시장보고서
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1733432

인터랙티브 피트니스 시장 : 제품별, 최종사용자별, 지역별(2026-2032년)

Interactive Fitness Market By Product (Fitness Equipment & Software System), End-User (Non-residential & Residential), & Region For 2026-2032

발행일: | 리서치사: Verified Market Research | 페이지 정보: 영문 202 Pages | 배송안내 : 2-3일 (영업일 기준)

    
    
    



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인터랙티브 피트니스 시장 평가 - 2026-2032년

인터랙티브 피트니스 시장이 급성장하고 있습니다. 패스트푸드 소비, 바쁜 업무 일정, 좌식 생활습관 증가, 피트니스와 건강 의식의 중요성 증가는 예측 기간 중 인터랙티브 피트니스 시장의 매출 성장을 유지할 것으로 예측됩니다. 시장 규모는 2024년에 14억 3,000만 달러를 돌파하며, 2032년에는 약 48억 달러에 달합니다.

가처분 소득 증가, 기술에 정통한 소비자층 증가, 보다 참신하고 특징적인 기능을 갖춘 보다 기술적으로 진보된 장비, 장비 및 솔루션의 채택이 시장 매출 성장을 가속하는 주요 요인으로 작용하고 있습니다. 시장 참여자들은 수요 및 공급의 격차를 해소하기 위해 보다 창의적이고 사용자 친화적이며 인터랙티브하고 독창적인 솔루션 개발에 집중 투자하고 있습니다. 비용 효율적이고 효율적인 인터랙티브 피트니스에 대한 수요가 증가함에 따라 2026-2032년 CAGR 16.3%의 시장 성장이 예상됩니다.

인터랙티브 피트니스 시장 정의/개요

인터랙티브 피트니스는 신체 활동과 인터랙티브 기술을 결합하여 매혹적이고 몰입감 있는 운동을 만들어내는 운동으로 알려져 있습니다. 일반적으로 피트니스 비디오 게임, 가상현실(VR) 헤드셋, 인터랙티브 러닝머신, 센서, 웨어러블 등의 장비를 사용합니다. 인터랙티브 피트니스는 게이미피케이션, 실시간 피드백, 가상세계를 활용하여 운동의 재미, 동기부여, 맞춤화를 통해 운동의 재미, 동기부여, 맞춤성을 높입니다.

인터랙티브 피트니스 시장은 매우 밝은 미래가 기다리고 있습니다. 웨어러블 기술의 인기 증가, 건강과 피트니스에 대한 관심 증가, 인터랙티브 기술의 발전은 모두 시장 확대의 원동력이 되고 있으며, COVID-19 팬데믹으로 인해 더 많은 사람들이 집에서 운동하는 것을 선호하게 되면서 인터랙티브 피트니스 솔루션에 대한 수요가 증가하고 있습니다. 인터랙티브 피트니스 솔루션에 대한 수요가 증가하고 있습니다. 이에 따라 인터랙티브 피트니스 앱의 사용자 수와 구독자 수가 눈에 띄게 증가하고 있습니다.

특히 증강현실(AR)과 가상현실(VR) 기술의 지속적인 발전으로 시장은 더욱 확대될 것으로 예측됩니다. 이러한 개발로 인해 사용자는 보다 현실적이고 매력적인 운동을 경험할 수 있게 되었습니다. 또한 인공지능과 머신러닝 알고리즘을 인터랙티브 피트니스 솔루션에 도입함으로써 각 사용자의 요구에 맞는 맞춤형 트레이닝 계획을 수립할 수 있게 되었습니다.

피트니스 장비와 디지털 플랫폼의 기술 발전이 인터랙티브 피트니스 시장을 촉진하는가?

