Report Detail

Service & Software Global Virtual Reality Fitness Market 2025 by Company, Regions, Type and Application, Forecast to 2031

  • RnM4655086
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  • 05 December, 2025
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  • Global
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  • 109 Pages
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  • GIR
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  • Service & Software

According to our (Global Info Research) latest study, the global Virtual Reality Fitness market size was valued at US$ million in 2024 and is forecast to a readjusted size of USD million by 2031 with a CAGR of %during review period.
Virtual Reality Fitness is a cutting-edge approach to exercising that combines immersive virtual reality technology with physical workouts. It offers a new and engaging way to stay active and motivated by incorporating interactive virtual environments into fitness routines.
According to our Wellness & Health Research Center, the global wellness & health economy was valued at US dollars 4.8 trillion. Asia Pacific was the region with the highest spending on big health in 2022, with a total spending of $1.68 trillion, followed by North America ($1.42 trillion) and Europe ($1.0 trillion). According to the health industry accounting analysis data disclosed by the Health Development Research Center of the National Health Commission, from 2019 to 2021, the market size of the health service industry grew by an average of 7.0% per year, and the specific data increased from 7.7 trillion yuan to 8.8 trillion yuan. China"s health industry revenue reached 8.0 trillion yuan in 2021, with an increase of 8.1%.
This report is a detailed and comprehensive analysis for global Virtual Reality Fitness market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
Key Features:
Global Virtual Reality Fitness market size and forecasts, in consumption value ($ Million), 2020-2031
Global Virtual Reality Fitness market size and forecasts by region and country, in consumption value ($ Million), 2020-2031
Global Virtual Reality Fitness market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031
Global Virtual Reality Fitness market shares of main players, in revenue ($ Million), 2020-2025
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for Virtual Reality Fitness
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global Virtual Reality Fitness market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Black Box VR, Crytek, FitXR, Five Mind Creations, For Fun Labs, Meta, Odders Labs, Resolution Games, Schell Games, Sealost Interactive, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market segmentation
Virtual Reality Fitness market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
Software
Hardware
Market segment by Application
Single Player Fitness
Multiplayer Fitness
Market segment by players, this report covers
Black Box VR
Crytek
FitXR
Five Mind Creations
For Fun Labs
Meta
Odders Labs
Resolution Games
Schell Games
Sealost Interactive
Survios
Market segment by regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)
South America (Brazil, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe Virtual Reality Fitness product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Virtual Reality Fitness, with revenue, gross margin, and global market share of Virtual Reality Fitness from 2020 to 2025.
Chapter 3, the Virtual Reality Fitness competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2020 to 2031
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2020 to 2025.and Virtual Reality Fitness market forecast, by regions, by Type and by Application, with consumption value, from 2026 to 2031.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of Virtual Reality Fitness.
Chapter 13, to describe Virtual Reality Fitness research findings and conclusion.


1 Market Overview

  • 1.1 Product Overview and Scope
  • 1.2 Market Estimation Caveats and Base Year
  • 1.3 Classification of Virtual Reality Fitness by Type
    • 1.3.1 Overview: Global Virtual Reality Fitness Market Size by Type: 2020 Versus 2024 Versus 2031
    • 1.3.2 Global Virtual Reality Fitness Consumption Value Market Share by Type in 2024
    • 1.3.3 Software
    • 1.3.4 Hardware
  • 1.4 Global Virtual Reality Fitness Market by Application
    • 1.4.1 Overview: Global Virtual Reality Fitness Market Size by Application: 2020 Versus 2024 Versus 2031
    • 1.4.2 Single Player Fitness
    • 1.4.3 Multiplayer Fitness
  • 1.5 Global Virtual Reality Fitness Market Size & Forecast
  • 1.6 Global Virtual Reality Fitness Market Size and Forecast by Region
    • 1.6.1 Global Virtual Reality Fitness Market Size by Region: 2020 VS 2024 VS 2031
    • 1.6.2 Global Virtual Reality Fitness Market Size by Region, (2020-2031)
    • 1.6.3 North America Virtual Reality Fitness Market Size and Prospect (2020-2031)
    • 1.6.4 Europe Virtual Reality Fitness Market Size and Prospect (2020-2031)
    • 1.6.5 Asia-Pacific Virtual Reality Fitness Market Size and Prospect (2020-2031)
    • 1.6.6 South America Virtual Reality Fitness Market Size and Prospect (2020-2031)
    • 1.6.7 Middle East & Africa Virtual Reality Fitness Market Size and Prospect (2020-2031)

