表紙
市場調查報告書
商品編碼
1068624

虛擬健身的全球市場:產業分析,趨勢,市場規模,至2027年的預測

Virtual Fitness Market: Global Industry Analysis, Trends, Market Size, and Forecasts up to 2027

出版日期: | 出版商: Infinium Global Research (IGR) | 英文 100 Pages | 商品交期: 最快1-2個工作天內

價格
  • 全貌
  • 簡介
  • 目錄
簡介

全球虛擬健身的市場規模在預測期間內預計以45%的年複合成長率成長。

本報告提供全球虛擬健身市場調查,市場預測和概要,市場的推動因素與阻礙因素的分析,COVID-19影響,各市場區隔的市場分析,競爭情形,主要企業的簡介等系統性資訊。

目錄

第1章 序文

  • 報告的說明
  • 調查方法
  • 研究途徑

第2章 摘要整理

  • 市場概況
  • 市場預測
  • 市場地區的亮點

第3章 全球虛擬健身市場:概要

  • 簡介
  • 市場動態
    • 促進因素
    • 阻礙因素
    • 市場機會
  • 市場的COVID-19影響的分析
  • 波特的五力分析
  • IGR-成長矩陣分析
    • 各串流類型
    • 各設備類型
    • 各單元類型
    • 各收益模式
    • 各終端用戶
    • 各地區
  • 市場價值鏈分析

第4章 虛擬健身市場:宏觀指標分析

第5章 全球虛擬健身市場:各串流類型

  • 實況
  • 隨選

第6章 全球虛擬健身市場:各設備類型

  • 智慧電視
  • 智慧型手機
  • 筆記型電腦,桌上型電腦,平板電腦
  • 其他

第7章 全球虛擬健身市場:各單元類型

  • 群組
  • 單獨

第8章 全球虛擬健身市場:各收益模式

  • 訂閱
  • 廣告
  • 混合

第9章 全球虛擬健身市場:各終端用戶

  • 專業健身房
  • 運動機關
  • 防衛機關
  • 教育機關
  • 財團、企業
  • 個人
  • 其他

第10章 全球虛擬健身市場(2021年∼2027年):各地區

  • 北美
    • 各串流類型
    • 各設備類型
    • 各單元類型
    • 各收益模式
    • 各終端用戶
    • 各國
  • 歐洲
    • 各串流類型
    • 各設備類型
    • 各單元類型
    • 各收益模式
    • 各終端用戶
    • 各國
  • 亞太地區
    • 各串流類型
    • 各設備類型
    • 各單元類型
    • 各收益模式
    • 各終端用戶
    • 各國
  • 其他地區
    • 各串流類型
    • 各設備類型
    • 各單元類型
    • 各收益模式
    • 各終端用戶
    • 各子區域

第11章 企業簡介和競爭情形

  • 競爭情形
  • 企業簡介
    • Fitbit, Inc
    • ClassPass Inc
    • FitnessOnDemand
    • Peloton
    • Wellbeats, Inc.
    • Zwift Inc
    • REH-FIT
    • Les Mills International Ltd
    • Sworkit
    • Navigate Wellbeing Solutions
目錄
Product Code: ICT003086

The report on the global virtual fitness market provides qualitative and quantitative analysis for the period from 2019 to 2027. The report predicts the global virtual fitness market to grow with a CAGR of 45% over the forecast period from 2021-2027. The study on virtual fitness market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, and RoW for the period of 2019 to 2027.

The report on virtual fitness market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global virtual fitness market over the period of 2019 to 2027. Moreover, the report is a collective presentation of primary and secondary research findings.

Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global virtual fitness market over the period of 2019 to 2027. Further, IGR- Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.

Report Findings

1) Drivers

  • Less awareness about the services and courses offered by the market players in the industry hamper the market growth

2) Restraints

  • Less awareness about the services and courses offered by the market players in the industry hamper the market growth

3) Opportunities

  • The growing popularity of the concept of virtual fitness amongst the population in developing economies presents lucrative opportunities to market players in the near future.

Research Methodology

A) Primary Research

Our primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include

  • 1. Key Opinion Leaders associated with Infinium Global Research
  • 2. Internal and External subject matter experts
  • 3. Professionals and participants from the industry

Our primary research respondents typically include

  • 1. Executives working with leading companies in the market under review
  • 2. Product/brand/marketing managers
  • 3. CXO level executives
  • 4. Regional/zonal/ country managers
  • 5. Vice President level executives.

B) Secondary Research

Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. At Infinium Global Research, each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.

The secondary sources of the data typically include

  • 1. Company reports and publications
  • 2. Government/institutional publications
  • 3. Trade and associations journals
  • 4. Databases such as WTO, OECD, World Bank, and among others.
  • 5. Websites and publications by research agencies

Segment Covered

The global virtual fitness market is segmented on the basis of streaming type, device type, session type, revenue model, and end user.

The Global Virtual Fitness Market by Streaming Type

  • Live
  • On-demand

The Global Virtual Fitness Market by Device Type

  • Smart TV
  • Smartphones
  • Laptops Desktops & Tablets
  • Others

The Global Virtual Fitness Market by Session Type

  • Group
  • Solo

The Global Virtual Fitness Market by Revenue Model

  • Subscription
  • Advertisement
  • Hybrid

The Global Virtual Fitness Market by End User

  • Professional Gyms
  • Sports Institutes
  • Defense Institutes
  • Educational Institutions
  • Corporate Institutions
  • Individuals
  • Others

Company Profiles

The companies covered in the report include

  • Fitbit, Inc
  • ClassPass Inc
  • FitnessOnDemand
  • Peloton
  • Wellbeats, Inc.
  • Zwift Inc
  • REH-FIT
  • Les Mills International Ltd
  • Sworkit
  • Navigate Wellbeing Solutions

What does this Report Deliver?