운동기구와 디지털 플랫폼의 기술 발전은 인터랙티브 피트니스 산업을 크게 가속화할 것으로 예상되며, AI와 머신러닝은 개인화된 트레이닝 요법, 실시간 피드백 및 성능 추적을 제공함으로써 사람들이 운동 루틴과 상호 작용하는 방식에 혁명을 일으키고 있습니다. 운동 루틴과 상호작용하는 방식에 혁명을 일으키고 있습니다. 이러한 기술을 통해 사용자는 자신의 필요와 목표에 맞게 운동을 맞춤화할 수 있으며, 피트니스 루틴의 효과와 행복감을 향상시킬 수 있습니다. 예를 들어 스마트 웨어러블은 심박수, 칼로리 소모량 및 기타 중요한 매개변수를 모니터링하여 운동 경험을 향상시키기 위한 실시간 인사이트와 수정을 제공할 수 있습니다. 이러한 맞춤화와 정확성은 기존 운동 시설에서는 일반적으로 얻을 수 없는 것으로, 인터랙티브 피트니스 플랫폼을 특히 매력적으로 만드는 요소입니다.

가상현실(VR)과 증강현실(AR)을 피트니스에 도입하여 흥미롭고 재미있는 몰입형 트레이닝 경험을 제공합니다. 이러한 기술은 화려한 풍경 속에서 가상으로 자전거를 타거나 미래의 무대에서 활기찬 댄스 세션을 하는 등 다양한 피트니스 장소와 시나리오를 시뮬레이션할 수 있습니다. 운동의 재미를 더할 뿐만 아니라, 사용자의 동기를 장기적으로 유지하는 데에도 도움이 됩니다.

또한 라이브 코스, 그룹 과제, 커뮤니티 참여와 같은 소셜 기능을 갖춘 디지털 플랫폼은 운동에 사회적 측면을 도입하여 전체 운동 경험을 향상시키고 있습니다. 이러한 첨단 기술과 소셜 네트워킹의 결합은 인터랙티브 피트니스 솔루션에 대한 수요 증가를 촉진하고 산업의 장기적인 성장과 확장을 위한 준비를 하고 있습니다.

장기적인 사용자 참여와 유지의 어려움은 인터랙티브 피트니스 시장 수요를 저해하는 요인으로 작용하는가?

장기적으로 볼 때, 사용자 참여와 정착의 어려움은 인터랙티브 피트니스 산업 수요를 저해할 수 있지만, 그 영향은 서비스 프로바이더의 지속적인 혁신과 스마트한 수정으로 상쇄될 수 있습니다. 사용자의 관심은 지루함, 의욕 부족, 피트니스 경험의 불충분한 개인화 등으로 인해 사라질 수 있습니다. 정기적으로 도전을 느끼지 못하거나 컨텐츠가 너무 반복되면 사용자는 흥미를 잃게 됩니다. 또한 인터랙티브 피트니스 플랫폼의 참신함이 사라지고 시간이 지남에 따라 흥미를 잃을 수도 있습니다. 신규 사용자 확보는 기존 고객 유지보다 비용이 많이 드는 경우가 많기 때문에 높은 이탈률은 큰 걱정거리입니다. 따라서 사용자의 높은 관심을 유지하는 것이 플랫폼의 장기적인 생존을 위해 필수적입니다.

인터랙티브 피트니스 시장은 다양한 방식으로 이러한 난제를 해결할 수 있습니다. 새로운 운동 스타일을 도입하고, 정기적으로 정보를 업데이트하고, 게이미피케이션 요소를 포함시킴으로써 사용자의 참여와 동기 부여를 유지할 수 있습니다. 사용자의 진행 상황과 선호도에 따라 개인화된 운동 처방은 운동의 타당성과 효과를 향상시켜 사용자의 행복감과 충성도를 높일 수 있습니다.

또한 가상 그룹 세션이나 소셜 챌린지와 같은 커뮤니티 기능을 도입하여 동료애와 책임감을 고취하고 장기적인 지속율을 높일 수 있습니다. 인터랙티브 피트니스 프로바이더는 고급 분석과 사용자 의견을 통합함으로써 변화하는 사용자 수요와 선호도에 맞추어 제품을 지속적으로 조정할 수 있으며, 참여도 및 수요 감소 가능성을 줄일 수 있습니다.

