Virtual Fitness Market Size and Share

Virtual Fitness Market Summary
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Virtual Fitness Market Analysis by Mordor Intelligence

The virtual fitness market size stood at USD 31.2 billion in 2025 and is forecast to reach USD 93.7 billion by 2030, registering a 24.6% CAGR over the period 2025-2030. Surging demand for connected workout experiences, rapid improvements in streaming infrastructure, and the continued shift toward hybrid wellness lifestyles are the primary forces steering this expansion. Fitness platforms are bundling hardware with long-term digital content subscriptions, thereby smoothing revenue volatility and building sticky ecosystems. Corporations are embedding virtual fitness into holistic employee-wellness programs, which lowers acquisition costs for vendors while boosting retention. Smartphone ubiquity accelerates adoption in emerging economies, and VR/AR hardware price compression creates new immersive use cases. Competitive rivalry remains moderate as incumbents introduce AI features to sustain engagement, and new entrants focus on niche modalities such as rehabilitation and active-ageing programs.

Key Report Takeaways

  • By product type, fitness apps led with 45.8% revenue share in 2024; VR/AR fitness titles are projected to advance at a 28% CAGR to 2030.
  • By delivery mode, on-demand video libraries held 58.3% of the virtual fitness market share in 2024, while live-interactive streaming is forecast to grow at 24.9% CAGR through 2030.
  • By subscription type, monthly plans commanded 54.8% of the virtual fitness market size in 2024; pay-per-class and freemium models are expanding at 25.4% CAGR to 2030.
  • By device type, smartphones and tablets accounted for 49.1% share of the virtual fitness market size in 2024; VR/AR head-mounted displays will climb at a 26.5% CAGR between 2025-2030.
  • By end-user, individual consumers represented 62.7% demand in 2024, whereas healthcare and rehabilitation clinics are growing at 26.2% CAGR through 2030.
  • By technology, video streaming captured 55.9% of the virtual fitness market share in 2024 and VR/AR immersion is poised to rise at 25.7% CAGR over the forecast horizon.
  • By geography, North America led with 32.76% revenue share in 2024 while Asia-Pacific is the fastest-growing region, underpinned by smartphone penetration and supportive digital-health policies.

Segment Analysis

By Product Type: Apps Dominate, VR/AR Gains Momentum

Fitness apps held 45.8% of 2024 revenue as their low entry barriers capitalize on existing smartphone ecosystems. The virtual fitness market size for VR/AR titles is projected to multiply at a 28% CAGR, reflecting falling headset prices and richer content libraries. Platform-as-a-Service portals attract studios seeking turnkey billing and user-management solutions, while smart-equipment-linked content blends hardware sales with sticky software contracts. AI coaching engines command premium pricing because adaptive programming demonstrates faster performance gains, thus validating their higher subscription tiers. Cross-pollination among these categories-such as AI-driven VR boxing apps-signals ongoing convergence as vendors hunt for differentiation.

User preference for app-based convenience drives daily-active-user ratios that outperform web portals, yet monetization ceilings appear once free social-media workouts compete for attention. Conversely, VR/AR’s immersive environments reduce boredom and provide novel metrics such as gaze focus or force feedback, widening the value proposition. Vendors bundling long-term content with connected hardware capture a higher virtual fitness market share because integrated data unlocks personalized progress paths that bolster retention.

Virtual Fitness Market: Market Share by Product Type
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By Delivery Mode: On-Demand Remains Mainstream, Live Surges

On-demand libraries controlled 58.3% market share in 2024 thanks to time-shifting flexibility. Scheduled live classes, however, are scaling at 24.9% CAGR, as low-latency tech injects community energy and real-time coaching. Pre-recorded downloadable serve bandwidth-constrained geographies, but their relevance fades where 5G penetration rises. Superior engagement metrics-session completion rates, average class duration-support premium pricing for live formats, offsetting higher production costs.

Platforms now stagger content drops to maintain novelty, blending on-demand catalogs with marquee live events to maximize network effects. Leaderboards and shout-outs replicate in-studio accountability, mitigating churn. Hybrid delivery portfolios help vendors hedge against fluctuating user schedules and regional bandwidth disparities, reinforcing their positions within the virtual fitness market.