2 Company Profiles

  • 2.1 Black Box VR
    • 2.1.1 Black Box VR Details
    • 2.1.2 Black Box VR Major Business
    • 2.1.3 Black Box VR Virtual Reality Fitness Product and Solutions
    • 2.1.4 Black Box VR Virtual Reality Fitness Revenue, Gross Margin and Market Share (2020-2025)
    • 2.1.5 Black Box VR Recent Developments and Future Plans
  • 2.2 Crytek
    • 2.2.1 Crytek Details
    • 2.2.2 Crytek Major Business
    • 2.2.3 Crytek Virtual Reality Fitness Product and Solutions
    • 2.2.4 Crytek Virtual Reality Fitness Revenue, Gross Margin and Market Share (2020-2025)
    • 2.2.5 Crytek Recent Developments and Future Plans
  • 2.3 FitXR
    • 2.3.1 FitXR Details
    • 2.3.2 FitXR Major Business
    • 2.3.3 FitXR Virtual Reality Fitness Product and Solutions
    • 2.3.4 FitXR Virtual Reality Fitness Revenue, Gross Margin and Market Share (2020-2025)
    • 2.3.5 FitXR Recent Developments and Future Plans
  • 2.4 Five Mind Creations
    • 2.4.1 Five Mind Creations Details
    • 2.4.2 Five Mind Creations Major Business
    • 2.4.3 Five Mind Creations Virtual Reality Fitness Product and Solutions
    • 2.4.4 Five Mind Creations Virtual Reality Fitness Revenue, Gross Margin and Market Share (2020-2025)
    • 2.4.5 Five Mind Creations Recent Developments and Future Plans
  • 2.5 For Fun Labs
    • 2.5.1 For Fun Labs Details
    • 2.5.2 For Fun Labs Major Business
    • 2.5.3 For Fun Labs Virtual Reality Fitness Product and Solutions
    • 2.5.4 For Fun Labs Virtual Reality Fitness Revenue, Gross Margin and Market Share (2020-2025)
    • 2.5.5 For Fun Labs Recent Developments and Future Plans
  • 2.6 Meta
    • 2.6.1 Meta Details
    • 2.6.2 Meta Major Business
    • 2.6.3 Meta Virtual Reality Fitness Product and Solutions
    • 2.6.4 Meta Virtual Reality Fitness Revenue, Gross Margin and Market Share (2020-2025)
    • 2.6.5 Meta Recent Developments and Future Plans
  • 2.7 Odders Labs
    • 2.7.1 Odders Labs Details
    • 2.7.2 Odders Labs Major Business
    • 2.7.3 Odders Labs Virtual Reality Fitness Product and Solutions
    • 2.7.4 Odders Labs Virtual Reality Fitness Revenue, Gross Margin and Market Share (2020-2025)
    • 2.7.5 Odders Labs Recent Developments and Future Plans
  • 2.8 Resolution Games
    • 2.8.1 Resolution Games Details
    • 2.8.2 Resolution Games Major Business
    • 2.8.3 Resolution Games Virtual Reality Fitness Product and Solutions
    • 2.8.4 Resolution Games Virtual Reality Fitness Revenue, Gross Margin and Market Share (2020-2025)
    • 2.8.5 Resolution Games Recent Developments and Future Plans
  • 2.9 Schell Games
    • 2.9.1 Schell Games Details
    • 2.9.2 Schell Games Major Business
    • 2.9.3 Schell Games Virtual Reality Fitness Product and Solutions
    • 2.9.4 Schell Games Virtual Reality Fitness Revenue, Gross Margin and Market Share (2020-2025)
    • 2.9.5 Schell Games Recent Developments and Future Plans
  • 2.10 Sealost Interactive
    • 2.10.1 Sealost Interactive Details
    • 2.10.2 Sealost Interactive Major Business
    • 2.10.3 Sealost Interactive Virtual Reality Fitness Product and Solutions
    • 2.10.4 Sealost Interactive Virtual Reality Fitness Revenue, Gross Margin and Market Share (2020-2025)
    • 2.10.5 Sealost Interactive Recent Developments and Future Plans
  • 2.11 Survios
    • 2.11.1 Survios Details
    • 2.11.2 Survios Major Business
    • 2.11.3 Survios Virtual Reality Fitness Product and Solutions
    • 2.11.4 Survios Virtual Reality Fitness Revenue, Gross Margin and Market Share (2020-2025)
    • 2.11.5 Survios Recent Developments and Future Plans