목차

제1장 세계의 인터랙티브 피트니스 시장의 도입

  • 시장 개요
  • 조사 범위
  • 전제조건

제2장 개요

제3장 VERIFIED MARKET RESEARCH의 조사 방법

  • 데이터 마이닝
  • 밸리데이션
  • 1차 자료
  • 데이터 소스 리스트

제4장 세계의 인터랙티브 피트니스 시장 전망

  • 개요
  • 시장 역학
    • 촉진요인
    • 억제요인
    • 기회
  • Porter's Five Forces 모델
  • 밸류체인 분석

제5장 세계의 인터랙티브 피트니스 시장, 제품별

  • 개요
  • 30m 이하
  • 30-60m
  • 60-80m
  • 80m 이상

제6장 세계의 인터랙티브 피트니스 시장, 최종사용자별

  • 개요
  • 보안 & 모니터링
  • 미디어 & 엔터테인먼트
  • 여행·관광

제7장 세계의 인터랙티브 피트니스 시장 : 지역별

  • 개요
  • 북미
    • 미국
    • 캐나다
    • 멕시코
  • 유럽
    • 독일
    • 영국
    • 프랑스
    • 기타 유럽
  • 아시아태평양
    • 중국
    • 일본
    • 인도
    • 기타 아시아태평양
  • 기타
    • 라틴아메리카
    • 중동 및 아프리카

제8장 세계의 인터랙티브 피트니스 시장 경쟁 환경

  • 개요
  • 각사의 시장 순위
  • 주요 개발 전략

제9장 기업 개요

  • NORDICTRACK
  • TECHNOGYM
  • PRECOR
  • LIFE FITNESS
  • MATRIX FITNESS
  • NAUTILUS, INC.
  • ECHELON FITNESS
  • SOULCYCLE INC.
  • FLYWHEEL SPORTS INC.
  • FLYWHEEL SPORTS INC.
  • MIRROR
  • TONAL
  • HYDROW INC.
  • MYXFITNESS
  • FIGHTCAMP
  • TEMPO
  • BOWFLEX
  • PROFORM
  • SCHWINN FITNESS
  • Horizon Fitness

제10장 부록

  • 관련 조사
KSA 25.06.12

Interactive Fitness Market Valuation - 2026-2032

The interactive fitness market is enjoying a surge of popularity. Fast food consumption, busy work schedules, and the rise in sedentary lifestyles are major contributors to the emphasis on fitness and health awareness, which is expected to sustain revenue growth in the interactive fitness market during the forecast period. The market size surpass USD 1.43 Billion valued in 2024 to reach a valuation of around USD 4.8 Billion by 2032.

The adoption of more technologically advanced devices, equipment, and solutions with more novel and distinctive features, along with a growing consumer base of tech-savvy consumers with increasing disposable income, are the main factors driving market revenue growth. The market players are heavily investing in and focusing on the development of more creative, user-friendly, interactive, and original solutions in an effort to close the gap between supply and demand. The rising demand for cost-effective and efficient interactive fitness is enabling the market grow at a CAGR of 16.3% from 2026 to 2032.

Interactive Fitness Market: Definition/ Overview

Interactive fitness is also known as an exercise that blends physical activity with interactive technology to produce a captivating and immersive workout. It typically involves the use of devices such as fitness video games, virtual reality (VR) headsets, interactive treadmills, sensors, and wearables. Interactive fitness uses gamification, real-time feedback, and virtual worlds to enhance the enjoyment, motivation, and customization of exercise routines.

The market for interactive fitness has a very bright future ahead of it. The growing popularity of wearable technology, the growing emphasis on health and fitness, and the developments in interactive technologies are all driving forces behind the market's expansion. Due to the COVID-19 pandemic, more people are turning to at-home workout programs, which has increased demand for interactive fitness solutions. This led to a notable increase in users and subscriptions for interactive fitness apps.