By Subscription Type: Flexibility Drives Adoption

Monthly plans accounted for 54.8% of 2024 billings as consumers gravitate toward cancel-anytime options. The virtual fitness market size attached to pay-per-class and freemium tiers is forecast to grow 25.4% CAGR because zero-commitment entry lowers acquisition friction. Quarterly and annual tiers remain niche but profitable among committed high-frequency users seeking cost savings.

Freemium funnels amplify reach while data-mining conversion triggers-skill gaps, social milestones, or health metrics-upsell premium tiers. Pay-per-class credits cater to irregular exercises and corporate wellness stipends that reset monthly. The pricing spectrum thus widens to capture users across commitment levels, protecting platforms from single-model saturation risks.

Virtual Fitness Market: Market Share by Subscription Type
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By Device Type: Smartphones Ubiquitous, VR/AR Headsets Accelerate

Smartphones and tablets delivered 49.1% of revenue in 2024, owing to universal ownership and maturing sensor suites. VR/AR head-mounted displays will post the fastest CAGR at 26.5% as Meta, Apple, and Samsung release lighter, cheaper models that facilitate hour-long workouts without discomfort. Smart TV apps expand household penetration by enabling family participation, while connected-equipment consoles integrate resistance hardware with touchscreens that track reps and form.

The smartphone remains the command center, syncing biometric data from wearables, casting sessions to large screens, and controlling VR headsets. Interoperability across devices ensures seamless transitions throughout the day, deepening engagement and anchoring the user inside a single vendor ecosystem, which in turn bolsters virtual fitness market share for integrated platforms.

By End-User: Consumer Lead Persists, Healthcare Adoption Rises

Individual users generated 62.7% of 2024 spend due to convenience, privacy, and personalized content benefits. Healthcare and rehabilitation clinics, expanding at a 26.2% CAGR, harness VR-based therapy modules validated by clinical outcomes, unlocking reimbursements that de-risk provider investments. Gyms and studios deploy virtual offerings to retain members outside peak hours, while enterprises embed platforms into total-rewards packages that emphasize wellbeing as a driver of productivity.

Clinical deployments strengthen brand credibility by proving measurable health benefits, which loop back into consumer marketing narratives. Workplace wellness contracts stabilize cash flows, counterbalancing consumer seasonality. This diversified end-user base underpins the virtual fitness market’s resilience against single-segment slowdowns.

Virtual Fitness Market: Market Share by End-User
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By Technology: Video Streaming Mature, Immersive Tech Scaling

Video streaming underpins 55.9% of 2024 revenues thanks to reliability and versatility across devices. Immersive VR/AR tech, growing 25.7% CAGR, introduces spatial audio, haptic feedback, and 3-D biometrics that deepen engagement. AI and machine-learning modules personalize progression paths and auto-adjust difficulty, lifting stickiness. Gamification engines inject achievement badges and leaderboards, turning solitary workouts into social competitions that extend session duration.

Motion-tracking computer vision unlocks real-time form correction, while cloud analytics aggregate anonymized data to craft new training programs. The convergence of these technologies yields hybrid experiences-AI-driven coaching delivered in VR worlds with real-time heart-rate overlays-blurring traditional modality boundaries and reinforcing platform defensibility.

Geography Analysis

North America retained 32.76% revenue share in 2024 on the back of early hardware adoption, robust discretionary spending, and mature broadband infrastructure. Peloton alone generated USD 673.9 million in Q2 2025, underscoring the region’s revenue depth even amid subscription headwinds. [6]PATENTNWEON.COM – Samsung Patent, “Method And Device For Estimating Pose Of User,” Patent Nweon, 2024. Canada and Mexico log faster percentage growth as localized content and bilingual interfaces broaden appeal. However, saturation and rising acquisition costs temper long-term upside, pushing vendors toward B2B channels and clinical partnerships.

Asia-Pacific delivers the fastest growth trajectory, propelled by smartphone penetration, rising middle-class health awareness, and pro-digital-health policies. China’s government earmarked 1.5 trillion yuan (USD 209 billion) to elevate population fitness, directly benefitting domestic platforms and foreign licensors that localize content.[7]WOODBURNGLOBAL.COM – Kristina Coluccia, “Smart Fitness And Sports Industry In China,” Woodburn Global, 2023. India’s digital-health sector is expected to hit USD 25 billion by 2025, with hybrid models like Cure.fit blending physical clubs and online coaching.[8]DIGITALHEALTHNEWS.COM – “Digital Health In India: What To Expect In 2025,” Digital Health News, 2025. Southeast Asia’s digital healthcare investment wave seeds infrastructure that virtual fitness players can leverage, accelerating regional rollout.

