VR-First Fitness Market Size, Share & Growth Analysis, 2026-2034

VR-First Fitness Market Size, Share & Growth Analysis, 2026-2034

Segments - by Component (Hardware, Software, Services), by Application (Personal Fitness, Gym and Health Clubs, Rehabilitation, Sports Training, Others), by Device Type (Head-Mounted Displays, Smart Mirrors, Fitness Trackers, Others), by End-User (Individuals, Commercial, Healthcare, Others), by Distribution Channel (Online, Offline)

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Author : Debadatta Patel
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Last Updated : Jun, 2026 | Report ID :CG-11925 | 4.5 Rating | 20 Reviews | 254 Pages | Format : Docx PDF

VR-First Fitness Market: Key Numbers

The VR-First Fitness market was valued at USD 2.21 Billion in 2025 and is projected to reach USD 19.56 Billion by 2034, a CAGR of 27.5%.

Market size (2025)USD 2.21 Billion
Forecast (2034)USD 19.56 Billion
CAGR (2026-2034)27.5%
Largest regionNorth America
Segments coveredComponent, Application, Device Type, End-User, Distribution Channel
Key companiesMeta Platforms (Quest Fitness), FitXR, Black Box VR, Supernatural (Within), Peloton Interactive

This report is updated with the latest market data and insights as of June 2026. Base year: 2025  |  Forecast period: 2026-2034


VR-First Fitness Market Size and Growth Outlook

Research by Growth Market Reports shows that the global VR-First Fitness market size reached USD 2.21 billion in 2025, demonstrating robust adoption across consumer and commercial sectors. The market is expected to expand at a CAGR of 27.5% from 2026 to 2034, culminating in a projected market size of USD 19.56 billion by 2034. This remarkable growth is primarily driven by increasing consumer demand for immersive and engaging fitness experiences, coupled with rapid advancements in virtual reality technology and growing investments from fitness and technology companies worldwide. The historical period from 2019 through 2024 established the foundational trajectory, with the base year of 2025 now reflecting a market that has decisively crossed the early-adopter threshold into mainstream consumer awareness.

Global VR-First Fitness Market Size Forecast 2025-2034, USD Billion

The growth of the VR-First Fitness market is fundamentally propelled by the convergence of health consciousness and technological innovation. As consumers globally become more aware of the benefits of regular physical activity, there is a parallel surge in demand for virtual fitness solutions that are both effective and engaging. Virtual reality-based fitness platforms offer unique advantages, such as gamification, real-time feedback, and personalized workout environments, making exercise routines more enjoyable and sustainable. Additionally, VR fitness solutions address common barriers to exercise, such as lack of motivation and monotony, by providing users with dynamic, interactive, and goal-oriented experiences. This has led to a significant uptick in adoption rates across various demographics, particularly among younger, tech-savvy populations and those seeking alternatives to traditional gym-based workouts.

Another critical growth factor is the rapid evolution of hardware and software technologies. The proliferation of affordable and high-performance VR headsets, fitness trackers, and smart mirrors has significantly lowered the entry barriers for both consumers and fitness service providers. Continuous improvements in motion tracking, haptic feedback, and artificial intelligence have enabled the development of highly sophisticated fitness applications that cater to diverse user needs, from personal fitness and rehabilitation to competitive sports training. These technological advancements are further supported by strategic collaborations between tech giants, fitness brands, and healthcare organizations, fostering an ecosystem that encourages innovation and accelerates market expansion. The growing availability of smart fitness equipment that integrates natively with VR platforms is further lowering friction for first-time buyers and commercial adopters alike.

The COVID-19 pandemic reshaped the fitness landscape permanently, acting as a catalyst for the adoption of VR-first fitness solutions between 2020 and 2022. With lockdowns and social distancing measures limiting access to gyms and fitness centers, consumers increasingly turned to home-based fitness alternatives. VR fitness platforms emerged as a compelling solution, offering immersive workout experiences accessible from the safety and comfort of home. This shift in consumer behavior has persisted well into 2025, with many users continuing to prioritize convenience and flexibility in their fitness routines. The market has therefore witnessed sustained growth in both individual and commercial segments, with fitness studios, health clubs, and rehabilitation centers integrating VR technology to enhance their service offerings and attract a broader clientele.

The introduction of the Haptic VR Fitness Suit is revolutionizing the way users experience virtual workouts. This innovative wearable enhances the immersive quality of VR fitness by providing tactile feedback that simulates the sensation of physical touch and resistance during exercise. By wearing the suit, users can feel the impact of their movements and adjust their form in real time, leading to more effective and engaging workout sessions. The suit's ability to mimic real-world sensations makes it particularly appealing to fitness enthusiasts seeking a more authentic and interactive experience. As the technology continues to mature through 2026 and beyond, the haptic fitness suit is expected to become a staple in both personal and commercial fitness settings, offering a new dimension of realism and motivation.

From a regional perspective, North America currently dominates the VR-First Fitness market, accounting for approximately 41.5% of the global revenue share in 2025. This leadership is attributed to high levels of technological adoption, a well-established fitness culture, and significant investments in digital health infrastructure. However, Asia Pacific is expected to register the fastest CAGR during the 2026-2034 forecast period, driven by rising disposable incomes, increasing health awareness, and a burgeoning ecosystem of tech startups and fitness innovators. Latin America and the Middle East & Africa are also witnessing gradual growth, supported by expanding urban populations and government initiatives to promote healthy lifestyles through digital innovation.

VR-First Fitness Market by Component

The Component segment of the VR-First Fitness market is categorized into hardware, software, and services, each playing a distinct and vital role in the ecosystem. Hardware forms the backbone of the market, encompassing devices such as head-mounted displays (HMDs), smart mirrors, and fitness trackers. The ongoing miniaturization and cost reduction of VR hardware have made these devices increasingly accessible to a broader consumer base. Companies are investing heavily in R&D to enhance device comfort, battery life, and tracking accuracy, which has contributed to higher adoption rates in both residential and commercial settings. The hardware segment accounted for approximately 54.2% of the global market share in 2025 and is expected to maintain its dominance throughout the forecast period, thanks to continuous product launches and technological advancements by players such as Meta Platforms, Sony, and HTC.