It is anticipated that the market will keep expanding, particularly in light of the continuous developments in augmented and virtual reality technology. Users can now experience more realistic and engaging workouts due to these developments. Furthermore, customized training plans that cater to the requirements of each user are made possible by the incorporation of artificial intelligence and machine learning algorithms into interactive fitness solutions.

Will the Technological Advancements in Fitness Equipment and Digital Platforms Propel the Interactive Fitness Market?

Technological improvements in exercise equipment and digital platforms are expected to greatly accelerate the interactive fitness industry. AI and machine learning are revolutionizing the way people interact with exercise routines by offering individualized training regimens, real-time feedback, and performance tracking. These technologies enable users to customize their workouts to meet their unique needs and goals, boosting the effectiveness and happiness they get from their fitness routines. Smart wearables, for example, can provide real-time insights and modifications to improve the workout experience by monitoring heart rate, calories burned, and other crucial parameters. This amount of customization and precision is typically unavailable in traditional workout facilities, making interactive fitness platforms particularly appealing.

The incorporation of virtual reality (VR) and augmented reality (AR) into fitness is resulting in immersive training experiences that are both interesting and entertaining. These technologies may simulate a variety of fitness locations and scenarios, including virtual bicycle rides through gorgeous landscapes and high-energy dance sessions in a future setting. The gamification of fitness through VR and AR not only makes exercise more enjoyable but also helps to maintain user motivation over time.

Furthermore, digital platforms with social features, such as live courses, group challenges, and community involvement, improve the whole experience by bringing a social dimension to exercises. This mix of cutting-edge technology and social networking is driving an increase in demand for interactive fitness solutions, preparing the industry for long-term growth and expansion.

Will the Difficulties in User Engagement and Retention Over the Long Term Hamper the Demand for the Interactive Fitness Market?

Difficulties in user engagement and retention, in the long run, can impede demand for the interactive fitness industry, although the impact may be offset by continual innovations and smart modifications by service providers. User interest can fade owing to causes such as boredom, a lack of drive, or inadequate personalization of the fitness experience. Users will lose interest if they do not feel challenged on a regular basis or if the content gets too repetitive. Furthermore, the novelty of interactive fitness platforms may wear off, resulting in waning excitement over time. High churn rates are a major concern, as gaining new users is frequently more expensive than retaining existing customers. As a result, maintaining a high degree of user involvement is critical to the platform's long-term viability.

The interactive fitness market can tackle these difficulties in a variety of ways. Users can be kept engaged and motivated by introducing new workout styles, updating information regularly, and including gamification components. Personalized exercise regimens that adapt to user progress and preferences can improve training relevance and efficacy, resulting in increased user happiness and loyalty.

Furthermore, incorporating community features such as virtual group sessions and social challenges promotes a sense of camaraderie and accountability, which can boost long-term retention rates. By integrating advanced analytics and user input, interactive fitness providers may constantly adjust their products to match changing user demands and preferences, reducing potential reductions in engagement and demand.

Category-Wise Acumens

Will the Fitness Equipment Segment Drive the Interactive Fitness Market?

The fitness equipment segment will be a prominent driver of the interactive fitness industry. The emergence of smart fitness equipment, such as treadmills, stationary bikes, and rowing machines with digital interfaces, is changing the way people exercise at home. These gadgets include features like real-time performance tracking, tailored workout plans, and connectivity to a variety of fitness applications.

Consumers are seeking more interesting and effective workout experiences, which is driving up demand for such modern equipment. Brands such as Peloton, NordicTrack, and Tonal have created new industry standards by integrating high-quality equipment with interactive digital platforms that provide live and on-demand sessions, resulting in an immersive and stimulating training experience.