Europe remains sizable yet complex, balancing GDPR-anchored data-privacy rules with generous active-ageing grants. The region’s fitness sector produces EUR 18.9 billion (USD 21.3 billion) in annual revenue, offering a fertile base for digital extensions. [9]EUROPEACTIVE.EU – EuropeActive, “Position & Information Papers,” EuropeActive, 2024. The UK’s 10-year NHS plan allocates GBP 10 billion (USD 12.8 billion) toward technology, creating pathways to integrate validated fitness apps into primary care.[10]HEALTHCLUBMANAGEMENT.CO.UK – Kath Hudson, “UK’s 10-Year NHS Plan Will Pivot To Prevention,” Health Club Management, 2025. Investors demonstrate confidence: bsport secured EUR 30 million (USD 33.8 million) in 2024 to expand its studio platform, signifying sustained appetite for scalable European fitness technology. [11]FITTINSIDER.COM – Multiple press releases cited above, 2024-2025.

Virtual Fitness Market CAGR (%), Growth Rate by Region
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Competitive Landscape

The virtual fitness market hosts a mix of hardware-centric incumbents and software-first disruptors. Peloton, Apple, and Technogym anchor integrated ecosystems spanning devices, content, and analytics, while tonnage-light rivals like Les Mills+ emphasize high-production content sans proprietary hardware. Technology giants leverage platform synergies: Apple Fitness+ cross-sells Apple Watch hardware and iCloud storage, whereas Meta invests in neural wristbands that could make hand controllers obsolete, reinforcing its VR moat[12]EXPANDREALITY.IO – Erin Finister, “Meta Enhancing VR With Neural Wristbands,” Expand Reality Blog, 2025..

Strategy clusters are emerging. First, premium hardware makers pivot to profitability by widening software margins and opening SDKs to third-party developers. Second, content specialists secure music rights at scale to defend against commoditization. Third, AI-native newcomers exploit personalized coaching as a wedge into crowded app stores. Consolidation accelerates as firms seek scale to absorb licensing costs; Interactive Strength’s intent to acquire a USD 40 million-revenue equipment peer exemplifies roll-up economics.

Patent filings underscore rising technical barriers. Apple’s tiered-posture system hints at sensor-rich spatial computing for fitness [13]PATENTLYAPPLE.COM – Jack Purcher, “Tiered Posture Awareness System For Smartglasses,” Patently Apple, 2024.. Samsung’s pose-estimation patents aim to power AI form-analysis across smart TVs and mobiles. These IP arsenals further entrench leading platforms.

Virtual Fitness Industry Leaders

  1. Peloton Interactive Inc.

  2. Apple Inc. (Apple Fitness+)

  3. iFIT Inc.

  4. Les Mills International Ltd.

  5. Nautilus Inc. (JRNY Platform)

  6. *Disclaimer: Major Players sorted in no particular order
Virtual Fitness Market Concentration
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Recent Industry Developments

  • July 2025: iFIT partnered with Samsung Health to integrate personalized workouts and AI-guided wellness across Samsung’s global user base.
  • February 2025: Peloton reported USD 673.9 million revenue and USD 58.4 million adjusted EBITDA in Q2 2025 and introduced the Strength+ app for gym-based training.
  • December 2024: bsport raised EUR 30 million in Series B funding to fund global expansion and AI feature development for studio management.
  • December 2024: Interactive Strength (TRNR) signed an intent to acquire a profitable connected-fitness equipment company generating USD 40 million in revenue.