1. Comprehensive analysis of the global as well as regional markets of the virtual fitness market.

2. Complete coverage of all the segments in the virtual fitness market to analyze the trends, developments in the global market and forecast of market size up to 2027.

3. Comprehensive analysis of the companies operating in the global virtual fitness market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.

4. IGR- Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.

Table of Contents

1. Preface

  • 1.1. Report Description
  • 1.2. Research Methods
  • 1.3. Research Approaches

2. Executive Summary

  • 2.1. Virtual Fitness Market Highlights
  • 2.2. Virtual Fitness Market Projection
  • 2.3. Virtual Fitness Market Regional Highlights

3. Global Virtual Fitness Market Overview

  • 3.1. Introduction
  • 3.2. Market Dynamics
    • 3.2.1. Drivers
    • 3.2.2. Restraints
    • 3.2.3. Opportunities
  • 3.3. Analysis of COVID-19 impact on the Virtual Fitness Market
  • 3.4. Porter's Five Forces Analysis
  • 3.5. IGR-Growth Matrix Analysis
    • 3.5.1. IGR-Growth Matrix Analysis by Streaming Type
    • 3.5.2. IGR-Growth Matrix Analysis by Device Type
    • 3.5.3. IGR-Growth Matrix Analysis by Session Type
    • 3.5.4. IGR-Growth Matrix Analysis by Revenue Model
    • 3.5.5. IGR-Growth Matrix Analysis by End User
    • 3.5.6. IGR-Growth Matrix Analysis by Region
  • 3.6. Value Chain Analysis of Virtual Fitness Market

4. Virtual Fitness Market Macro Indicator Analysis

5. Global Virtual Fitness Market by Streaming Type

  • 5.1. Live
  • 5.2. On-demand

6. Global Virtual Fitness Market by Device Type

  • 6.1. Smart TV
  • 6.2. Smartphones
  • 6.3. Laptops Desktops & Tablets
  • 6.4. Others

7. Global Virtual Fitness Market by Session Type

  • 7.1. Group
  • 7.2. Solo

8. Global Virtual Fitness Market by Revenue Model

  • 8.1. Subscription
  • 8.2. Advertisement
  • 8.3. Hybrid

9. Global Virtual Fitness Market by End User

  • 9.1. Professional Gyms
  • 9.2. Sports Institutes
  • 9.3. Defense Institutes
  • 9.4. Educational Institutions
  • 9.5. Corporate Institutions
  • 9.6. Individuals
  • 9.7. Others

10. Global Virtual Fitness Market by Region 2021-2027

  • 10.1. North America
    • 10.1.1. North America Virtual Fitness Market by Streaming Type
    • 10.1.2. North America Virtual Fitness Market by Device Type
    • 10.1.3. North America Virtual Fitness Market by Session Type
    • 10.1.4. North America Virtual Fitness Market by Revenue Model
    • 10.1.5. North America Virtual Fitness Market by End User
    • 10.1.6. North America Virtual Fitness Market by Country
  • 10.2. Europe
    • 10.2.1. Europe Virtual Fitness Market by Streaming Type
    • 10.2.2. Europe Virtual Fitness Market by Device Type
    • 10.2.3. Europe Virtual Fitness Market by Session Type
    • 10.2.4. Europe Virtual Fitness Market by Revenue Model
    • 10.2.5. Europe Virtual Fitness Market by End User
    • 10.2.6. Europe Virtual Fitness Market by Country
  • 10.3. Asia-Pacific
    • 10.3.1. Asia-Pacific Virtual Fitness Market by Streaming Type
    • 10.3.2. Asia-Pacific Virtual Fitness Market by Device Type
    • 10.3.3. Asia-Pacific Virtual Fitness Market by Session Type
    • 10.3.4. Asia-Pacific Virtual Fitness Market by Revenue Model
    • 10.3.5. Asia-Pacific Virtual Fitness Market by End User
    • 10.3.6. Asia-Pacific Virtual Fitness Market by Country
  • 10.4. RoW
    • 10.4.1. RoW Virtual Fitness Market by Streaming Type
    • 10.4.2. RoW Virtual Fitness Market by Device Type
    • 10.4.3. RoW Virtual Fitness Market by Session Type
    • 10.4.4. RoW Virtual Fitness Market by Revenue Model
    • 10.4.5. RoW Virtual Fitness Market by End User
    • 10.4.6. RoW Virtual Fitness Market by Sub-region

11. Company Profiles and Competitive Landscape

  • 11.1. Competitive Landscape in the Global Virtual Fitness Market
  • 11.2. Companies Profiles
    • 11.2.1. Fitbit, Inc
    • 11.2.2. ClassPass Inc
    • 11.2.3. FitnessOnDemand
    • 11.2.4. Peloton
    • 11.2.5. Wellbeats, Inc.
    • 11.2.6. Zwift Inc
    • 11.2.7. REH-FIT
    • 11.2.8. Les Mills International Ltd
    • 11.2.9. Sworkit
    • 11.2.10. Navigate Wellbeing Solutions