As fitness technology advances, these pieces of equipment become more accessible and user-friendly. The integration of artificial intelligence (AI) and machine learning into exercise equipment allows for more precise workout tracking and personalization based on individual performance data. This customization increases user engagement and happiness, making the purchase of such equipment more desirable. The expanding trend of incorporating virtual reality (VR) and augmented reality (AR) into exercise equipment provides entertainment value, making workouts more enjoyable and less tedious. As consumers prioritize health and fitness, the desire for smart, interactive exercise equipment is projected to continue to drive the interactive fitness market, catering to fitness aficionados' changing demands and preferences.

Will the Growing Number of Residential Users Drive Significant Demand for the Interactive Fitness Market?

The increasing number of residential users will create significant demand for the interactive fitness market. With the growing popularity of home-based fitness solutions, driven by factors such as convenience, privacy, and a desire for tailored exercises, demand for interactive fitness platforms and equipment is expected to skyrocket. As more individuals prioritize health and fitness, particularly in light of the COVID-19 epidemic, which highlighted the significance of physical well-being, the residential portion of the interactive fitness market stands to benefit greatly. The ease of obtaining high-quality exercises from home, along with technological improvements that enable immersive and engaging fitness experiences, makes interactive fitness solutions more appealing to a wide range of residential consumers.

The trend toward remote work and flexible living has blurred the distinction between personal and professional life, resulting in a greater emphasis on building holistic home environments that meet a variety of demands, including fitness. This trend has resulted in an increase in demand for home exercise equipment and digital platforms that provide customized workout experiences based on individual tastes and goals. With ongoing innovation in interactive fitness technology, including the incorporation of AI, virtual reality, and social connectivity features, the residential segment is expected to drive significant growth in the interactive fitness market as more people seek accessible, engaging, and effective ways to stay active and healthy from the comfort of their own homes.

Country/Region-wise Acumens

How Will Interactive Fitness Accelerate the Growth in the North America Market?

North America has the largest market share in interactive fitness. The region has a strong technological infrastructure and a high degree of digital penetration, making it an ideal environment for the growth of interactive fitness platforms and devices. North American consumers are increasingly adopting smart fitness equipment and digital fitness solutions due to the ease, customization, and interactivity they provide. The proliferation of smartphones, tablets, and linked gadgets has created a seamless ecosystem for accessing and engaging with interactive fitness material, resulting in market development.

The health and wellness trend in North America is driving demand for novel fitness solutions. With increased awareness of the benefits of physical activity and well-being, consumers are looking for more entertaining and effective ways to stay healthy. Interactive fitness platforms leverage this trend by providing a variety of workout options, such as live and on-demand classes, virtual coaching, and gamified challenges. The convenience of exercising at home, combined with the social contact and motivation provided by these platforms, appeals to North American consumers, increasing adoption and market growth. As the interactive fitness landscape evolves and innovates, driven by technological improvements and shifting customer tastes, the North American industry is positioned for rapid growth in the next years.

How Will the Interactive Fitness Market Contain the Largest Market Share in the Asia Pacific Region?

The Asia-Pacific region's fast growing middle class and rising disposable incomes are driving demand for health and wellness products and services. As consumers in Asia Pacific become more aware of the value of physical fitness, they seek more convenient and engaging methods to keep active, creating a ripe market for interactive fitness solutions.

The development of smartphones and internet access in the Asia Pacific creates an ideal setting for the adoption of interactive fitness platforms. With a big population of digitally literate customers, mobile-based fitness apps, wearable devices, and smart fitness equipment have a strong chance of gaining traction. These technologies provide accessibility and convenience, allowing consumers to exercise at any time and from any location, hence increasing market penetration.

The cultural emphasis on community activities and social relationships in many Asian nations creates an opportunity for interactive fitness platforms to flourish. By including social elements like virtual group workouts, challenges, and community forums, these platforms may tap into the region's collective attitude and instill a sense of belonging and inspiration in their users. As interactive fitness evolves to meet the different requirements and interests of customers in Asia Pacific, it is set to capture the region's booming fitness market.

Competitive Landscape

The interactive fitness market is a dynamic and competitive space, characterized by a diverse range of players vying for market share. These players are on the run for solidifying their presence through the adoption of strategic plans such as collaborations, mergers, acquisitions, and political support.

