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Metaverse Health and Fitness - EU-27

EU-27
  • The European Union (EU27) is projected to witness substantial growth in the Metaverse Health and Fitness market.
  • By 2024, the market value is estimated to reach US$1.3bn.
  • This projection indicates a promising annual growth rate (CAGR 2024-2030) of 38.80%, resulting in a projected market volume of US$9.6bn by 2030.
  • The United States holds the majority share in the Metaverse Health and Fitness market, with a projected market volume of US$3.2bn in 2024.
  • However, with the expected growth in the EU-27, this dominance might witness a shift in the coming years.
  • In terms of user base, the Metaverse Health and Fitness market is expected to attract a significant number of users.
  • By 2030, the number of users is projected to reach 21.1m users.
  • In 2024, the user penetration rate is forecasted to be 1.7%, which is expected to increase to 5.0% by 2030.
  • The average value per user (ARPU) in the Metaverse Health and Fitness market is estimated to be US$186.3.
  • This metric provides insights into the average revenue generated per user, highlighting the market's potential for generating substantial value.
  • Overall, the Metaverse Health and Fitness market in the EU-27 region is poised for significant growth, with a projected increase in market value, user base, and average value per user.
  • In the EU-27, the Metaverse Health and Fitness market is experiencing significant growth, with countries like Germany leading the way in innovative virtual reality fitness solutions.

Definition:

The Health and Fitness market refers to the use of virtual and augmented reality technology to deliver health and fitness services and information. These applications range widely and include virtual personal training, virtual rehabilitation, virtual therapy, and virtual wellness programs.

Additional Notes:

The market comprises market sizes, users, average revenue per user, and penetration rates. Market sizes are generated through in-app purchases and consumer spending on items, products, and/or software. Market numbers about digital health can also be found in the Digital Market Insights. Key players in the market include companies, such as Black Box VR, VirZOOM, and Virtual Bodyworks. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Virutal fitness classes, such as Supernatural
  • Virtual personal trainings, such as Fitbit Coach
  • Virtual wellness retreats, such as Wanderlust Virtual

Out-Of-Scope

  • Digital fitness devices, such as Smartwatches
  • Over-the-counter pharmaceuticals sold via the internet, such as in Healthwarehouse
  • Health tracking apps, such as Health on Apple
Metaverse: market data & analysis - Cover

Market Insights report

Metaverse: market data & analysis

Study Details

    Market Size

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Metaverse Health and Fitness market in EU-27 is experiencing significant growth and development as consumers increasingly embrace virtual reality and digital fitness solutions.

    Customer preferences:
    Consumers in the EU-27 are showing a strong preference for convenient and personalized fitness experiences. With busy lifestyles and limited time for traditional gym visits, individuals are turning to the Metaverse Health and Fitness market to access workouts and wellness programs from the comfort of their own homes. The ability to customize fitness routines and track progress in real-time is also highly appealing to consumers, allowing them to set and achieve their health goals more effectively.

    Trends in the market:
    One of the key trends in the Metaverse Health and Fitness market in the EU-27 is the rise of virtual reality fitness experiences. Virtual reality technology offers immersive and interactive workouts, making exercise more engaging and enjoyable for users. Whether it's exploring virtual worlds while cycling on a stationary bike or participating in virtual group fitness classes, these experiences provide a unique and motivating way to stay active. Another trend in the market is the integration of wearable devices and fitness trackers with Metaverse Health and Fitness platforms. These devices allow users to monitor their heart rate, calories burned, and other fitness metrics, providing valuable data to track progress and optimize workouts. The seamless integration of wearables with Metaverse platforms enhances the overall user experience and encourages individuals to stay committed to their fitness routines.

    Local special circumstances:
    The Metaverse Health and Fitness market in the EU-27 is influenced by the diverse cultural and linguistic landscape of the region. Companies operating in this market need to consider the preferences and needs of consumers from different countries within the EU-27. Localization of content and language support are crucial factors for success in this market, as consumers prefer to engage with platforms that cater to their specific language and cultural context.

    Underlying macroeconomic factors:
    The growth of the Metaverse Health and Fitness market in the EU-27 is also supported by favorable macroeconomic factors. The increasing adoption of digital technologies and the proliferation of smartphones and high-speed internet connectivity have created a conducive environment for the development of virtual fitness solutions. Additionally, the COVID-19 pandemic has accelerated the demand for at-home fitness options, as individuals seek alternatives to traditional gym settings. This has further fueled the growth of the Metaverse Health and Fitness market in the EU-27, as consumers continue to prioritize health and wellness in their daily lives. In conclusion, the Metaverse Health and Fitness market in the EU-27 is experiencing significant growth driven by customer preferences for convenient and personalized fitness experiences. The integration of virtual reality technology and wearable devices, along with localization efforts, are key trends shaping this market. Favorable macroeconomic factors, such as the increasing adoption of digital technologies and the impact of the COVID-19 pandemic, are also contributing to the development of the market.

    Reach

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    Figures are based on in-app spending, consumer spending, app downloads, and investment and funding data.

    Modeling approach / Market size:

    Market sizes are determined by a top-down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, and research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. This data helps us to estimate the market size for each country individually.

    Forecasts:

    In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

    Additional Notes:

    The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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