Market Analysis and Insights: Global VR Fitness Game Market
The global VR Fitness Game market size is projected to reach US$ 1306.71 million by 2028, from US$ 113.44 million in 2021, at a CAGR of 38.38% during 2022-2028.
Fully considering the economic change by this health crisis, Music Rhythm Game accounting for 39.56% of the VR Fitness Game global market in 2021, is projected to value US$ 369.28 million by 2028, growing at a revised 32.46% CAGR in the post-COVID-19 period. While Single Player Fitness segment is altered to a 32.32% CAGR throughout this forecast period.
China VR Fitness Game market size is valued at US$ 10.91 million in 2021, while the North America and Europe VR Fitness Game are US$ 50.53 million and US$ 35.37 million, severally. The proportion of the North America is 44.54% in 2021, while China and Europe are 9.62% and 31.18% respectively, and it is predicted that China proportion will reach 21.83% in 2028, trailing a CAGR of 55.86% through the analysis period. Japan, Korea, and Southeast Asia are noteworthy markets in Asia, with CAGR 46.62%, 42.32%, and 55.04% respectively for the next 6-year period. As for the Europe VR Fitness Game landscape, Germany is projected to reach US$ 76.99 million by 2028 trailing a CAGR of 29.54% over the forecast period.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global VR Fitness Game market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global VR Fitness Game market in terms of revenue.
Overall, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global VR Fitness Game market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global VR Fitness Game market.
Global VR Fitness Game Scope and Market Size
VR Fitness Game market is segmented by players, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global VR Fitness Game market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2017-2028.
By Company
- Meta Platforms(Meta Oculu)
- FitXR
- Resolution Games
- Survios
- Black Box VR
- Schell Games
- Odders Labs
- Five Mind Creations
- For Fun Labs
- nDreams
- Sealost Interactive
- Crytek
Segment by Type
- Music Rhythm Game
- Boxing and Fighting Games
- Other
Segment by Application
- Single Player Fitness
- Multiplayer Fitness
By Region
- North America
- United States
- Mexico
- Canada
- Asia-Pacific
- China
- Japan
- Korea
- Southeast Asia
- India
- Australia
- Rest of Asia
- Europe
- Germany
- France
- UK
- Italy
- Russia
- Rest of Europe
- Latin America
- Argentina
- Brazil
- Rest of Latin America
- Middle East & Africa
- Middle East
- Africa
TABLE OF CONTENTS
1 REPORT OVERVIEW
- 1.1 STUDY SCOPE
- 1.2 MARKET ANALYSIS BY TYPE
- 1.2.1 GLOBAL VR FITNESS GAME MARKET SIZE GROWTH RATE BY TYPE: 2017 VS 2021 VS 2028
- 1.2.2 MUSIC RHYTHM GAME
- 1.2.3 BOXING AND FIGHTING GAMES
- 1.2.4 OTHER
- 1.3 MARKET BY APPLICATION
- 1.3.1 GLOBAL VR FITNESS GAME MARKET SHARE BY APPLICATION: 2017 VS 2021 VS 2028
- 1.3.2 SINGLE PLAYER FITNESS
- 1.3.3 MULTIPLAYER FITNESS
- 1.4 STUDY OBJECTIVES
- 1.5 YEARS CONSIDERED
2 GLOBAL GROWTH TRENDS
- 2.1 GLOBAL VR FITNESS GAME MARKET PERSPECTIVE (2017-2028)