VR-First Fitness Market Share by Component 2025

The software segment, representing around 30.1% of the market in 2025, is equally critical, as it includes the platforms and applications that deliver immersive fitness experiences to users. VR fitness software ranges from gamified workout routines and virtual personal trainers to advanced analytics and performance tracking tools. The integration of artificial intelligence and machine learning algorithms has enabled the development of highly personalized fitness programs that adapt to individual user needs and preferences. This segment is witnessing rapid growth, driven by the increasing demand for engaging and interactive content that enhances user motivation and retention. Software providers are also focusing on interoperability, ensuring seamless integration with various hardware devices and third-party health platforms, which further broadens the market's appeal. The VR fitness platform space in particular is seeing consolidation as larger players acquire niche content studios to build comprehensive content libraries.

Services represent the third key component at approximately 15.7% of the 2025 market, encompassing installation, maintenance, technical support, and content development. As the adoption of VR-first fitness solutions continues to rise, there is a growing need for specialized services that ensure optimal device performance and user satisfaction. Service providers are offering customized solutions for both individuals and commercial clients, including gyms, health clubs, and rehabilitation centers. The services segment is expected to register the highest CAGR during the 2026-2034 forecast period, as organizations increasingly outsource technical support and content creation to third-party experts. Additionally, the emergence of subscription-based models for software updates and content libraries is creating new and recurring revenue streams for service providers, improving business model predictability across the value chain.

The interplay between hardware, software, and services is crucial for the sustained growth of the VR-First Fitness market. Leading companies are adopting integrated strategies that combine state-of-the-art hardware with cutting-edge software and comprehensive service offerings. This holistic approach not only enhances the user experience but also drives customer loyalty and long-term market growth. As the market matures through 2028 and beyond, we anticipate increased collaboration between hardware manufacturers, software developers, and service providers, resulting in more innovative and user-centric fitness solutions.

VR-First Fitness Market Report Scope

Attributes Details
Report Title VR-First Fitness Market Research Report 2034
By Component Hardware, Software, Services
By Application Personal Fitness, Gym and Health Clubs, Rehabilitation, Sports Training, Others
By Device Type Head-Mounted Displays, Smart Mirrors, Fitness Trackers, Others
By End-User Individuals, Commercial, Healthcare, Others
By Distribution Channel Online, Offline
Regions Covered North America, Europe, APAC, Latin America, MEA
Base Year 2025
Historic Data 2019-2024
Forecast Period 2026-2034
Number of Pages 254
Number of Tables & Figures 393
Customization Available Yes, the report can be customized as per your need.

VR-First Fitness Market by Application

The Application segment of the VR-First Fitness market is diverse, encompassing personal fitness, gym and health clubs, rehabilitation, sports training, and other specialized uses. Personal fitness applications have gained significant traction as consumers seek convenient and engaging ways to maintain their health and wellness from home. VR fitness apps offer a wide range of workout options, from high-intensity interval training and yoga to dance and cycling, all within immersive virtual environments. The ability to track progress, compete with friends, and receive real-time feedback has made personal fitness the largest application segment in 2025, with strong growth projected through 2034.

In the realm of competitive performance, Virtual Reality Sports training is gaining traction as a transformative tool for athletes and coaches. By simulating real-world sports environments, VR sports applications allow users to practice and refine their skills in a controlled setting, free from the constraints of weather or location. Athletes can analyze their performance, receive instant feedback, and make data-driven adjustments to their training regimens. This technology is not only enhancing performance but also reducing the risk of injury by allowing athletes to perfect their techniques without physical strain. As VR technology continues to advance toward 2034, sports simulation is poised to become an integral part of elite athletic training programs, offering unprecedented opportunities for skill development and competitive advantage.

Gym and health clubs are increasingly integrating VR-first fitness solutions to enhance their service offerings and differentiate themselves in a competitive market. By incorporating VR equipment and immersive workout classes, gyms can attract tech-savvy members and provide unique experiences that traditional fitness centers cannot match. This segment is experiencing robust growth, particularly in urban areas where consumers are willing to pay a premium for innovative fitness services. Health clubs are also leveraging VR technology for group classes and personalized training sessions, creating new revenue streams and improving member retention rates as the competitive landscape intensifies through 2026 and beyond.

Rehabilitation is a particularly promising application area, especially in healthcare settings. Physical therapists and rehabilitation centers are adopting VR technology to create customized exercise programs for patients recovering from injuries, surgeries, or chronic conditions. VR-based rehabilitation offers several advantages, including precise motion tracking, adaptive resistance, and engaging visual feedback, which can accelerate recovery and improve patient outcomes. The ability to gamify rehabilitation exercises also increases patient motivation and adherence to treatment plans, making VR a valuable and clinically validated tool for healthcare professionals in 2025 and beyond.

Sports training represents a rapidly growing segment within the VR-First Fitness market, as athletes and coaches seek advanced tools to enhance performance and reduce injury risk. VR technology enables the simulation of real-world sports scenarios, allowing users to practice techniques, analyze biomechanics, and receive instant feedback in a controlled environment. Sports organizations are investing in VR-based training systems for disciplines ranging from football and basketball to golf and martial arts. The adoption of VR in sports training is expected to accelerate considerably from 2026 onward, driven by advancements in motion capture, data analytics, and haptic feedback technologies.

Other applications of VR-first fitness include corporate wellness programs, senior fitness initiatives, and educational settings. Companies are incorporating VR fitness solutions into employee wellness programs to promote physical activity and reduce healthcare costs. Schools and universities are also exploring the use of VR technology to make physical education more engaging and accessible to students of all abilities. The fitness gaming crossover is another emerging application frontier, blending competitive gaming mechanics with structured caloric expenditure to create entirely new participation models that appeal to audiences who would not otherwise engage with traditional fitness products.

VR-First Fitness Market by Device Type

The Device Type segment of the VR-First Fitness market includes head-mounted displays (HMDs), smart mirrors, fitness trackers, and other specialized devices. Head-mounted displays are the most widely used devices in VR fitness applications, providing users with immersive, 360-degree visual and auditory experiences. Advances in display resolution, field of view, and inside-out motion tracking have significantly improved the usability and effectiveness of HMDs for fitness purposes through 2025. Leading manufacturers, including Meta, Sony, and HTC, are focusing on reducing device weight and enhancing comfort, making HMDs suitable for extended workout sessions. As a result, HMDs accounted for the largest share of the device market in 2025 and are expected to remain the dominant device type throughout the 2026-2034 forecast period.

