data disclosed by the Health Development Research Center of the National Health Commission, from 2019 to 2021, the market size of the health service industry grew by an average of 7.0% per year, and the specific data increased from 7.7 trillion yuan to 8.8 trillion yuan. China's health industry revenue reached 8.0 trillion yuan in 2021, with an increase of 8.1%.

Virtual Reality Fitness is a cutting-edge approach to exercising that combines immersive virtual reality technology with physical workouts. It offers a new and engaging way to stay active and motivated by incorporating interactive virtual environments into fitness routines.

This report studies the global Virtual Reality Fitness demand, key companies, and key regions.

This report is a detailed and comprehensive analysis of the world market for Virtual Reality Fitness, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2022 as the base year. This report explores demand trends and competition, as well as details the characteristics of Virtual Reality Fitness that contribute to its increasing demand across many markets.

Highlights and key features of the study
Global Virtual Reality Fitness total market, 2018-2029, (USD Million)
Global Virtual Reality Fitness total market by region & country, CAGR, 2018-2029, (USD Million)
U.S. VS China: Virtual Reality Fitness total market, key domestic companies and share, (USD Million)
Global Virtual Reality Fitness revenue by player and market share 2018-2023, (USD Million)
Global Virtual Reality Fitness total market by Type, CAGR, 2018-2029, (USD Million)
Global Virtual Reality Fitness total market by Application, CAGR, 2018-2029, (USD Million).

This reports profiles major players in the global Virtual Reality Fitness market based on the following parameters – company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Black Box VR, Crytek, FitXR, Five Mind Creations, For Fun Labs, Meta, Odders Labs, Resolution Games and Schell Games, etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, COVID-19 and Russia-Ukraine War Influence.

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the World Virtual Reality Fitness market.

Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Application. Data is given for the years 2018-2029 by year with 2022 as the base year, 2023 as the estimate year, and 2024-2029 as the forecast year.

Global Virtual Reality Fitness Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World

Global Virtual Reality Fitness Market, Segmentation by Type
Software
Hardware

Global Virtual Reality Fitness Market, Segmentation by Application
Single Player Fitness
Multiplayer Fitness

Companies Profiled:
Black Box VR
Crytek
FitXR
Five Mind Creations
For Fun Labs
Meta
Odders Labs
Resolution Games
Schell Games
Sealost Interactive
Survios

Key Questions Answered
1. How big is the global Virtual Reality Fitness market?
2. What is the demand of the global Virtual Reality Fitness market?
3. What is the year over year growth of the global Virtual Reality Fitness market?
4. What is the total value of the global Virtual Reality Fitness market?
5. Who are the major players in the global Virtual Reality Fitness market?
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Table of Contents

1 Supply Summary
1.1 Virtual Reality Fitness Introduction
1.2 World Virtual Reality Fitness Market Size & Forecast (2018 & 2022 & 2029)
1.3 World Virtual Reality Fitness Total Market by Region (by Headquarter Location)
1.3.1 World Virtual Reality Fitness Market Size by Region (2018-2029), (by Headquarter Location)
1.3.2 United States Virtual Reality Fitness Market Size (2018-2029)
1.3.3 China Virtual Reality Fitness Market Size (2018-2029)
1.3.4 Europe Virtual Reality Fitness Market Size (2018-2029)
1.3.5 Japan Virtual Reality Fitness Market Size (2018-2029)
1.3.6 South Korea Virtual Reality Fitness Market Size (2018-2029)
1.3.7 ASEAN Virtual Reality Fitness Market Size (2018-2029)
1.3.8 India Virtual Reality Fitness Market Size (2018-2029)
1.4 Market Drivers, Restraints and Trends
1.4.1 Virtual Reality Fitness Market Drivers
1.4.2 Factors Affecting Demand
1.4.3 Virtual Reality Fitness Major Market Trends