- 2.2 VR FITNESS GAME GROWTH TRENDS BY REGION
- 2.2.1 VR FITNESS GAME MARKET SIZE BY REGION: 2017 VS 2021 VS 2028
- 2.2.2 VR FITNESS GAME HISTORIC MARKET SIZE BY REGION (2017-2022)
- 2.2.3 VR FITNESS GAME FORECASTED MARKET SIZE BY REGION (2023-2028)
- 2.3 VR FITNESS GAME MARKET DYNAMICS
- 2.3.1 VR FITNESS GAME INDUSTRY TRENDS
- 2.3.2 VR FITNESS GAME MARKET DRIVERS
- 2.3.3 VR FITNESS GAME MARKET CHALLENGES
- 2.3.4 VR FITNESS GAME MARKET RESTRAINTS
3 COMPETITION LANDSCAPE BY KEY PLAYERS
- 3.1 GLOBAL TOP VR FITNESS GAME PLAYERS BY REVENUE
- 3.1.1 GLOBAL TOP VR FITNESS GAME PLAYERS BY REVENUE (2020-2022)
- 3.1.2 GLOBAL VR FITNESS GAME REVENUE MARKET SHARE BY PLAYERS (2020-2022)
- 3.2 GLOBAL VR FITNESS GAME MARKET SHARE BY COMPANY TYPE (TIER 1, TIER 2, AND TIER 3)
- 3.3 PLAYERS COVERED: RANKING BY VR FITNESS GAME REVENUE
- 3.4 GLOBAL VR FITNESS GAME MARKET CONCENTRATION RATIO
- 3.4.1 GLOBAL VR FITNESS GAME MARKET CONCENTRATION RATIO (CR5 AND HHI)
- 3.4.2 GLOBAL TOP 10 AND TOP 5 COMPANIES BY VR FITNESS GAME REVENUE IN 2021
- 3.5 VR FITNESS GAME KEY PLAYERS HEAD OFFICE AND AREA SERVED
- 3.6 KEY PLAYERS VR FITNESS GAME PRODUCT SOLUTION AND SERVICE
- 3.7 ESTABLISH DATE OF VR FITNESS GAME MANUFACTURERS
- 3.8 MERGERS & ACQUISITIONS, EXPANSION PLANS
4 VR FITNESS GAME BREAKDOWN DATA BY TYPE
- 4.1 GLOBAL VR FITNESS GAME HISTORIC MARKET SIZE BY TYPE (2017-2022)
- 4.2 GLOBAL VR FITNESS GAME FORECASTED MARKET SIZE BY TYPE (2023-2028)
5 VR FITNESS GAME BREAKDOWN DATA BY APPLICATION
- 5.1 GLOBAL VR FITNESS GAME HISTORIC MARKET SIZE BY APPLICATION (2017-2022)
- 5.2 GLOBAL VR FITNESS GAME FORECASTED MARKET SIZE BY APPLICATION (2023-2028)
6 NORTH AMERICA
- 6.1 NORTH AMERICA VR FITNESS GAME MARKET SIZE (2017-2028)
- 6.2 NORTH AMERICA VR FITNESS GAME MARKET SIZE BY COUNTRY (2017-2022)
- 6.3 NORTH AMERICA VR FITNESS GAME MARKET SHARE BY COUNTRY (2023-2028)
- 6.4 UNITED STATES
- 6.5 MEXICO
- 6.6 CANADA
7 EUROPE
- 7.1 EUROPE VR FITNESS GAME MARKET SIZE (2017-2028)
- 7.2 EUROPE VR FITNESS GAME MARKET SIZE BY COUNTRY (2017-2022)
- 7.3 EUROPE VR FITNESS GAME MARKET SIZE BY COUNTRY (2023-2028)
- 7.4 GERMANY
- 7.5 FRANCE
- 7.6 U.K.
- 7.7 ITALY
- 7.8 RUSSIA
8 ASIA-PACIFIC
- 8.1 ASIA-PACIFIC VR FITNESS GAME MARKET SIZE (2017-2028)
- 8.2 ASIA-PACIFIC VR FITNESS GAME MARKET SIZE BY REGION (2017-2022)
- 8.3 ASIA-PACIFIC VR FITNESS GAME MARKET SIZE BY REGION (2023-2028)
- 8.4 CHINA
- 8.5 JAPAN
- 8.6 KOREA
- 8.7 INDIA
- 8.8 SOUTHEAST ASIA
9 LATIN AMERICA
- 9.1 LATIN AMERICA VR FITNESS GAME MARKET SIZE (2017-2028)
- 9.2 LATIN AMERICA VR FITNESS GAME MARKET SIZE BY COUNTRY (2017-2022)
- 9.3 LATIN AMERICA VR FITNESS GAME MARKET SIZE BY COUNTRY (2023-2028)
- 9.4 ARGENTINA
- 9.5 BRAZIL
10 MIDDLE EAST & AFRICA
- 10.1 MIDDLE EAST & AFRICA VR FITNESS GAME MARKET SIZE (2017-2028)
- 10.2 MIDDLE EAST & AFRICA VR FITNESS GAME MARKET SIZE BY COUNTRY (2017-2022)
- 10.3 MIDDLE EAST & AFRICA VR FITNESS GAME MARKET SIZE BY COUNTRY (2023-2028)
- 10.4 MIDDLE EAST
- 10.5 AFRICA
11 KEY PLAYERS PROFILES
- 11.1 META PLATFORMS (META OCULU)
- 11.1.1 META PLATFORMS (META OCULU) COMPANY DETAILS