Smart mirrors are emerging as a popular device type in the VR-First Fitness market, particularly in home and commercial gym settings. These devices combine reflective surfaces with integrated displays and motion sensors, allowing users to follow virtual trainers, track their movements, and receive real-time feedback on form and performance. Smart mirrors offer a seamless and space-efficient solution for interactive fitness training, making them an attractive option for consumers with limited space or those seeking a more aesthetically pleasing alternative to traditional workout equipment. The smart mirror segment is projected to register strong growth through 2034, driven by increasing consumer interest in connected home fitness solutions and declining unit costs. The parallel expansion of home fitness AI platforms that power these mirrors is further accelerating adoption by enabling real-time posture correction and adaptive programming without a human trainer present.

Fitness trackers play a complementary role in the VR-First Fitness ecosystem, providing users with detailed data on physical activity, heart rate, calories burned, and other health metrics. These wearable devices can be integrated with VR fitness platforms to enhance workout personalization and enable comprehensive performance tracking. The growing popularity of fitness wearables, coupled with advancements in sensor technology and data analytics, is fueling the adoption of fitness trackers in both individual and commercial settings. Manufacturers are continuously expanding the range of features offered by fitness trackers, including sleep monitoring, stress management, and social connectivity, further increasing their value proposition for VR fitness users.

Other device types in the VR-First Fitness market include motion capture systems, haptic feedback devices, and specialized exercise equipment designed for use with VR platforms, such as the VR treadmill, which enables natural locomotion within virtual environments without the risk of physical collision. These devices are primarily used in professional sports training, rehabilitation, and research applications, where precise motion analysis and feedback are critical. The development of affordable and user-friendly motion capture solutions is expected to expand the use of these devices in mainstream fitness applications over the coming years. As the device landscape continues to evolve, interoperability and seamless integration with software platforms will be key factors driving adoption and user satisfaction through 2034.

The competitive landscape for VR fitness devices is characterized by rapid innovation and frequent product launches. Leading technology companies are investing heavily in R&D to develop next-generation devices that offer superior performance, comfort, and functionality. Strategic partnerships between device manufacturers and software developers are also becoming increasingly common, enabling the creation of integrated solutions that deliver enhanced user experiences. As consumer preferences continue to shift towards immersive and personalized fitness experiences, the demand for advanced VR fitness devices is expected to rise significantly, driving overall market growth across both the consumer and enterprise segments.

VR-First Fitness Market by End-User

The End-User segment of the VR-First Fitness market is divided into individuals, commercial entities, healthcare providers, and other specialized users. Individuals represent the largest end-user group in 2025, driven by the growing popularity of home-based fitness solutions and the increasing affordability of standalone VR hardware. Consumers are seeking convenient, engaging, and personalized workout experiences accessible from their homes. VR-first fitness platforms address these needs by offering a wide range of immersive workout options, real-time feedback, and social connectivity features. The individual end-user segment accounted for the largest share of the market in 2025 and is expected to maintain its lead through 2034, supported by a continuous stream of fresh content and community-driven engagement mechanisms.

Commercial entities, including gyms, fitness studios, and health clubs, are rapidly adopting VR-first fitness solutions to enhance their service offerings and attract new members. By integrating VR equipment and immersive workout classes, commercial fitness providers can differentiate themselves in a highly competitive market and offer unique experiences that appeal to tech-savvy consumers. The commercial segment is experiencing robust growth, particularly in urban areas where consumers are willing to pay a premium for innovative fitness services. Commercial adoption is also being driven by the need to improve member retention rates and create new revenue streams through premium VR fitness classes and personalized training sessions that command higher per-session pricing.

Healthcare providers are increasingly leveraging VR-first fitness solutions for rehabilitation, physical therapy, and preventive health programs. VR-based rehabilitation offers several advantages over traditional methods, including precise motion tracking, adaptive resistance, and engaging visual feedback, which can accelerate recovery and improve patient outcomes. Hospitals, clinics, and rehabilitation centers are adopting VR technology to create customized exercise programs for patients recovering from injuries, surgeries, or chronic conditions. The healthcare end-user segment is expected to register the highest CAGR during the 2026-2034 forecast period, as reimbursement frameworks in North America and Europe evolve to accommodate digitally delivered therapeutic exercise.

Other end-users of VR-first fitness solutions include corporate wellness programs, educational institutions, and senior living communities. Companies are incorporating VR fitness into employee wellness initiatives to promote physical activity, reduce stress, and lower aggregate healthcare costs. Schools and universities are using VR technology to make physical education more engaging and accessible to students of all abilities. Senior living communities are adopting VR fitness solutions to encourage physical activity and social interaction among older adults, improving both functional mobility and mental health outcomes. As the market continues to evolve from 2026 onward, we anticipate the emergence of new end-user segments that leverage the unique capabilities of VR to promote health and wellness across increasingly diverse populations.

The end-user landscape for VR-first fitness is characterized by a diverse range of needs and preferences. Leading market players are developing tailored solutions for each end-user segment, focusing on usability, personalization, and integration with existing health and fitness platforms. As awareness of the benefits of VR-first fitness continues to grow globally through the forecast period, we expect to see increased adoption across all end-user categories, driving sustained market growth and intensifying competitive innovation.

VR-First Fitness Market by Distribution Channel

The Distribution Channel segment of the VR-First Fitness market is bifurcated into online and offline channels, each playing a crucial role in market expansion and accessibility. Online channels have emerged as the dominant distribution mode in 2025, driven by the widespread availability of e-commerce platforms and the growing preference for direct-to-consumer sales. Consumers are increasingly purchasing VR fitness hardware, software, and accessories through online retailers, company websites, and digital marketplaces. The convenience, competitive pricing, and extensive product selection offered by online channels have contributed to their rapid growth, particularly among tech-savvy and younger demographics who are comfortable evaluating and purchasing hardware without in-store trials.

Offline distribution channels, including specialty electronics stores, fitness equipment retailers, and authorized resellers, continue to play an important role in the VR-First Fitness market. These channels provide consumers with the opportunity to experience VR fitness devices firsthand, receive expert guidance, and access after-sales support. Offline channels are particularly popular in regions with developing e-commerce infrastructure or where consumers prefer in-person interactions before committing to relatively high-value hardware purchases. Fitness studios, gyms, and rehabilitation centers also rely on offline channels to source VR equipment and related services, often benefiting from bulk purchase discounts and customized installation support that online channels cannot replicate.