The organizations are focusing on innovating their product line to serve the vast population in diverse regions. Some of the prominent players operating in the market include:

  • Peloton Interactive Inc.
  • NordicTrack
  • Technogym
  • Precor
  • Life Fitness
  • Matrix Fitness
  • Nautilus, Inc.
  • Echelon Fitness
  • SoulCycle Inc.
  • Flywheel Sports Inc.
  • Mirror
  • Tonal
  • Hydrow Inc.
  • MYXfitness
  • FightCamp
  • Tempo
  • Bowflex
  • ProForm
  • Schwinn Fitness
  • Horizon Fitness

Latest Developments

  • In 2021, the world's largest fitness community, Fittly, released a mobile app that offers the best tool available for fitness practitioners.
  • In December 2020, Smart Fit and investors reached an agreement for the establishment of a jointly operated subsidiary in Brazil. Investors contributed BRL 201.9 million toward the opening of 34 more gyms. The company signed a deal to purchase Just Fit, a network of 27 gyms in Sao Paulo, on March 5, 2021.
  • In December 2020, it was announced that Precor would be purchased. By acquiring Precor, Peloton hopes to get access to a highly skilled team for research and development purposes, as well as quicken its entry into the commercial sector. Peloton plans to start manufacturing connected fitness products in the US by the end of 2021.

Interactive Fitness Market, By Category

  • Product:

10-30m

30-60m

60-80m

80m & above

  • End-User:
  • Security & Surveillance
  • Media & Entertainment
  • Travel & Tourism
  • Geography:
  • North America
  • Europe
  • Asia-Pacific
  • South America
  • Middle East & Africa

TABLE OF CONTENTS

1 INTRODUCTION OF GLOBAL INTERACTIVE FITNESS MARKET

  • 1.1 Overview of the Market
  • 1.2 Scope of Report
  • 1.3 Assumptions

2 EXECUTIVE SUMMARY

3 RESEARCH METHODOLOGY OF VERIFIED MARKET RESEARCH

  • 3.1 Data Mining
  • 3.2 Validation
  • 3.3 Primary Interviews
  • 3.4 List of Data Sources

4 GLOBAL INTERACTIVE FITNESS MARKET OUTLOOK

  • 4.1 Overview
  • 4.2 Market Dynamics
    • 4.2.1 Drivers
    • 4.2.2 Restraints
    • 4.2.3 Opportunities
  • 4.3 Porters Five Force Model
  • 4.4 Value Chain Analysis

5 GLOBAL INTERACTIVE FITNESS MARKET, BYPRODUCT

  • 5.1 Overview
  • 5.210-30m
  • 5.3 30-60m
  • 5.4 60-80m
  • 5.5 80m & above

6 GLOBAL INTERACTIVE FITNESS MARKET, BY END-USER

  • 6.1 Overview
  • 6.2 Security & Surveillance
  • 6.3 Media & Entertainment
  • 6.4 Travel & Tourism

7 GLOBAL INTERACTIVE FITNESS MARKET, BY GEOGRAPHY

  • 7.1 Overview
  • 7.2 North America
    • 7.2.1 U.S.
    • 7.2.2 Canada
    • 7.2.3 Mexico
  • 7.3 Europe
    • 7.3.1 Germany
    • 7.3.2 U.K.
    • 7.3.3 France
    • 7.3.4 Rest of Europe
  • 7.4 Asia Pacific
    • 7.4.1 China
    • 7.4.2 Japan
    • 7.4.3 India
    • 7.4.4 Rest of Asia Pacific
  • 7.5 Rest of the World
    • 7.5.1 Latin America
    • 7.5.2 Middle East and Africa