3 Market Competition, by Players

  • 3.1 Global Virtual Reality Fitness Revenue and Share by Players (2020-2025)
  • 3.2 Market Share Analysis (2024)
    • 3.2.1 Market Share of Virtual Reality Fitness by Company Revenue
    • 3.2.2 Top 3 Virtual Reality Fitness Players Market Share in 2024
    • 3.2.3 Top 6 Virtual Reality Fitness Players Market Share in 2024
  • 3.3 Virtual Reality Fitness Market: Overall Company Footprint Analysis
    • 3.3.1 Virtual Reality Fitness Market: Region Footprint
    • 3.3.2 Virtual Reality Fitness Market: Company Product Type Footprint
    • 3.3.3 Virtual Reality Fitness Market: Company Product Application Footprint
  • 3.4 New Market Entrants and Barriers to Market Entry
  • 3.5 Mergers, Acquisition, Agreements, and Collaborations

4 Market Size Segment by Type

  • 4.1 Global Virtual Reality Fitness Consumption Value and Market Share by Type (2020-2025)
  • 4.2 Global Virtual Reality Fitness Market Forecast by Type (2026-2031)

5 Market Size Segment by Application

  • 5.1 Global Virtual Reality Fitness Consumption Value Market Share by Application (2020-2025)
  • 5.2 Global Virtual Reality Fitness Market Forecast by Application (2026-2031)

6 North America

  • 6.1 North America Virtual Reality Fitness Consumption Value by Type (2020-2031)
  • 6.2 North America Virtual Reality Fitness Market Size by Application (2020-2031)
  • 6.3 North America Virtual Reality Fitness Market Size by Country
    • 6.3.1 North America Virtual Reality Fitness Consumption Value by Country (2020-2031)
    • 6.3.2 United States Virtual Reality Fitness Market Size and Forecast (2020-2031)
    • 6.3.3 Canada Virtual Reality Fitness Market Size and Forecast (2020-2031)
    • 6.3.4 Mexico Virtual Reality Fitness Market Size and Forecast (2020-2031)

7 Europe

  • 7.1 Europe Virtual Reality Fitness Consumption Value by Type (2020-2031)
  • 7.2 Europe Virtual Reality Fitness Consumption Value by Application (2020-2031)
  • 7.3 Europe Virtual Reality Fitness Market Size by Country
    • 7.3.1 Europe Virtual Reality Fitness Consumption Value by Country (2020-2031)
    • 7.3.2 Germany Virtual Reality Fitness Market Size and Forecast (2020-2031)
    • 7.3.3 France Virtual Reality Fitness Market Size and Forecast (2020-2031)
    • 7.3.4 United Kingdom Virtual Reality Fitness Market Size and Forecast (2020-2031)
    • 7.3.5 Russia Virtual Reality Fitness Market Size and Forecast (2020-2031)
    • 7.3.6 Italy Virtual Reality Fitness Market Size and Forecast (2020-2031)

