All online now. Work, interact, buy, travel, play, you name it, it has an online counterpart. a virtual replacement. So why not exercise? The ongoing pandemic has enforced lockdowns and quarantines and other factors of isolation. Now more than ever, it's important to keep your mind and body healthy.
- As of 2021, the revenue of the global fitness segment has reached $2.152 billion.
- The CAGR for this segment is 2.68%.
- The smart wearables market is growing at a CAGR of 38.35%.
high tech health
from Apple Watch From wearables like smartbands and smartbands to apps like FitTuber and Beer Biceps to cooler innovations like wireless bike helmets with 3D modeling capabilities, the fitness market is already pushing its limits.
AR Fitness with Integrated DronesAnd outdoor fitness entered the market, AI-based personal trainers took the stage, and diet apps like Millie Fit filled our nutritional needs. What is lacking is immersion.
An engaging environment for personal fitness is still in its infancy. This brings sports games.
smart fitness game
Gamification has been king since VR permeated our daily workouts. This innovation solves a core problem: the tedium of continuous fitness. With VR, users can do almost anywhere and do anything.
For example, users can immerse themselves in a famous boxing arena, and instead of punching a bag, weaving and dodging an opponent's oncoming punches. It's sports games, the attractive counterpart to sports.
Let’s take a look at 4 ways virtual reality and gamified fitness are changing the way people exercise:
1. It takes away the monotony
Virtual reality is fun. It's fun to be in an experience-enhancing but personalized environment and play sports in a gamified mode. It's a viable but productive distraction from the fact that one is exercising and staying fit.
This can also be integrated into one's traditional training and used as a warm-up. For example, Box Fighter VR is an Android game that can be hooked on to any HMD, where users can box against opponents.
2. Competitive spirit
Workout is a game. In the gym, you are competing with your body. 10 times yesterday to 12 times today. But with VR and enabling the internet on your device, you can actually compete with other players around the world.
For example, Beat Saber is an online fighting game. Coupled with virtual reality, this puts you in front of your opponent and you can beat them with your physical prowess, not just finger movements but actual body movements.
3. Strategy and Synergy
A case in point is boxing. With VR, you can actually train to be a boxer. It's just not punching and expecting defense. This became a well-established technical approach to the sport of boxing.
A virtual coach can help you master this technique. Online players can give you practice without actually getting hurt.
Trying new things can make some people shy. With VR, you have complete control over your surroundings and even better control over how fast you want to perform your activities. This helps build confidence and reduce anxiety about trying a new workout or trying a new sport.
- The AR/VR/MR industry will jump to $30 billion by 2030.
- The virtual fitness market is expected to reach a CAGR of 33.1%
- The virtual fitness market will be worth $59.231 billion by 2027.
- The global fitness equipment market is growing at a CAGR of 4% and will reach USD 15.577 billion by 2027.
VR/AR/MR workouts can definitely act as enhancers to traditional practices. With landmark smart fitness tech like Oculus headsets and integrated Sony Playstation VR bundles, the fitness industry is looking to integrate more deeply into the virtual arena.