The integration of omnichannel strategies is becoming increasingly important for market players seeking to maximize reach and enhance the customer experience. Leading companies are investing in seamless online-to-offline transitions, enabling consumers to research products online, experience them in-store, and complete purchases through their preferred channels. This approach not only increases sales conversion rates but also builds brand loyalty and trust. The adoption of virtual showrooms and augmented reality-based product demonstrations is further bridging the gap between online and offline channels, providing consumers with immersive and interactive pre-purchase experiences that reduce return rates and increase satisfaction scores.

The distribution channel landscape is also being shaped by the rise of subscription-based models and digital marketplaces for VR fitness content. Software providers are offering monthly or annual subscriptions that grant users access to a wide range of workout programs, virtual classes, and performance analytics tools. This recurring revenue model is gaining popularity among both individual and commercial users, providing a steady income stream for market players and fostering long-term customer relationships that have a materially higher lifetime value than one-time hardware transactions. As the market continues to evolve through the 2026-2034 forecast period, further innovation in distribution strategies will center on enhancing accessibility, convenience, and delivered value for consumers across all geographies and income levels.

VR-First Fitness Market Opportunities and Threats

The VR-First Fitness market presents a wealth of opportunities for stakeholders across the value chain, from hardware manufacturers and software developers to service providers and fitness professionals. One of the most significant opportunities lies in the ongoing integration of artificial intelligence and machine learning technologies into VR fitness platforms. These advancements enable the creation of highly personalized workout programs, real-time performance analytics, and adaptive feedback mechanisms that enhance user engagement and outcomes. Companies that invest in AI-driven innovation are well-positioned to capture a larger share of the market and differentiate themselves from competitors. Additionally, the growing demand for remote and home-based fitness solutions presents a lucrative opportunity for market expansion, particularly in regions with limited access to traditional fitness facilities and in demographic segments underserved by conventional gym models.

Another major opportunity in the VR-First Fitness market is the expansion into new application areas and end-user segments. Beyond personal fitness and commercial gyms, there is significant potential for VR fitness solutions in healthcare, rehabilitation, corporate wellness, and education. Hospitals and clinics are increasingly adopting VR technology for patient rehabilitation and preventive health programs, while companies are incorporating VR fitness into employee wellness initiatives to promote physical activity and reduce healthcare expenditure. The rapid growth of the VR boxing workout app category illustrates how niche, high-intensity content verticals can attract large and highly engaged user bases quickly, pointing to a broader opportunity for specialized content studios to carve out defensible positions within the expanding ecosystem. Educational institutions are also exploring the use of VR technology to make physical education more engaging and accessible to students of all abilities, representing a long-term demand driver.

Despite the numerous opportunities, the VR-First Fitness market faces several restraining factors that could hinder its growth trajectory through 2034. One of the primary challenges is the residual high initial cost of premium VR hardware and the need for compatible devices, which may limit adoption among price-sensitive consumers and organizations operating under tight capital budgets. Additionally, concerns related to user safety, motion sickness, and data privacy remain significant barriers to widespread adoption among older demographics and first-time VR users. Ensuring the accuracy and reliability of motion tracking, as well as providing adequate user support and onboarding, are critical for maintaining user trust and reducing churn rates after the initial trial period. Market players must also navigate a rapidly evolving regulatory landscape, particularly in healthcare applications, where compliance with data protection standards and medical device regulations differs significantly across North America, Europe, and Asia Pacific. Addressing these challenges proactively and systematically will be crucial for sustaining market growth and realizing the full potential of VR-first fitness solutions across all geographies and end-user segments.

VR-First Fitness Market Size by Region

The regional analysis of the VR-First Fitness market reveals distinct trends and growth patterns across North America, Europe, Asia Pacific, Latin America, and the Middle East & Africa. North America maintained its leadership position in 2025, accounting for approximately 41.5% of the global market share, equivalent to around USD 0.92 billion. This dominance is attributed to high levels of technological adoption, a mature fitness industry, and significant investments in digital health infrastructure. The United States, in particular, has witnessed rapid adoption of VR-first fitness solutions among both consumers and commercial entities, driven by a strong culture of health and wellness and a large base of tech-savvy early adopters who upgraded to second and third-generation VR headsets through the 2022-2025 period.

VR-First Fitness Market Regional Share 2025

Europe followed North America, capturing approximately 27.3% of the global market share in 2025, led by countries such as the United Kingdom, Germany, and France. The region benefits from a well-established fitness culture, supportive government initiatives promoting preventive health, and a growing ecosystem of technology startups and fitness innovators. European consumers are increasingly seeking personalized and immersive fitness experiences, driving demand for VR-first fitness solutions in both residential and commercial settings. The region is also witnessing accelerated adoption of VR technology in clinical rehabilitation, supported by favorable reimbursement policies in Germany and Scandinavia and a strong institutional focus on evidence-based digital therapeutics.

The Asia Pacific region is poised for the fastest growth, with a projected CAGR exceeding 33% from 2026 to 2034. In 2025, Asia Pacific accounted for approximately 22.4% of the global market share, equivalent to around USD 0.50 billion. Rapid urbanization, rising disposable incomes, and increasing health awareness are driving the adoption of VR-first fitness solutions across major markets such as China, Japan, South Korea, and India. The region is also witnessing a surge in fitness startups and technology investments, creating a dynamic and competitive market environment. South Korea and Japan, in particular, benefit from high smartphone and broadband penetration rates that accelerate consumer readiness for immersive digital experiences. Latin America and the Middle East & Africa collectively accounted for the remaining 8.8% of the global market share in 2025, with gradual but accelerating growth expected through 2034 as urban populations expand and governments promote healthy lifestyles through digital innovation and infrastructure investment.

VR-First Fitness Market Competitive Landscape

The competitive landscape of the VR-First Fitness market is characterized by intense innovation, strategic partnerships, and a continuous influx of new entrants. Leading technology companies, fitness brands, and startups are vying for market share by developing cutting-edge hardware, immersive software platforms, and comprehensive service offerings. The market is highly dynamic in 2025, with frequent product launches and content updates aimed at enhancing user experiences and addressing emerging customer needs. Companies are increasingly focusing on interoperability and platform integration, ensuring that their solutions are compatible with a wide range of devices and third-party health platforms. This collaborative approach is fostering the development of a robust and interconnected VR fitness ecosystem that benefits all participants.