8 GLOBAL INTERACTIVE FITNESS MARKETCOMPETITIVE LANDSCAPE

  • 8.1 Overview
  • 8.2 Company Market Ranking
  • 8.3 Key Development Strategies

9 COMPANY PROFILES

  • 9.2 NORDICTRACK
    • 9.2.1 Overview
    • 9.2.2 Financial Performance
    • 9.2.3 Product Outlook
    • 9.2.4 Key Developments
  • 9.3 TECHNOGYM
    • 9.3.1 Overview
    • 9.3.2 Financial Performance
    • 9.3.3 Product Outlook
    • 9.3.4 Key Developments
  • 9.4 PRECOR
    • 9.4.1 Overview
    • 9.4.2 Financial Performance
    • 9.4.3 Product Outlook
    • 9.4.4 Key Developments
  • 9.5 LIFE FITNESS
    • 9.5.1 Overview
    • 9.5.2 Financial Performance
    • 9.5.3 Product Outlook
    • 9.5.4 Key Developments
  • 9.6 MATRIX FITNESS
    • 9.6.1 Overview
    • 9.6.2 Financial Performance
    • 9.6.3 Product Outlook
    • 9.6.4 Key Developments
  • 9.7 NAUTILUS, INC.
    • 9.7.1 Overview
    • 9.7.2 Financial Performance
    • 9.7.3 Product Outlook
    • 9.7.4 Key Developments
  • 9.8 ECHELON FITNESS
    • 9.8.1 Overview
    • 9.8.2 Financial Performance
    • 9.8.3 Product Outlook
    • 9.8.4 Key Developments
  • 9.9 SOULCYCLE INC.
    • 9.9.1 Overview
    • 9.9.2 Financial Performance
    • 9.9.3 Product Outlook
    • 9.9.4 Key Developments
  • 9.10 FLYWHEEL SPORTS INC.
    • 9.10.1 Overview
    • 9.10.2 Financial Performance
    • 9.10.3 Product Outlook
    • 9.10.4 Key Developments
  • 9.11 FLYWHEEL SPORTS INC.
    • 9.11.1 Overview
    • 9.11.2 Financial Performance
    • 9.11.3 Product Outlook
    • 9.11.4 Key Developments
  • 9.12 MIRROR
    • 9.12.1 Overview
    • 9.12.2 Financial Performance
    • 9.12.3 Product Outlook
    • 9.12.4 Key Developments
  • 9.13 TONAL
    • 9.13.1 Overview
    • 9.13.2 Financial Performance
    • 9.13.3 Product Outlook
    • 9.13.4 Key Developments
  • 9.14 HYDROW INC.
    • 9.14.1 Overview
    • 9.14.2 Financial Performance
    • 9.14.3 Product Outlook
    • 9.14.4 Key Developments
  • 9.15 MYXFITNESS
    • 9.15.1 Overview
    • 9.15.2 Financial Performance
    • 9.15.3 Product Outlook
    • 9.15.4 Key Developments
  • 9.16 FIGHTCAMP
    • 9.16.1 Overview
    • 9.16.2 Financial Performance
    • 9.16.3 Product Outlook
    • 9.16.4 Key Developments
  • 9.17 TEMPO
    • 9.17.1 Overview
    • 9.17.2 Financial Performance
    • 9.17.3 Product Outlook
    • 9.17.4 Key Developments
  • 9.18 BOWFLEX
    • 9.18.1 Overview
    • 9.18.2 Financial Performance
    • 9.18.3 Product Outlook
    • 9.18.4 Key Developments
  • 9.19 PROFORM
    • 9.19.1 Overview
    • 9.19.2 Financial Performance
    • 9.19.3 Product Outlook
    • 9.19.4 Key Developments
  • 9.20 SCHWINN FITNESS
    • 9.20.1 Overview
    • 9.20.2 Financial Performance
    • 9.20.3 Product Outlook
    • 9.20.4 Key Developments
  • 9.21 Horizon Fitness
    • 9.21.1 Overview
    • 9.21.2 Financial Performance
    • 9.21.3 Product Outlook
    • 9.21.4 Key Developments

10 Appendix

  • 10.1 Related Research
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