Global VR Fitness Game Market Research Report 2022
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
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