Table of Contents for Virtual Fitness Industry Report

1. INTRODUCTION

  • 1.1 Study Assumptions & Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Proliferation of connected at-home fitness hardware
    • 4.2.2 Corporate wellness program integration
    • 4.2.3 Smartphone penetration & high-speed internet ubiquity
    • 4.2.4 Shift toward hybrid gym models (in-club + virtual)
    • 4.2.5 Growth of VR-based rehabilitation & physio modules
    • 4.2.6 Government incentives for active-ageing e-fitness
  • 4.3 Market Restraints
    • 4.3.1 High churn & low long-term subscriber retention
    • 4.3.2 IP & music-licensing costs squeezing margins
    • 4.3.3 Data-privacy litigation risk around biometric tracking
    • 4.3.4 Bandwidth inequality in emerging rural markets
  • 4.4 Value Chain Analysis
  • 4.5 Regulatory Landscape
  • 4.6 Technological Outlook
  • 4.7 Porter's Five Forces Analysis
    • 4.7.1 Threat of New Entrants
    • 4.7.2 Bargaining Power of Suppliers
    • 4.7.3 Bargaining Power of Buyers
    • 4.7.4 Threat of Substitutes
    • 4.7.5 Competitive Rivalry

5. MARKET SIZE & GROWTH FORECASTS (VALUE)

  • 5.1 By Product Type
    • 5.1.1 Fitness Apps
    • 5.1.2 Platform-as-a-Service Portals
    • 5.1.3 Smart Equipment-Linked Content
    • 5.1.4 VR/AR Fitness Titles
    • 5.1.5 AI-Driven Personalised Coaching Engines
  • 5.2 By Delivery Mode
    • 5.2.1 Live-Interactive Streaming
    • 5.2.2 On-Demand Video Library
    • 5.2.3 Pre-Recorded Downloadables
  • 5.3 By Subscription Type
    • 5.3.1 Monthly
    • 5.3.2 Quarterly
    • 5.3.3 Annual
    • 5.3.4 Pay-per-Class / Freemium Upgrade
  • 5.4 By Device Type
    • 5.4.1 Smartphones & Tablets
    • 5.4.2 Smart TVs & Streaming Sticks
    • 5.4.3 Connected Fitness Equipment Consoles
    • 5.4.4 VR/AR Head-Mounted Displays
    • 5.4.5 Wearables (Smartwatches, Bands)
  • 5.5 By End-User
    • 5.5.1 Individual Consumers
    • 5.5.2 Health Clubs & Gyms
    • 5.5.3 Enterprises & Corporate Wellness
    • 5.5.4 Healthcare & Rehabilitation Clinics
  • 5.6 By Technology
    • 5.6.1 Video Streaming
    • 5.6.2 AI & Machine Learning
    • 5.6.3 Gamification Engines
    • 5.6.4 Motion-Tracking / Computer Vision
    • 5.6.5 VR/AR Immersion
  • 5.7 By Geography
    • 5.7.1 North America
    • 5.7.1.1 United States
    • 5.7.1.2 Canada
    • 5.7.1.3 Mexico
    • 5.7.2 South America
    • 5.7.2.1 Brazil
    • 5.7.2.2 Argentina
    • 5.7.2.3 Colombia
    • 5.7.2.4 Rest of South America
    • 5.7.3 Europe
    • 5.7.3.1 United Kingdom
    • 5.7.3.2 Germany
    • 5.7.3.3 France
    • 5.7.3.4 Italy
    • 5.7.3.5 Spain
    • 5.7.3.6 Russia
    • 5.7.3.7 Rest of Europe
    • 5.7.4 Asia-Pacific
    • 5.7.4.1 China
    • 5.7.4.2 Japan
    • 5.7.4.3 South Korea
    • 5.7.4.4 India
    • 5.7.4.5 Australia
    • 5.7.4.6 Rest of Asia-Pacific
    • 5.7.5 Middle East and Africa
    • 5.7.5.1 Middle East
    • 5.7.5.1.1 Saudi Arabia
    • 5.7.5.1.2 United Arab Emirates
    • 5.7.5.1.3 Rest of Middle East
    • 5.7.5.2 Africa
    • 5.7.5.2.1 South Africa
    • 5.7.5.2.2 Egypt
    • 5.7.5.2.3 Rest of Africa