2 Demand Summary
2.1 World Virtual Reality Fitness Consumption Value (2018-2029)
2.2 World Virtual Reality Fitness Consumption Value by Region
2.2.1 World Virtual Reality Fitness Consumption Value by Region (2018-2023)
2.2.2 World Virtual Reality Fitness Consumption Value Forecast by Region (2024-2029)
2.3 United States Virtual Reality Fitness Consumption Value (2018-2029)
2.4 China Virtual Reality Fitness Consumption Value (2018-2029)
2.5 Europe Virtual Reality Fitness Consumption Value (2018-2029)
2.6 Japan Virtual Reality Fitness Consumption Value (2018-2029)
2.7 South Korea Virtual Reality Fitness Consumption Value (2018-2029)
2.8 ASEAN Virtual Reality Fitness Consumption Value (2018-2029)
2.9 India Virtual Reality Fitness Consumption Value (2018-2029)

3 World Virtual Reality Fitness Companies Competitive Analysis
3.1 World Virtual Reality Fitness Revenue by Player (2018-2023)
3.2 Industry Rank and Concentration Rate (CR)
3.2.1 Global Virtual Reality Fitness Industry Rank of Major Players
3.2.2 Global Concentration Ratios (CR4) for Virtual Reality Fitness in 2022
3.2.3 Global Concentration Ratios (CR8) for Virtual Reality Fitness in 2022
3.3 Virtual Reality Fitness Company Evaluation Quadrant
3.4 Virtual Reality Fitness Market: Overall Company Footprint Analysis
3.4.1 Virtual Reality Fitness Market: Region Footprint
3.4.2 Virtual Reality Fitness Market: Company Product Type Footprint
3.4.3 Virtual Reality Fitness Market: Company Product Application Footprint
3.5 Competitive Environment
3.5.1 Historical Structure of the Industry
3.5.2 Barriers of Market Entry
3.5.3 Factors of Competition
3.6 Mergers, Acquisitions Activity

4 United States VS China VS Rest of the World (by Headquarter Location)
4.1 United States VS China: Virtual Reality Fitness Revenue Comparison (by Headquarter Location)
4.1.1 United States VS China: Virtual Reality Fitness Market Size Comparison (2018 & 2022 & 2029) (by Headquarter Location)
4.1.2 United States VS China: Virtual Reality Fitness Revenue Market Share Comparison (2018 & 2022 & 2029)
4.2 United States Based Companies VS China Based Companies: Virtual Reality Fitness Consumption Value Comparison
4.2.1 United States VS China: Virtual Reality Fitness Consumption Value Comparison (2018 & 2022 & 2029)
4.2.2 United States VS China: Virtual Reality Fitness Consumption Value Market Share Comparison (2018 & 2022 & 2029)
4.3 United States Based Virtual Reality Fitness Companies and Market Share, 2018-2023
4.3.1 United States Based Virtual Reality Fitness Companies, Headquarters (States, Country)
4.3.2 United States Based Companies Virtual Reality Fitness Revenue, (2018-2023)
4.4 China Based Companies Virtual Reality Fitness Revenue and Market Share, 2018-2023
4.4.1 China Based Virtual Reality Fitness Companies, Company Headquarters (Province, Country)
4.4.2 China Based Companies Virtual Reality Fitness Revenue, (2018-2023)
4.5 Rest of World Based Virtual Reality Fitness Companies and Market Share, 2018-2023
4.5.1 Rest of World Based Virtual Reality Fitness Companies, Headquarters (States, Country)
4.5.2 Rest of World Based Companies Virtual Reality Fitness Revenue, (2018-2023)

5 Market Analysis by Type
5.1 World Virtual Reality Fitness Market Size Overview by Type: 2018 VS 2022 VS 2029
5.2 Segment Introduction by Type
5.2.1 Software
5.2.2 Hardware
5.3 Market Segment by Type
5.3.1 World Virtual Reality Fitness Market Size by Type (2018-2023)
5.3.2 World Virtual Reality Fitness Market Size by Type (2024-2029)
5.3.3 World Virtual Reality Fitness Market Size Market Share by Type (2018-2029)

