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Metaverse Health and Fitness - Indonesia

Indonesia
  • The Metaverse Health and Fitness market in Indonesia is projected to reach a value of US$76.2m in 2024.
  • It is expected to show an annual growth rate (CAGR 2024-2030) of 38.96%, resulting in a projected market volume of US$548.6m by 2030.
  • The United States generates the highest value in this market segment, with a projected market volume of US$3.2bn in 2024.
  • In terms of user base, the number of users in the Metaverse Health and Fitness market is expected to reach 6.3m users by 2030.
  • The user penetration rate is projected to be 0.8% in 2024 and is expected to increase to 2.2% by 2030.
  • The average value per user (ARPU) is expected to amount to US$35.2.
  • Indonesia's Metaverse Health and Fitness market is witnessing a surge in virtual workout platforms catering to the growing demand for convenient and accessible at-home 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 Indonesia is experiencing significant growth and development. Customer preferences in the market are shifting towards virtual fitness experiences and health monitoring.

    With the rise of the metaverse, consumers are increasingly looking for ways to stay fit and healthy without leaving their homes. Virtual fitness classes and workouts are becoming more popular as they offer convenience and flexibility. Additionally, there is a growing demand for health monitoring devices that can be used in the virtual world, allowing users to track their progress and achieve their fitness goals.

    Trends in the market include the integration of virtual reality (VR) and augmented reality (AR) technologies into health and fitness experiences. These technologies provide immersive and interactive workouts, making them more engaging and enjoyable for users. Virtual reality headsets and AR glasses are being used to create virtual environments where users can exercise and participate in fitness challenges.

    This trend is driving the adoption of metaverse health and fitness platforms in Indonesia. Local special circumstances in Indonesia are contributing to the growth of the Metaverse Health and Fitness market. The country has a large population with a high smartphone penetration rate, making it an ideal market for virtual fitness and health monitoring solutions.

    The younger generation, in particular, is embracing digital technologies and seeking innovative ways to stay fit and healthy. Additionally, the COVID-19 pandemic has accelerated the adoption of virtual fitness solutions as people look for alternatives to traditional gym workouts. Underlying macroeconomic factors such as the increasing disposable income and the growing middle class in Indonesia are also driving the development of the Metaverse Health and Fitness market.

    As people's income levels rise, they are willing to spend more on health and wellness products and services. The metaverse provides an opportunity for businesses to offer personalized and tailored fitness experiences, catering to the diverse needs and preferences of consumers. In conclusion, the Metaverse Health and Fitness market in Indonesia is experiencing significant growth and development due to customer preferences for virtual fitness experiences and health monitoring.

    The integration of VR and AR technologies, local special circumstances, and underlying macroeconomic factors are all contributing to the expansion of the market. As the metaverse continues to evolve, we can expect further innovations and advancements in the Indonesian health and fitness industry.

    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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    Metaverse - Statistics & Facts

    Regarded as the next iteration of the internet, the metaverse is where the physical and digital worlds come together. As an evolution of social technologies, the metaverse allows digital representations of people, avatars, to interact with each other in a variety of settings. Whether it be at work, in an office, going to concerts or sports events, or even trying on clothes, the metaverse provides a space for endless, interconnected virtual communities using virtual reality (VR) headsets, augmented reality (AR) glasses, smartphone apps, or other devices.
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