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Metaverse Health and Fitness - Nordics

Nordics
  • The projected value in the Metaverse Health and Fitness market for the Nordics is estimated to reach US$161.4m in 2024.
  • This market segment is expected to experience an annual growth rate (CAGR 2024-2030) of 39.16%, resulting in a projected market volume of US$1.2bn by 2030.
  • In 2024, United States is the primary generator of value in the Metaverse Health and Fitness market, with a projected market volume of US$3.2bn.
  • By 2030, the number of users in the Nordics is expected to amount to 2.0m users.
  • The user penetration rate is projected to increase from 2.4% in 2024 to 7.0% by 2030.
  • Furthermore, the average value per user (ARPU) is expected to be US$237.1 in the Metaverse Health and Fitness market.
  • In the Nordic region, the Metaverse Health and Fitness market is thriving, with virtual reality gyms and wellness apps gaining popularity among tech-savvy consumers.

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
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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 Nordics is witnessing steady growth and development, driven by changing customer preferences and the increasing adoption of virtual reality technology in the region. Customer preferences in the Metaverse Health and Fitness market in Nordics are shifting towards more immersive and interactive experiences.

    Consumers are increasingly looking for innovative ways to stay fit and healthy, and the Metaverse offers a unique solution. The ability to exercise in a virtual environment not only provides convenience and flexibility but also adds an element of fun and excitement to the fitness routine. Furthermore, the Metaverse allows users to connect with others and participate in group workouts, fostering a sense of community and motivation.

    Trends in the market indicate a growing demand for virtual reality fitness experiences in the Nordics. Virtual reality headsets and accessories have become more affordable and accessible, enabling a larger segment of the population to engage in virtual workouts. Fitness apps and platforms are incorporating virtual reality technology to offer a wide range of exercise programs, from yoga and cardio to high-intensity interval training.

    The integration of real-time tracking and feedback systems enhances the overall experience and allows users to monitor their progress and set goals. The Metaverse Health and Fitness market in the Nordics is also influenced by local special circumstances. The region has a strong culture of health and wellness, with a high emphasis on physical fitness.

    The popularity of outdoor activities, such as skiing and hiking, has paved the way for the adoption of virtual reality fitness solutions that simulate these experiences. Additionally, the long winters in the Nordics make it challenging for individuals to engage in outdoor activities, making the Metaverse an attractive alternative for staying active during the colder months. Underlying macroeconomic factors contribute to the growth of the Metaverse Health and Fitness market in the Nordics.

    The region has a high level of digital infrastructure and internet penetration, providing a solid foundation for the adoption of virtual reality technology. The strong economy and high disposable income levels in the Nordics enable consumers to invest in virtual reality equipment and fitness subscriptions. Moreover, the government's focus on promoting a healthy lifestyle and preventive healthcare further supports the development of the Metaverse Health and Fitness market in the region.

    In conclusion, the Metaverse Health and Fitness market in the Nordics is experiencing growth due to changing customer preferences, the increasing availability of virtual reality technology, and the region's special circumstances and macroeconomic factors. As more individuals seek engaging and convenient fitness solutions, the Metaverse offers a promising avenue for staying active and healthy in the Nordics.

    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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