6 Market Analysis by Application
6.1 World Virtual Reality Fitness Market Size Overview by Application: 2018 VS 2022 VS 2029
6.2 Segment Introduction by Application
6.2.1 Single Player Fitness
6.2.2 Multiplayer Fitness
6.3 Market Segment by Application
6.3.1 World Virtual Reality Fitness Market Size by Application (2018-2023)
6.3.2 World Virtual Reality Fitness Market Size by Application (2024-2029)
6.3.3 World Virtual Reality Fitness Market Size by Application (2018-2029)

7 Company Profiles
7.1 Black Box VR
7.1.1 Black Box VR Details
7.1.2 Black Box VR Major Business
7.1.3 Black Box VR Virtual Reality Fitness Product and Services
7.1.4 Black Box VR Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.1.5 Black Box VR Recent Developments/Updates
7.1.6 Black Box VR Competitive Strengths & Weaknesses
7.2 Crytek
7.2.1 Crytek Details
7.2.2 Crytek Major Business
7.2.3 Crytek Virtual Reality Fitness Product and Services
7.2.4 Crytek Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.2.5 Crytek Recent Developments/Updates
7.2.6 Crytek Competitive Strengths & Weaknesses
7.3 FitXR
7.3.1 FitXR Details
7.3.2 FitXR Major Business
7.3.3 FitXR Virtual Reality Fitness Product and Services
7.3.4 FitXR Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.3.5 FitXR Recent Developments/Updates
7.3.6 FitXR Competitive Strengths & Weaknesses
7.4 Five Mind Creations
7.4.1 Five Mind Creations Details
7.4.2 Five Mind Creations Major Business
7.4.3 Five Mind Creations Virtual Reality Fitness Product and Services
7.4.4 Five Mind Creations Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.4.5 Five Mind Creations Recent Developments/Updates
7.4.6 Five Mind Creations Competitive Strengths & Weaknesses
7.5 For Fun Labs
7.5.1 For Fun Labs Details
7.5.2 For Fun Labs Major Business
7.5.3 For Fun Labs Virtual Reality Fitness Product and Services
7.5.4 For Fun Labs Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.5.5 For Fun Labs Recent Developments/Updates
7.5.6 For Fun Labs Competitive Strengths & Weaknesses
7.6 Meta
7.6.1 Meta Details
7.6.2 Meta Major Business
7.6.3 Meta Virtual Reality Fitness Product and Services
7.6.4 Meta Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.6.5 Meta Recent Developments/Updates
7.6.6 Meta Competitive Strengths & Weaknesses
7.7 Odders Labs
7.7.1 Odders Labs Details
7.7.2 Odders Labs Major Business
7.7.3 Odders Labs Virtual Reality Fitness Product and Services
7.7.4 Odders Labs Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.7.5 Odders Labs Recent Developments/Updates
7.7.6 Odders Labs Competitive Strengths & Weaknesses
7.8 Resolution Games
7.8.1 Resolution Games Details
7.8.2 Resolution Games Major Business
7.8.3 Resolution Games Virtual Reality Fitness Product and Services
7.8.4 Resolution Games Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.8.5 Resolution Games Recent Developments/Updates
7.8.6 Resolution Games Competitive Strengths & Weaknesses
7.9 Schell Games
7.9.1 Schell Games Details
7.9.2 Schell Games Major Business
7.9.3 Schell Games Virtual Reality Fitness Product and Services
7.9.4 Schell Games Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.9.5 Schell Games Recent Developments/Updates
7.9.6 Schell Games Competitive Strengths & Weaknesses
7.10 Sealost Interactive
7.10.1 Sealost Interactive Details
7.10.2 Sealost Interactive Major Business
7.10.3 Sealost Interactive Virtual Reality Fitness Product and Services
7.10.4 Sealost Interactive Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.10.5 Sealost Interactive Recent Developments/Updates
7.10.6 Sealost Interactive Competitive Strengths & Weaknesses
7.11 Survios
7.11.1 Survios Details
7.11.2 Survios Major Business
7.11.3 Survios Virtual Reality Fitness Product and Services
7.11.4 Survios Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023)
7.11.5 Survios Recent Developments/Updates
7.11.6 Survios Competitive Strengths & Weaknesses