6. COMPETITIVE LANDSCAPE

  • 6.1 Market Concentration
  • 6.2 Strategic Moves
  • 6.3 Market Share Analysis
  • 6.4 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share for key companies, Products & Services, and Recent Developments)
    • 6.4.1 Peloton Interactive Inc.
    • 6.4.2 Apple Inc. (Apple Fitness+)
    • 6.4.3 iFIT Inc.
    • 6.4.4 Les Mills International Ltd.
    • 6.4.5 Nautilus Inc. (JRNY Platform)
    • 6.4.6 E-Gym GmbH
    • 6.4.7 ClassPass Inc.
    • 6.4.8 Zwift Inc.
    • 6.4.9 Tonal Systems, Inc.
    • 6.4.10 MIRROR LLC (Lululemon Athletica)
    • 6.4.11 Centr Group Holdings PTY Ltd.
    • 6.4.12 Beachbody Company Inc.
    • 6.4.13 Garmin Ltd. (Garmin Connect & Tacx Training)
    • 6.4.14 Aaptiv Inc.
    • 6.4.15 Myzone Ltd.
    • 6.4.16 Wahoo Fitness LLC
    • 6.4.17 FiiT Ltd.
    • 6.4.18 Cure.fit Healthcare Pvt Ltd.
    • 6.4.19 Sweat App Pty Ltd.
    • 6.4.20 Asensei Inc.

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-Space and Unmet-Need Assessment
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Global Virtual Fitness Market Report Scope

By Product Type
Fitness Apps
Platform-as-a-Service Portals
Smart Equipment-Linked Content
VR/AR Fitness Titles
AI-Driven Personalised Coaching Engines
By Delivery Mode
Live-Interactive Streaming
On-Demand Video Library
Pre-Recorded Downloadables
By Subscription Type
Monthly
Quarterly
Annual
Pay-per-Class / Freemium Upgrade
By Device Type
Smartphones & Tablets
Smart TVs & Streaming Sticks
Connected Fitness Equipment Consoles
VR/AR Head-Mounted Displays
Wearables (Smartwatches, Bands)
By End-User
Individual Consumers
Health Clubs & Gyms
Enterprises & Corporate Wellness
Healthcare & Rehabilitation Clinics
By Technology
Video Streaming
AI & Machine Learning
Gamification Engines
Motion-Tracking / Computer Vision
VR/AR Immersion
By Geography
North America United States
Canada
Mexico
South America Brazil
Argentina
Colombia
Rest of South America
Europe United Kingdom
Germany
France
Italy
Spain
Russia
Rest of Europe
Asia-Pacific China
Japan
South Korea
India
Australia
Rest of Asia-Pacific
Middle East and Africa Middle East Saudi Arabia
United Arab Emirates
Rest of Middle East
Africa South Africa
Egypt
Rest of Africa
By Product Type Fitness Apps
Platform-as-a-Service Portals
Smart Equipment-Linked Content
VR/AR Fitness Titles
AI-Driven Personalised Coaching Engines
By Delivery Mode Live-Interactive Streaming
On-Demand Video Library
Pre-Recorded Downloadables
By Subscription Type Monthly
Quarterly
Annual
Pay-per-Class / Freemium Upgrade
By Device Type Smartphones & Tablets
Smart TVs & Streaming Sticks
Connected Fitness Equipment Consoles
VR/AR Head-Mounted Displays
Wearables (Smartwatches, Bands)
By End-User Individual Consumers
Health Clubs & Gyms
Enterprises & Corporate Wellness
Healthcare & Rehabilitation Clinics
By Technology Video Streaming
AI & Machine Learning
Gamification Engines
Motion-Tracking / Computer Vision
VR/AR Immersion
By Geography North America United States
Canada
Mexico
South America Brazil
Argentina
Colombia
Rest of South America
Europe United Kingdom
Germany
France
Italy
Spain
Russia
Rest of Europe
Asia-Pacific China
Japan
South Korea
India
Australia
Rest of Asia-Pacific
Middle East and Africa Middle East Saudi Arabia
United Arab Emirates
Rest of Middle East
Africa South Africa
Egypt
Rest of Africa
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Key Questions Answered in the Report

What is the projected value of the virtual fitness market by 2030?

The market is expected to reach USD 93.7 billion by 2030, expanding at a 24.6% CAGR.

Which product category currently leads the virtual fitness market?

Fitness apps dominate, holding 45.8% revenue share in 2024.

Why is Asia-Pacific considered the fastest-growing region?

High smartphone penetration, sizeable middle-class demand, and supportive government digital-health spending drive rapid uptake across China, India, and Southeast Asia.

What are the main challenges virtual fitness platforms face today?

High subscriber churn and escalating IP licensing fees weigh on profitability and long-term retention.

How are hardware manufacturers adapting to digital trends?

Companies integrate sensors and subscription content into equipment, generating recurring revenues and differentiated user experiences.

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