Strategic partnerships and collaborations are becoming increasingly common, as companies seek to leverage complementary strengths and accelerate innovation. Hardware manufacturers are teaming up with software developers to create integrated solutions that deliver seamless and engaging workout experiences. Fitness brands are partnering with technology providers to expand their digital offerings and reach new customer segments. Healthcare organizations are collaborating with VR fitness companies to develop customized rehabilitation and preventive health programs backed by clinical data. These partnerships are not only driving product innovation but also expanding market reach and creating new recurring revenue streams for all stakeholders across the value chain.

The market is also witnessing significant investment activity as of 2025, with venture capital firms and private equity investors backing promising startups and emerging players. These investments are fueling R&D efforts, enabling companies to develop next-generation VR fitness solutions that offer superior performance, comfort, and functionality. The influx of capital is also supporting market expansion into new regions and application areas, as companies seek to capitalize on the growing global demand for immersive and personalized fitness experiences. As competition intensifies through the 2026-2034 period, companies are increasingly focusing on brand differentiation, community-driven user engagement, and customer loyalty programs to maintain their competitive edge and reduce churn in a market where switching costs remain relatively low.

Major companies operating in the VR-First Fitness market include Meta Platforms (Quest Fitness ecosystem), FitXR, Black Box VR, Supernatural (Within), Peloton Interactive, Lululemon Studio (Mirror), Zwift, HOLOFIT by Holodia, VirZOOM, YUR, ICAROS, Les Mills International, Liteboxer, SWORD Health, and Reakt Performance Trainer. These companies are at the forefront of innovation, offering a wide range of hardware, software, and service solutions tailored to diverse user needs across the individual, commercial, and healthcare segments. Meta Platforms anchors the hardware layer through the Quest ecosystem, while FitXR and Black Box VR lead in gamified studio content. Supernatural, developed by Within and available exclusively on Meta Quest, has built a loyal subscriber base through music-driven, coach-led movement workouts. Peloton and Lululemon Studio have extended their connected fitness platforms to incorporate VR-adjacent immersive content, while Zwift continues to dominate the cycling and running simulation space with a growing VR integration roadmap. SWORD Health and Reakt Performance Trainer are focused on the high-growth healthcare and clinical rehabilitation end-user segments, where outcomes data and clinician endorsement are key competitive differentiators.

These leading companies are continuously investing in R&D to enhance their product offerings and maintain market leadership through 2034. They are also expanding their distribution networks and forming strategic alliances to reach new customer segments and enter emerging markets in Asia Pacific and Latin America. As the VR-First Fitness market continues to evolve, we expect to see further consolidation, with larger players acquiring innovative startups and expanding their capabilities across the value chain. The competitive landscape will remain dynamic and fast-paced, driven by ongoing technological advancements, changing consumer preferences, and the relentless pursuit of immersive, personalized, and clinically meaningful fitness experiences that justify sustained subscription and hardware investment from users worldwide.

Top Companies in the VR-First Fitness Market

  • Meta Platforms (Quest Fitness)
  • FitXR
  • Black Box VR
  • Supernatural (Within)
  • Peloton Interactive
  • Lululemon Studio (Mirror)
  • Zwift
  • HOLOFIT (Holodia)
  • VirZOOM
  • YUR
  • ICAROS
  • Les Mills International
  • Liteboxer
  • SWORD Health
  • Reakt Performance Trainer
  • GymCraft
  • Beat Saber Fitness Mode (Epic Games)
  • OhShape
  • RendeverFit
  • VZfit (VirZOOM)

Segments

The VR-First Fitness market has been segmented on the basis of

Component

  • Hardware
  • Software
  • Services

Application

  • Personal Fitness
  • Gym and Health Clubs
  • Rehabilitation
  • Sports Training
  • Others

Device Type

  • Head-Mounted Displays
  • Smart Mirrors
  • Fitness Trackers
  • Others

End-User

  • Individuals
  • Commercial
  • Healthcare
  • Others

Distribution Channel

  • Online
  • Offline

Frequently Asked Questions

Leading companies in 2025 include Meta Platforms (Quest Fitness ecosystem), FitXR, Black Box VR, Supernatural (owned by Within), Peloton Interactive, Lululemon Studio (Mirror), Zwift, HOLOFIT by Holodia, VirZOOM, YUR, ICAROS, Les Mills International, Liteboxer, SWORD Health, and Reakt Performance Trainer, among others. These players compete on content depth, hardware compatibility, AI coaching quality, and community features.

Major opportunities include AI-powered personalization, expansion into healthcare and corporate wellness, the rise of social and multiplayer VR fitness communities, and growing demand in Asia Pacific and emerging markets. Key challenges include the residual high cost of premium hardware, latency-related motion sickness, data privacy concerns, regulatory complexity in healthcare applications, and the need for broader content libraries to sustain long-term user engagement.

Online channels are the dominant distribution mode in 2025, encompassing e-commerce marketplaces, brand direct-to-consumer websites, and app stores for software and subscriptions. Offline channels, including specialty electronics retailers, fitness equipment showrooms, and authorized resellers, remain important for consumers seeking hands-on product experiences and in-person support. Leading companies are adopting omnichannel strategies to capture demand across both touchpoints.

Individual consumers represent the largest end-user group in 2025, drawn by affordable standalone headsets and diverse content libraries. Commercial entities, including gyms, fitness studios, and health clubs, form the second-largest segment and are integrating VR to attract and retain members. Healthcare providers, such as hospitals and rehabilitation clinics, are the fastest-growing end-user group, leveraging VR for physical therapy and preventive care programs.

Head-mounted displays (HMDs) such as the Meta Quest series are the dominant device type, accounting for the majority of market revenue in 2025. Smart mirrors are gaining rapid traction in home and boutique gym settings. Fitness trackers and wearables complement VR platforms by supplying biometric data. Other devices include motion capture rigs, haptic feedback suits, and VR-enabled stationary bikes and rowing machines.