8 Industry Chain Analysis
8.1 Virtual Reality Fitness Industry Chain
8.2 Virtual Reality Fitness Upstream Analysis
8.3 Virtual Reality Fitness Midstream Analysis
8.4 Virtual Reality Fitness Downstream Analysis

9 Research Findings and Conclusion

10 Appendix
10.1 Methodology
10.2 Research Process and Data Source
10.3 Disclaimer
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Table of Figures

List of Tables
Table 1. World Virtual Reality Fitness Revenue by Region (2018, 2022 and 2029) & (USD Million), (by Headquarter Location)
Table 2. World Virtual Reality Fitness Revenue by Region (2018-2023) & (USD Million), (by Headquarter Location)
Table 3. World Virtual Reality Fitness Revenue by Region (2024-2029) & (USD Million), (by Headquarter Location)
Table 4. World Virtual Reality Fitness Revenue Market Share by Region (2018-2023), (by Headquarter Location)
Table 5. World Virtual Reality Fitness Revenue Market Share by Region (2024-2029), (by Headquarter Location)
Table 6. Major Market Trends
Table 7. World Virtual Reality Fitness Consumption Value Growth Rate Forecast by Region (2018 & 2022 & 2029) & (USD Million)
Table 8. World Virtual Reality Fitness Consumption Value by Region (2018-2023) & (USD Million)
Table 9. World Virtual Reality Fitness Consumption Value Forecast by Region (2024-2029) & (USD Million)
Table 10. World Virtual Reality Fitness Revenue by Player (2018-2023) & (USD Million)
Table 11. Revenue Market Share of Key Virtual Reality Fitness Players in 2022
Table 12. World Virtual Reality Fitness Industry Rank of Major Player, Based on Revenue in 2022
Table 13. Global Virtual Reality Fitness Company Evaluation Quadrant
Table 14. Head Office of Key Virtual Reality Fitness Player
Table 15. Virtual Reality Fitness Market: Company Product Type Footprint
Table 16. Virtual Reality Fitness Market: Company Product Application Footprint
Table 17. Virtual Reality Fitness Mergers & Acquisitions Activity
Table 18. United States VS China Virtual Reality Fitness Market Size Comparison, (2018 & 2022 & 2029) & (USD Million)
Table 19. United States VS China Virtual Reality Fitness Consumption Value Comparison, (2018 & 2022 & 2029) & (USD Million)
Table 20. United States Based Virtual Reality Fitness Companies, Headquarters (States, Country)
Table 21. United States Based Companies Virtual Reality Fitness Revenue, (2018-2023) & (USD Million)
Table 22. United States Based Companies Virtual Reality Fitness Revenue Market Share (2018-2023)
Table 23. China Based Virtual Reality Fitness Companies, Headquarters (Province, Country)
Table 24. China Based Companies Virtual Reality Fitness Revenue, (2018-2023) & (USD Million)
Table 25. China Based Companies Virtual Reality Fitness Revenue Market Share (2018-2023)
Table 26. Rest of World Based Virtual Reality Fitness Companies, Headquarters (States, Country)
Table 27. Rest of World Based Companies Virtual Reality Fitness Revenue, (2018-2023) & (USD Million)
Table 28. Rest of World Based Companies Virtual Reality Fitness Revenue Market Share (2018-2023)
Table 29. World Virtual Reality Fitness Market Size by Type, (USD Million), 2018 & 2022 & 2029
Table 30. World Virtual Reality Fitness Market Size by Type (2018-2023) & (USD Million)
Table 31. World Virtual Reality Fitness Market Size by Type (2024-2029) & (USD Million)
Table 32. World Virtual Reality Fitness Market Size by Application, (USD Million), 2018 & 2022 & 2029
Table 33. World Virtual Reality Fitness Market Size by Application (2018-2023) & (USD Million)
Table 34. World Virtual Reality Fitness Market Size by Application (2024-2029) & (USD Million)
Table 35. Black Box VR Basic Information, Area Served and Competitors
Table 36. Black Box VR Major Business
Table 37. Black Box VR Virtual Reality Fitness Product and Services
Table 38. Black Box VR Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 39. Black Box VR Recent Developments/Updates
Table 40. Black Box VR Competitive Strengths & Weaknesses
Table 41. Crytek Basic Information, Area Served and Competitors
Table 42. Crytek Major Business
Table 43. Crytek Virtual Reality Fitness Product and Services