8 Asia-Pacific

  • 8.1 Asia-Pacific Virtual Reality Fitness Consumption Value by Type (2020-2031)
  • 8.2 Asia-Pacific Virtual Reality Fitness Consumption Value by Application (2020-2031)
  • 8.3 Asia-Pacific Virtual Reality Fitness Market Size by Region
    • 8.3.1 Asia-Pacific Virtual Reality Fitness Consumption Value by Region (2020-2031)
    • 8.3.2 China Virtual Reality Fitness Market Size and Forecast (2020-2031)
    • 8.3.3 Japan Virtual Reality Fitness Market Size and Forecast (2020-2031)
    • 8.3.4 South Korea Virtual Reality Fitness Market Size and Forecast (2020-2031)
    • 8.3.5 India Virtual Reality Fitness Market Size and Forecast (2020-2031)
    • 8.3.6 Southeast Asia Virtual Reality Fitness Market Size and Forecast (2020-2031)
    • 8.3.7 Australia Virtual Reality Fitness Market Size and Forecast (2020-2031)

9 South America

  • 9.1 South America Virtual Reality Fitness Consumption Value by Type (2020-2031)
  • 9.2 South America Virtual Reality Fitness Consumption Value by Application (2020-2031)
  • 9.3 South America Virtual Reality Fitness Market Size by Country
    • 9.3.1 South America Virtual Reality Fitness Consumption Value by Country (2020-2031)
    • 9.3.2 Brazil Virtual Reality Fitness Market Size and Forecast (2020-2031)
    • 9.3.3 Argentina Virtual Reality Fitness Market Size and Forecast (2020-2031)

10 Middle East & Africa

  • 10.1 Middle East & Africa Virtual Reality Fitness Consumption Value by Type (2020-2031)
  • 10.2 Middle East & Africa Virtual Reality Fitness Consumption Value by Application (2020-2031)
  • 10.3 Middle East & Africa Virtual Reality Fitness Market Size by Country
    • 10.3.1 Middle East & Africa Virtual Reality Fitness Consumption Value by Country (2020-2031)
    • 10.3.2 Turkey Virtual Reality Fitness Market Size and Forecast (2020-2031)
    • 10.3.3 Saudi Arabia Virtual Reality Fitness Market Size and Forecast (2020-2031)
    • 10.3.4 UAE Virtual Reality Fitness Market Size and Forecast (2020-2031)

11 Market Dynamics

  • 11.1 Virtual Reality Fitness Market Drivers
  • 11.2 Virtual Reality Fitness Market Restraints
  • 11.3 Virtual Reality Fitness Trends Analysis
  • 11.4 Porters Five Forces Analysis
    • 11.4.1 Threat of New Entrants
    • 11.4.2 Bargaining Power of Suppliers
    • 11.4.3 Bargaining Power of Buyers
    • 11.4.4 Threat of Substitutes
    • 11.4.5 Competitive Rivalry

12 Industry Chain Analysis

  • 12.1 Virtual Reality Fitness Industry Chain
  • 12.2 Virtual Reality Fitness Upstream Analysis
  • 12.3 Virtual Reality Fitness Midstream Analysis
  • 12.4 Virtual Reality Fitness Downstream Analysis

13 Research Findings and Conclusion

    14 Appendix

    • 14.1 Methodology
    • 14.2 Research Process and Data Source

    Summary:
    Get latest Market Research Reports on Virtual Reality Fitness. Industry analysis & Market Report on Virtual Reality Fitness is a syndicated market report, published as Global Virtual Reality Fitness Market 2025 by Company, Regions, Type and Application, Forecast to 2031. It is complete Research Study and Industry Analysis of Virtual Reality Fitness market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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