The primary applications are personal fitness (the largest segment), gym and health club integrations, clinical rehabilitation, sports performance training, and emerging uses in corporate wellness, senior care, and education. Personal fitness dominates due to the growing preference for convenient, home-based immersive workouts, while rehabilitation and sports training are the fastest-growing sub-segments.

The market is segmented into hardware, software, and services. Hardware commands the largest share at roughly 54.2% in 2025, encompassing VR headsets, smart mirrors, and fitness trackers. Software accounts for around 30.1%, covering gamified workout apps, AI coaching platforms, and analytics tools. Services represent the remaining 15.7%, including installation, maintenance, content creation, and subscription management, and are forecast to grow at the highest rate through 2034.

North America leads with approximately 41.5% of global revenue in 2025, supported by high technology adoption rates and a mature fitness culture. Europe ranks second at around 27.3%, driven by the UK, Germany, and France. Asia Pacific holds about 22.4% and is forecast to register the fastest CAGR through 2034, propelled by rising disposable incomes in China, Japan, South Korea, and India.

Key growth drivers include rising consumer demand for engaging, gamified workout experiences, rapid declines in VR headset costs, continuous improvements in motion tracking and haptic feedback, growing health consciousness worldwide, and increasing investment from both fitness incumbents and technology companies. The post-pandemic normalization of home-based fitness has also created a durable tailwind for immersive platforms.

The global VR-First Fitness market reached USD 2.21 billion in 2025 and is projected to expand at a CAGR of 27.5% from 2026 to 2034, reaching approximately USD 19.56 billion by 2034. This robust growth reflects accelerating consumer adoption, falling hardware prices, and deepening integration of AI-driven personalization across fitness platforms.

Table Of Content

Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 VR-First Fitness Market Overview
   4.1 Introduction
      4.1.1 Market Taxonomy
      4.1.2 Market Definition
      4.1.3 Macro-Economic Factors Impacting the Market Growth
   4.2 VR-First Fitness Market Dynamics
      4.2.1 Market Drivers
      4.2.2 Market Restraints
      4.2.3 Market Opportunity
   4.3 VR-First Fitness Market - Supply Chain Analysis
      4.3.1 List of Key Suppliers
      4.3.2 List of Key Distributors
      4.3.3 List of Key Consumers
   4.4 Key Forces Shaping the VR-First Fitness Market
      4.4.1 Bargaining Power of Suppliers
      4.4.2 Bargaining Power of Buyers
      4.4.3 Threat of Substitution
      4.4.4 Threat of New Entrants
      4.4.5 Competitive Rivalry
   4.5 Global VR-First Fitness Market Size & Forecast, 2023-2032
      4.5.1 VR-First Fitness Market Size and Y-o-Y Growth
      4.5.2 VR-First Fitness Market Absolute $ Opportunity

Chapter 5 Global VR-First Fitness Market Analysis and Forecast By Component
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities By Component
      5.1.2 Basis Point Share (BPS) Analysis By Component
      5.1.3 Absolute $ Opportunity Assessment By Component
   5.2 VR-First Fitness Market Size Forecast By Component
      5.2.1 Hardware
      5.2.2 Software
      5.2.3 Services
   5.3 Market Attractiveness Analysis By Component

Chapter 6 Global VR-First Fitness Market Analysis and Forecast By Application
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities By Application
      6.1.2 Basis Point Share (BPS) Analysis By Application
      6.1.3 Absolute $ Opportunity Assessment By Application
   6.2 VR-First Fitness Market Size Forecast By Application
      6.2.1 Personal Fitness
      6.2.2 Gym and Health Clubs
      6.2.3 Rehabilitation
      6.2.4 Sports Training
      6.2.5 Others
   6.3 Market Attractiveness Analysis By Application

Chapter 7 Global VR-First Fitness Market Analysis and Forecast By Device Type
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities By Device Type
      7.1.2 Basis Point Share (BPS) Analysis By Device Type
      7.1.3 Absolute $ Opportunity Assessment By Device Type
   7.2 VR-First Fitness Market Size Forecast By Device Type
      7.2.1 Head-Mounted Displays
      7.2.2 Smart Mirrors
      7.2.3 Fitness Trackers
      7.2.4 Others
   7.3 Market Attractiveness Analysis By Device Type

Chapter 8 Global VR-First Fitness Market Analysis and Forecast By End-User
   8.1 Introduction
      8.1.1 Key Market Trends & Growth Opportunities By End-User
      8.1.2 Basis Point Share (BPS) Analysis By End-User
      8.1.3 Absolute $ Opportunity Assessment By End-User
   8.2 VR-First Fitness Market Size Forecast By End-User
      8.2.1 Individuals
      8.2.2 Commercial
      8.2.3 Healthcare
      8.2.4 Others
   8.3 Market Attractiveness Analysis By End-User

Chapter 9 Global VR-First Fitness Market Analysis and Forecast By Distribution Channel
   9.1 Introduction
      9.1.1 Key Market Trends & Growth Opportunities By Distribution Channel
      9.1.2 Basis Point Share (BPS) Analysis By Distribution Channel
      9.1.3 Absolute $ Opportunity Assessment By Distribution Channel
   9.2 VR-First Fitness Market Size Forecast By Distribution Channel
      9.2.1 Online
      9.2.2 Offline
   9.3 Market Attractiveness Analysis By Distribution Channel

Chapter 10 Global VR-First Fitness Market Analysis and Forecast by Region
   10.1 Introduction
      10.1.1 Key Market Trends & Growth Opportunities By Region
      10.1.2 Basis Point Share (BPS) Analysis By Region
      10.1.3 Absolute $ Opportunity Assessment By Region
   10.2 VR-First Fitness Market Size Forecast By Region
      10.2.1 North America
      10.2.2 Europe
      10.2.3 Asia Pacific
      10.2.4 Latin America
      10.2.5 Middle East & Africa (MEA)
   10.3 Market Attractiveness Analysis By Region

Chapter 11 Coronavirus Disease (COVID-19) Impact 
   11.1 Introduction 
   11.2 Current & Future Impact Analysis 
   11.3 Economic Impact Analysis 
   11.4 Government Policies 
   11.5 Investment Scenario