- 11.1.2 META PLATFORMS (META OCULU) BUSINESS OVERVIEW
- 11.1.3 META PLATFORMS (META OCULU) VR FITNESS GAME INTRODUCTION
- 11.1.4 META PLATFORMS (META OCULU) REVENUE IN VR FITNESS GAME BUSINESS (2020-2022)
- 11.1.5 META PLATFORMS (META OCULU) RECENT DEVELOPMENT
- 11.2 FITXR
- 11.2.1 FITXR COMPANY DETAILS
- 11.2.2 FITXR BUSINESS OVERVIEW
- 11.2.3 FITXR VR FITNESS GAME INTRODUCTION
- 11.2.4 FITXR REVENUE IN VR FITNESS GAME BUSINESS (2020-2022)
- 11.2.5 FITXR RECENT DEVELOPMENT
- 11.3 RESOLUTION GAMES
- 11.3.1 RESOLUTION GAMES COMPANY DETAILS
- 11.3.2 RESOLUTION GAMES BUSINESS OVERVIEW
- 11.3.3 RESOLUTION GAMES VR FITNESS GAME INTRODUCTION
- 11.3.4 RESOLUTION GAMES REVENUE IN VR FITNESS GAME BUSINESS (2020-2022)
- 11.4 SURVIOS
- 11.4.1 SURVIOS COMPANY DETAILS
- 11.4.2 SURVIOS BUSINESS OVERVIEW
- 11.4.3 SURVIOS VR FITNESS GAME INTRODUCTION
- 11.4.4 SURVIOS REVENUE IN VR FITNESS GAME BUSINESS (2020-2022)
- 11.4.5 SURVIOS RECENT DEVELOPMENT
- 11.5 BLACK BOX VR
- 11.5.1 BLACK BOX VR COMPANY DETAILS
- 11.5.2 BLACK BOX VR BUSINESS OVERVIEW
- 11.5.3 BLACK BOX VR VR FITNESS GAME INTRODUCTION
- 11.5.4 BLACK BOX VR REVENUE IN VR FITNESS GAME BUSINESS (2020-2022)
- 11.5.5 BLACK BOX VR RECENT DEVELOPMENT
- 11.6 SCHELL GAMES
- 11.6.1 SCHELL GAMES COMPANY DETAILS
- 11.6.2 SCHELL GAMES BUSINESS OVERVIEW
- 11.6.3 SCHELL GAMES VR FITNESS GAME INTRODUCTION
- 11.6.4 SCHELL GAMES REVENUE IN VR FITNESS GAME BUSINESS (2020-2022)
- 11.7 ODDERS LABS
- 11.7.1 ODDERS LABS COMPANY DETAILS
- 11.7.2 ODDERS LABS BUSINESS OVERVIEW
- 11.7.3 ODDERS LABS VR FITNESS GAME INTRODUCTION
- 11.7.4 ODDERS LABS REVENUE IN VR FITNESS GAME BUSINESS (2020-2022)
- 11.8 FIVE MIND CREATIONS
- 11.8.1 FIVE MIND CREATIONS COMPANY DETAILS
- 11.8.2 FIVE MIND CREATIONS BUSINESS OVERVIEW
- 11.8.3 FIVE MIND CREATIONS VR FITNESS GAME INTRODUCTION
- 11.8.4 FIVE MIND CREATIONS REVENUE IN VR FITNESS GAME BUSINESS (2020-2022)
- 11.8.5 FIVE MIND CREATIONS RECENT DEVELOPMENT
- 11.9 FOR FUN LABS
- 11.9.1 FOR FUN LABS COMPANY DETAILS
- 11.9.2 FOR FUN LABS BUSINESS OVERVIEW
- 11.9.3 FOR FUN LABS VR FITNESS GAME INTRODUCTION
- 11.9.4 FOR FUN LABS REVENUE IN VR FITNESS GAME BUSINESS (2020-2022)
- 11.10 NDREAMS
- 11.10.1 NDREAMS COMPANY DETAILS
- 11.10.2 NDREAMS BUSINESS OVERVIEW
- 11.10.3 NDREAMS VR FITNESS GAME INTRODUCTION
- 11.10.4 NDREAMS REVENUE IN VR FITNESS GAME BUSINESS (2020-2022)
- 11.10.5 NDREAMS RECENT DEVELOPMENT
- 11.11 SEALOST INTERACTIVE
- 11.11.1 SEALOST INTERACTIVE COMPANY DETAILS
- 11.11.2 SEALOST INTERACTIVE BUSINESS OVERVIEW
- 11.11.3 SEALOST INTERACTIVE VR FITNESS GAME INTRODUCTION
- 11.11.4 SEALOST INTERACTIVE REVENUE IN VR FITNESS GAME BUSINESS (2020-2022)
- 11.12 CRYTEK
- 11.12.1 CRYTEK COMPANY DETAILS
- 11.12.2 CRYTEK BUSINESS OVERVIEW
- 11.12.3 CRYTEK VR FITNESS GAME INTRODUCTION
- 11.12.4 CRYTEK REVENUE IN VR FITNESS GAME BUSINESS (2020-2022)
- 11.12.5 CRYTEK RECENT DEVELOPMENT
12 ANALYST'S VIEWPOINTS/CONCLUSIONS
13 APPENDIX
- 13.1 RESEARCH METHODOLOGY
- 13.1.1 METHODOLOGY/RESEARCH APPROACH
- 13.1.2 DATA SOURCE
- 13.2 DISCLAIMER
- 13.3 AUTHOR DETAILS