VR headset manufacturers are targeting fitness apps to broaden their customer base,

 


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.

Post a Comment

Previous Next

Contact Form