Table 44. Crytek Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 45. Crytek Recent Developments/Updates
Table 46. Crytek Competitive Strengths & Weaknesses
Table 47. FitXR Basic Information, Area Served and Competitors
Table 48. FitXR Major Business
Table 49. FitXR Virtual Reality Fitness Product and Services
Table 50. FitXR Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 51. FitXR Recent Developments/Updates
Table 52. FitXR Competitive Strengths & Weaknesses
Table 53. Five Mind Creations Basic Information, Area Served and Competitors
Table 54. Five Mind Creations Major Business
Table 55. Five Mind Creations Virtual Reality Fitness Product and Services
Table 56. Five Mind Creations Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 57. Five Mind Creations Recent Developments/Updates
Table 58. Five Mind Creations Competitive Strengths & Weaknesses
Table 59. For Fun Labs Basic Information, Area Served and Competitors
Table 60. For Fun Labs Major Business
Table 61. For Fun Labs Virtual Reality Fitness Product and Services
Table 62. For Fun Labs Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 63. For Fun Labs Recent Developments/Updates
Table 64. For Fun Labs Competitive Strengths & Weaknesses
Table 65. Meta Basic Information, Area Served and Competitors
Table 66. Meta Major Business
Table 67. Meta Virtual Reality Fitness Product and Services
Table 68. Meta Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 69. Meta Recent Developments/Updates
Table 70. Meta Competitive Strengths & Weaknesses
Table 71. Odders Labs Basic Information, Area Served and Competitors
Table 72. Odders Labs Major Business
Table 73. Odders Labs Virtual Reality Fitness Product and Services
Table 74. Odders Labs Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 75. Odders Labs Recent Developments/Updates
Table 76. Odders Labs Competitive Strengths & Weaknesses
Table 77. Resolution Games Basic Information, Area Served and Competitors
Table 78. Resolution Games Major Business
Table 79. Resolution Games Virtual Reality Fitness Product and Services
Table 80. Resolution Games Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 81. Resolution Games Recent Developments/Updates
Table 82. Resolution Games Competitive Strengths & Weaknesses
Table 83. Schell Games Basic Information, Area Served and Competitors
Table 84. Schell Games Major Business
Table 85. Schell Games Virtual Reality Fitness Product and Services
Table 86. Schell Games Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 87. Schell Games Recent Developments/Updates
Table 88. Schell Games Competitive Strengths & Weaknesses
Table 89. Sealost Interactive Basic Information, Area Served and Competitors
Table 90. Sealost Interactive Major Business
Table 91. Sealost Interactive Virtual Reality Fitness Product and Services
Table 92. Sealost Interactive Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 93. Sealost Interactive Recent Developments/Updates
Table 94. Survios Basic Information, Area Served and Competitors
Table 95. Survios Major Business
Table 96. Survios Virtual Reality Fitness Product and Services
Table 97. Survios Virtual Reality Fitness Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 98. Global Key Players of Virtual Reality Fitness Upstream (Raw Materials)
Table 99. Virtual Reality Fitness Typical Customers
List of Figure
Figure 1. Virtual Reality Fitness Picture
Figure 2. World Virtual Reality Fitness Total Market Size: 2018 & 2022 & 2029, (USD Million)
Figure 3. World Virtual Reality Fitness Total Market Size (2018-2029) & (USD Million)
Figure 4. World Virtual Reality Fitness Revenue Market Share by Region (2018, 2022 and 2029) & (USD Million) , (by Headquarter Location)
Figure 5. World Virtual Reality Fitness Revenue Market Share by Region (2018-2029), (by Headquarter Location)
Figure 6. United States Based Company Virtual Reality Fitness Revenue (2018-2029) & (USD Million)
Figure 7. China Based Company Virtual Reality Fitness Revenue (2018-2029) & (USD Million)
Figure 8. Europe Based Company Virtual Reality Fitness Revenue (2018-2029) & (USD Million)
