VR headset manufacturers are targeting fitness apps to broaden their customer base, with a notable shift from young male gamers to women over 35. The industry is partnering with corporations outside gaming and buying non-gaming app makers, creating a path for developers to make new programs. Companies like Apple are entering the VR fitness sector with plans to incorporate Apple Fitness+ into its headset. - Sam Cole's VR exercise app, FitXR, shifted its user base from young men to women over 35 as it gained popularity.
- Meta, a dominant VR headset maker, bought Within, the studio behind the popular VR fitness app Supernatural, as part of its fitness strategy.
- In December 2019, less than 10% of Quest headset users were women, but fitness apps have introduced more women to VR.
- Despite challenges like discomfort and dizziness, VR fitness apps are seen as a way to motivate people to exercise and offer a recurring revenue stream through subscriptions.
A report from Grand View Research predicts the global VR market size to reach $62.1B by 2027, with applications in gaming, entertainment, and fitness driving growth. - A survey by Statista estimates that by 2025, there will be over 43M active VR users in the U.S., indicating a growing market for VR fitness applications.
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