Chapter 12 North America VR-First Fitness Analysis and Forecast
   12.1 Introduction
   12.2 North America VR-First Fitness Market Size Forecast by Country
      12.2.1 U.S.
      12.2.2 Canada
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 North America VR-First Fitness Market Size Forecast By Component
      12.6.1 Hardware
      12.6.2 Software
      12.6.3 Services
   12.7 Basis Point Share (BPS) Analysis By Component 
   12.8 Absolute $ Opportunity Assessment By Component 
   12.9 Market Attractiveness Analysis By Component
   12.10 North America VR-First Fitness Market Size Forecast By Application
      12.10.1 Personal Fitness
      12.10.2 Gym and Health Clubs
      12.10.3 Rehabilitation
      12.10.4 Sports Training
      12.10.5 Others
   12.11 Basis Point Share (BPS) Analysis By Application 
   12.12 Absolute $ Opportunity Assessment By Application 
   12.13 Market Attractiveness Analysis By Application
   12.14 North America VR-First Fitness Market Size Forecast By Device Type
      12.14.1 Head-Mounted Displays
      12.14.2 Smart Mirrors
      12.14.3 Fitness Trackers
      12.14.4 Others
   12.15 Basis Point Share (BPS) Analysis By Device Type 
   12.16 Absolute $ Opportunity Assessment By Device Type 
   12.17 Market Attractiveness Analysis By Device Type
   12.18 North America VR-First Fitness Market Size Forecast By End-User
      12.18.1 Individuals
      12.18.2 Commercial
      12.18.3 Healthcare
      12.18.4 Others
   12.19 Basis Point Share (BPS) Analysis By End-User 
   12.20 Absolute $ Opportunity Assessment By End-User 
   12.21 Market Attractiveness Analysis By End-User
   12.22 North America VR-First Fitness Market Size Forecast By Distribution Channel
      12.22.1 Online
      12.22.2 Offline
   12.23 Basis Point Share (BPS) Analysis By Distribution Channel 
   12.24 Absolute $ Opportunity Assessment By Distribution Channel 
   12.25 Market Attractiveness Analysis By Distribution Channel

Chapter 13 Europe VR-First Fitness Analysis and Forecast
   13.1 Introduction
   13.2 Europe VR-First Fitness Market Size Forecast by Country
      13.2.1 Germany
      13.2.2 France
      13.2.3 Italy
      13.2.4 U.K.
      13.2.5 Spain
      13.2.6 Russia
      13.2.7 Rest of Europe
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Europe VR-First Fitness Market Size Forecast By Component
      13.6.1 Hardware
      13.6.2 Software
      13.6.3 Services
   13.7 Basis Point Share (BPS) Analysis By Component 
   13.8 Absolute $ Opportunity Assessment By Component 
   13.9 Market Attractiveness Analysis By Component
   13.10 Europe VR-First Fitness Market Size Forecast By Application
      13.10.1 Personal Fitness
      13.10.2 Gym and Health Clubs
      13.10.3 Rehabilitation
      13.10.4 Sports Training
      13.10.5 Others
   13.11 Basis Point Share (BPS) Analysis By Application 
   13.12 Absolute $ Opportunity Assessment By Application 
   13.13 Market Attractiveness Analysis By Application
   13.14 Europe VR-First Fitness Market Size Forecast By Device Type
      13.14.1 Head-Mounted Displays
      13.14.2 Smart Mirrors
      13.14.3 Fitness Trackers
      13.14.4 Others
   13.15 Basis Point Share (BPS) Analysis By Device Type 
   13.16 Absolute $ Opportunity Assessment By Device Type 
   13.17 Market Attractiveness Analysis By Device Type
   13.18 Europe VR-First Fitness Market Size Forecast By End-User
      13.18.1 Individuals
      13.18.2 Commercial
      13.18.3 Healthcare
      13.18.4 Others
   13.19 Basis Point Share (BPS) Analysis By End-User 
   13.20 Absolute $ Opportunity Assessment By End-User 
   13.21 Market Attractiveness Analysis By End-User
   13.22 Europe VR-First Fitness Market Size Forecast By Distribution Channel
      13.22.1 Online
      13.22.2 Offline
   13.23 Basis Point Share (BPS) Analysis By Distribution Channel 
   13.24 Absolute $ Opportunity Assessment By Distribution Channel 
   13.25 Market Attractiveness Analysis By Distribution Channel

Chapter 14 Asia Pacific VR-First Fitness Analysis and Forecast
   14.1 Introduction
   14.2 Asia Pacific VR-First Fitness Market Size Forecast by Country
      14.2.1 China
      14.2.2 Japan
      14.2.3 South Korea
      14.2.4 India
      14.2.5 Australia
      14.2.6 South East Asia (SEA)
      14.2.7 Rest of Asia Pacific (APAC)
   14.3 Basis Point Share (BPS) Analysis by Country
   14.4 Absolute $ Opportunity Assessment by Country
   14.5 Market Attractiveness Analysis by Country
   14.6 Asia Pacific VR-First Fitness Market Size Forecast By Component
      14.6.1 Hardware
      14.6.2 Software
      14.6.3 Services
   14.7 Basis Point Share (BPS) Analysis By Component 
   14.8 Absolute $ Opportunity Assessment By Component 
   14.9 Market Attractiveness Analysis By Component
   14.10 Asia Pacific VR-First Fitness Market Size Forecast By Application
      14.10.1 Personal Fitness
      14.10.2 Gym and Health Clubs
      14.10.3 Rehabilitation
      14.10.4 Sports Training
      14.10.5 Others
   14.11 Basis Point Share (BPS) Analysis By Application 
   14.12 Absolute $ Opportunity Assessment By Application 
   14.13 Market Attractiveness Analysis By Application
   14.14 Asia Pacific VR-First Fitness Market Size Forecast By Device Type
      14.14.1 Head-Mounted Displays
      14.14.2 Smart Mirrors
      14.14.3 Fitness Trackers
      14.14.4 Others
   14.15 Basis Point Share (BPS) Analysis By Device Type 
   14.16 Absolute $ Opportunity Assessment By Device Type 
   14.17 Market Attractiveness Analysis By Device Type
   14.18 Asia Pacific VR-First Fitness Market Size Forecast By End-User
      14.18.1 Individuals
      14.18.2 Commercial
      14.18.3 Healthcare
      14.18.4 Others
   14.19 Basis Point Share (BPS) Analysis By End-User 
   14.20 Absolute $ Opportunity Assessment By End-User 
   14.21 Market Attractiveness Analysis By End-User
   14.22 Asia Pacific VR-First Fitness Market Size Forecast By Distribution Channel
      14.22.1 Online
      14.22.2 Offline
   14.23 Basis Point Share (BPS) Analysis By Distribution Channel 
   14.24 Absolute $ Opportunity Assessment By Distribution Channel 
   14.25 Market Attractiveness Analysis By Distribution Channel