Figure 9. Japan Based Company Virtual Reality Fitness Revenue (2018-2029) & (USD Million)
Figure 10. South Korea Based Company Virtual Reality Fitness Revenue (2018-2029) & (USD Million)
Figure 11. ASEAN Based Company Virtual Reality Fitness Revenue (2018-2029) & (USD Million)
Figure 12. India Based Company Virtual Reality Fitness Revenue (2018-2029) & (USD Million)
Figure 13. Virtual Reality Fitness Market Drivers
Figure 14. Factors Affecting Demand
Figure 15. World Virtual Reality Fitness Consumption Value (2018-2029) & (USD Million)
Figure 16. World Virtual Reality Fitness Consumption Value Market Share by Region (2018-2029)
Figure 17. United States Virtual Reality Fitness Consumption Value (2018-2029) & (USD Million)
Figure 18. China Virtual Reality Fitness Consumption Value (2018-2029) & (USD Million)
Figure 19. Europe Virtual Reality Fitness Consumption Value (2018-2029) & (USD Million)
Figure 20. Japan Virtual Reality Fitness Consumption Value (2018-2029) & (USD Million)
Figure 21. South Korea Virtual Reality Fitness Consumption Value (2018-2029) & (USD Million)
Figure 22. ASEAN Virtual Reality Fitness Consumption Value (2018-2029) & (USD Million)
Figure 23. India Virtual Reality Fitness Consumption Value (2018-2029) & (USD Million)
Figure 24. Producer Shipments of Virtual Reality Fitness by Player Revenue ($MM) and Market Share (%): 2022
Figure 25. Global Four-firm Concentration Ratios (CR4) for Virtual Reality Fitness Markets in 2022
Figure 26. Global Four-firm Concentration Ratios (CR8) for Virtual Reality Fitness Markets in 2022
Figure 27. United States VS China: Virtual Reality Fitness Revenue Market Share Comparison (2018 & 2022 & 2029)
Figure 28. United States VS China: Virtual Reality Fitness Consumption Value Market Share Comparison (2018 & 2022 & 2029)
Figure 29. World Virtual Reality Fitness Market Size by Type, (USD Million), 2018 & 2022 & 2029
Figure 30. World Virtual Reality Fitness Market Size Market Share by Type in 2022
Figure 31. Software
Figure 32. Hardware
Figure 33. World Virtual Reality Fitness Market Size Market Share by Type (2018-2029)
Figure 34. World Virtual Reality Fitness Market Size by Application, (USD Million), 2018 & 2022 & 2029
Figure 35. World Virtual Reality Fitness Market Size Market Share by Application in 2022
Figure 36. Single Player Fitness
Figure 37. Multiplayer Fitness
Figure 38. Virtual Reality Fitness Industrial Chain
Figure 39. Methodology
Figure 40. Research Process and Data Source
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Research Methodology

Client Requirements

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Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

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Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

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Consideration of geography, region-specific product/service demand for region segments

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Consideration of product utilization rates, product demand outlook for segments by application or end-user.

tuBiao1

Data Source

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Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

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Discussion of all the project requirements and queries

Validation and triangulation of secondary and primary source.

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Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

  • yuan01
    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

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    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

  • yuan01
    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

  • yuan01
    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

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    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

Black Box VR
Crytek
FitXR
Five Mind Creations
For Fun Labs
Meta
Odders Labs
Resolution Games
Schell Games
Sealost Interactive
Survios
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