Metaverse Health and Fitness - New Zealand

  • New Zealand
  • The Metaverse Health and Fitness market in New Zealand is projected to reach a value of US$36.0m in 2025.
  • It is expected to exhibit a compound annual growth rate (CAGR) of 39.59% from 2025 to 2030, resulting in a projected market volume of US$190.7m by 2030.
  • The United States is the largest contributor to this market, with a projected market volume of US$4,312.0m in 2025.
  • In terms of user base, the number of users in the Metaverse Health and Fitness market is expected to reach 360.5k users by 2030.
  • The user penetration rate, which currently stands at 2.7% in 2025, is projected to increase to 6.6% by 2030.
  • The average value per user (ARPU) is expected to amount to US$247.8.
  • New Zealand's Metaverse Health and Fitness market is booming, with a strong emphasis on virtual reality workouts and immersive wellness experiences.
 
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Analyst Opinion

The Metaverse Health and Fitness market in New Zealand is experiencing significant growth and development. Customer preferences in the Metaverse Health and Fitness market in New Zealand are driven by a desire for convenience, personalization, and accessibility.

Consumers are increasingly looking for ways to incorporate health and fitness into their daily lives, and the metaverse provides a unique solution. The ability to access virtual fitness classes and workouts from the comfort of their own homes appeals to busy individuals who may not have the time or inclination to visit a physical gym. Additionally, the ability to personalize workouts and track progress in virtual environments enhances the overall fitness experience for users.

Trends in the market show a shift towards virtual fitness experiences and gamification. Virtual reality (VR) and augmented reality (AR) technologies are being used to create immersive and interactive fitness experiences. Users can participate in virtual group classes, compete with friends in virtual challenges, and even explore virtual environments while exercising.

These trends are driven by advancements in technology and the increasing popularity of wearable fitness devices. Local special circumstances in New Zealand contribute to the development of the Metaverse Health and Fitness market. The country has a strong culture of outdoor activities and a focus on health and wellness.

The metaverse provides an opportunity for individuals to engage in fitness activities even when the weather may not be suitable for outdoor pursuits. Additionally, New Zealand has a relatively small population spread across a large geographic area, making virtual fitness options a convenient and accessible choice for many residents. Underlying macroeconomic factors also play a role in the growth of the Metaverse Health and Fitness market in New Zealand.

The COVID-19 pandemic has accelerated the adoption of virtual fitness solutions, as lockdowns and social distancing measures have limited access to physical gyms and fitness facilities. The metaverse offers a safe and convenient alternative for individuals looking to maintain their fitness routines during these challenging times. Furthermore, the increasing availability and affordability of VR and AR technologies have made virtual fitness experiences more accessible to a wider audience.

In conclusion, the Metaverse Health and Fitness market in New Zealand is experiencing growth and development due to customer preferences for convenience and personalization, trends towards virtual fitness experiences and gamification, local special circumstances such as the country's outdoor culture and geographic spread, and underlying macroeconomic factors such as the COVID-19 pandemic and the increasing availability of VR and AR technologies.

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.

Overview

  • Market Size
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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