Chapter 15 Latin America VR-First Fitness Analysis and Forecast
   15.1 Introduction
   15.2 Latin America VR-First Fitness Market Size Forecast by Country
      15.2.1 Brazil
      15.2.2 Mexico
      15.2.3 Rest of Latin America (LATAM)
   15.3 Basis Point Share (BPS) Analysis by Country
   15.4 Absolute $ Opportunity Assessment by Country
   15.5 Market Attractiveness Analysis by Country
   15.6 Latin America VR-First Fitness Market Size Forecast By Component
      15.6.1 Hardware
      15.6.2 Software
      15.6.3 Services
   15.7 Basis Point Share (BPS) Analysis By Component 
   15.8 Absolute $ Opportunity Assessment By Component 
   15.9 Market Attractiveness Analysis By Component
   15.10 Latin America VR-First Fitness Market Size Forecast By Application
      15.10.1 Personal Fitness
      15.10.2 Gym and Health Clubs
      15.10.3 Rehabilitation
      15.10.4 Sports Training
      15.10.5 Others
   15.11 Basis Point Share (BPS) Analysis By Application 
   15.12 Absolute $ Opportunity Assessment By Application 
   15.13 Market Attractiveness Analysis By Application
   15.14 Latin America VR-First Fitness Market Size Forecast By Device Type
      15.14.1 Head-Mounted Displays
      15.14.2 Smart Mirrors
      15.14.3 Fitness Trackers
      15.14.4 Others
   15.15 Basis Point Share (BPS) Analysis By Device Type 
   15.16 Absolute $ Opportunity Assessment By Device Type 
   15.17 Market Attractiveness Analysis By Device Type
   15.18 Latin America VR-First Fitness Market Size Forecast By End-User
      15.18.1 Individuals
      15.18.2 Commercial
      15.18.3 Healthcare
      15.18.4 Others
   15.19 Basis Point Share (BPS) Analysis By End-User 
   15.20 Absolute $ Opportunity Assessment By End-User 
   15.21 Market Attractiveness Analysis By End-User
   15.22 Latin America VR-First Fitness Market Size Forecast By Distribution Channel
      15.22.1 Online
      15.22.2 Offline
   15.23 Basis Point Share (BPS) Analysis By Distribution Channel 
   15.24 Absolute $ Opportunity Assessment By Distribution Channel 
   15.25 Market Attractiveness Analysis By Distribution Channel

Chapter 16 Middle East & Africa (MEA) VR-First Fitness Analysis and Forecast
   16.1 Introduction
   16.2 Middle East & Africa (MEA) VR-First Fitness Market Size Forecast by Country
      16.2.1 Saudi Arabia
      16.2.2 South Africa
      16.2.3 UAE
      16.2.4 Rest of Middle East & Africa (MEA)
   16.3 Basis Point Share (BPS) Analysis by Country
   16.4 Absolute $ Opportunity Assessment by Country
   16.5 Market Attractiveness Analysis by Country
   16.6 Middle East & Africa (MEA) VR-First Fitness Market Size Forecast By Component
      16.6.1 Hardware
      16.6.2 Software
      16.6.3 Services
   16.7 Basis Point Share (BPS) Analysis By Component 
   16.8 Absolute $ Opportunity Assessment By Component 
   16.9 Market Attractiveness Analysis By Component
   16.10 Middle East & Africa (MEA) VR-First Fitness Market Size Forecast By Application
      16.10.1 Personal Fitness
      16.10.2 Gym and Health Clubs
      16.10.3 Rehabilitation
      16.10.4 Sports Training
      16.10.5 Others
   16.11 Basis Point Share (BPS) Analysis By Application 
   16.12 Absolute $ Opportunity Assessment By Application 
   16.13 Market Attractiveness Analysis By Application
   16.14 Middle East & Africa (MEA) VR-First Fitness Market Size Forecast By Device Type
      16.14.1 Head-Mounted Displays
      16.14.2 Smart Mirrors
      16.14.3 Fitness Trackers
      16.14.4 Others
   16.15 Basis Point Share (BPS) Analysis By Device Type 
   16.16 Absolute $ Opportunity Assessment By Device Type 
   16.17 Market Attractiveness Analysis By Device Type
   16.18 Middle East & Africa (MEA) VR-First Fitness Market Size Forecast By End-User
      16.18.1 Individuals
      16.18.2 Commercial
      16.18.3 Healthcare
      16.18.4 Others
   16.19 Basis Point Share (BPS) Analysis By End-User 
   16.20 Absolute $ Opportunity Assessment By End-User 
   16.21 Market Attractiveness Analysis By End-User
   16.22 Middle East & Africa (MEA) VR-First Fitness Market Size Forecast By Distribution Channel
      16.22.1 Online
      16.22.2 Offline
   16.23 Basis Point Share (BPS) Analysis By Distribution Channel 
   16.24 Absolute $ Opportunity Assessment By Distribution Channel 
   16.25 Market Attractiveness Analysis By Distribution Channel

Chapter 17 Competition Landscape 
   17.1 VR-First Fitness Market: Competitive Dashboard
   17.2 Global VR-First Fitness Market: Market Share Analysis, 2023
   17.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      17.3.1 Meta Platforms (Quest Fitness)
      17.3.2 FitXR
      17.3.3 Black Box VR
      17.3.4 Supernatural (Within)
      17.3.5 Peloton Interactive
      17.3.6 Lululemon Studio (Mirror)
      17.3.7 Zwift
      17.3.8 HOLOFIT (Holodia)
      17.3.9 VirZOOM
      17.3.10 YUR
      17.3.11 ICAROS
      17.3.12 Les Mills International
      17.3.13 Liteboxer
      17.3.14 SWORD Health
      17.3.15 Reakt Performance Trainer
      17.3.16 GymCraft
      17.3.17 Beat Saber (Fitness Mode, Epic Games)
      17.3.18 OhShape
      17.3.19 RendeverFit
      17.3.20 VZfit (Virzoom)

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