VR Fitness Archives - Athletech News https://athletechnews.com/tag/vr-fitness/ The Homepage of the Fitness & Wellness Industry Thu, 06 Mar 2025 21:57:34 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.1 https://athletechnews.com/wp-content/uploads/2021/08/ATHLETECH-FAVICON-KNOCKOUT-LRG-48x48.png VR Fitness Archives - Athletech News https://athletechnews.com/tag/vr-fitness/ 32 32 177284290 Virtuix’s Treks Turns Virtual Travel Into a Full-Body Workout https://athletechnews.com/virtuixs-treks-turns-virtual-travel-into-a-full-body-workout/ Thu, 06 Mar 2025 17:03:54 +0000 https://athletechnews.com/?p=123231 Virtuix has unveiled Treks for Omni One, enabling players to walk the world from home Virtuix Studios, which raised more than $5 million in 2023 for its gamified platform, has officially launched Treks—an immersive fitness tourism experience that takes players on virtual adventures using the company’s Omni One full-body VR system. The system allows users…

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Virtuix has unveiled Treks for Omni One, enabling players to walk the world from home

Virtuix Studios, which raised more than $5 million in 2023 for its gamified platform, has officially launched Treks—an immersive fitness tourism experience that takes players on virtual adventures using the company’s Omni One full-body VR system. The system allows users to not only walk and run, but also crouch, kneel, jump, strafe, and even backpedal within virtual worlds.

The first release of Treks, $29.99, features guided tours through the Grand Canyon, Niagara Falls, New York City and Saudi Arabia, taking players on an immersive journey. According to Virtuix, an hour of walking in Treks can burn roughly 500 calories.

a woman playing Treks on the Omni One
credit: Virtuix

“With Treks, you’re not just watching these destinations—you’re moving through them,” Virtuix CEO Jan Goetgeluk said. “It’s a great way to stay active while exploring some of the world’s most iconic places. Fitness and adventure go hand in hand, and Treks brings that to life in a whole new way.”

Virtuix’s system includes a treadmill-like platform that lets players wearing a VR headset walk or run safely in any direction, secured in an adjustable support vest attached to a metal arm, allowing for 360-degree movement within a virtual world.

Last month, Virtuix added several new VR games and fitness experiences to the Omni One store, such as Arizona Sunshine Remake, Arizona Sunshine 2, Into The Radius and new games such as Thief Simulator VR, Everslaught Invasion, Totally Basketball and Motion Soccer. 

“The excitement around Omni One has been tremendous, and with these new additions, we’re giving our players an even larger variety of experiences to stay active and fit while playing video games,” Goetgeluk said.

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Meta Pulls the Plug on Quest’s Activity & Calorie Tracking App https://athletechnews.com/meta-pulls-the-plug-on-quests-activity-calorie-tracking-app/ Mon, 03 Mar 2025 19:59:59 +0000 https://athletechnews.com/?p=122820 Meta is phasing out its Move app by the end of the month, prompting some users to consider purchasing a smartwatch Meta is sunsetting Move, an app that tracks physical activity and calories burned across games and apps on Meta Quest. The news came in an email notifying users that the app will be discontinued…

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Meta is phasing out its Move app by the end of the month, prompting some users to consider purchasing a smartwatch

Meta is sunsetting Move, an app that tracks physical activity and calories burned across games and apps on Meta Quest.

The news came in an email notifying users that the app will be discontinued on March 31. The tech company explained that Move relies on legacy technology, limiting its ability to introduce new innovations for Quest users.

The app allows users to set calorie-burn and Move-minute targets to match their personal goals, with the option to display live Move stats without leaving their game or app, like Beat Saber and Supernatural. Calorie estimates are generated using an algorithm that factors in basal metabolic rate (age, weight, height and sex) along with data from headset, controller and hand movements. Users can also choose to rely on average estimates instead. 

“This transition will allow us to deliver more advanced and exciting features to enhance the Quest experience,” the email continued. 

According to Meta, the discontinuation of Move won’t affect any other fitness features built within individual apps. 

For some Quest fitness users, the decision comes as a new blow. Meta had just killed off Scoreboards, an app that consolidated leaderboard data in one place, allowing users to view their placement and compare their ranking against followers, in December 2024

In a thread discussing Meta’s decision on Reddit, many Move users indicated that while the app’s accuracy in tracking calories based on movement versus heart rate was lackluster, they did appreciate its ability to track daily headset usage and keep them motivated. Still, the disappointed from some are apparent: “So sad Meta is still not getting it – Quest 3 is a fitness gadget…” one poster shared. The decision also has some Quest fitness users considering purchasing a smartwatch or wearable fitness tracker.

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Product of the Week: Supernatural x Jane Fonda Workout Series https://athletechnews.com/product-of-the-week-supernatural-x-jane-fonda-workout-series/ Thu, 20 Feb 2025 16:04:35 +0000 https://athletechnews.com/?p=122268 All products featured on Athletech News are independently selected by our editors. However, when you buy something through our retail links, we may earn an affiliate commission. The fitness icon has brought her workouts to the VR world Jane Fonda’s influence on the fitness industry is undeniable. From the release of her first Jane Fonda’s…

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All products featured on Athletech News are independently selected by our editors. However, when you buy something through our retail links, we may earn an affiliate commission.
The fitness icon has brought her workouts to the VR world

Jane Fonda’s influence on the fitness industry is undeniable. From the release of her first Jane Fonda’s Workout video in 1982 to her continued advocacy for movement, she has shaped how generations exercise. At 86, she’s embracing the latest fitness trend—virtual reality—through a partnership with Supernatural, the VR fitness platform available on Meta Quest. This collaboration brings a fresh take on her workout routines, merging nostalgia with technology to create an immersive exercise experience. So how does the workout stack up compared to traditional workouts and other digital offerings? Athletech News tested Supernatural x Jane Fonda to find out.

Pros

For those who grew up with Fonda’s workouts or are familiar with her influence, this VR series is a trip down memory lane—but with an upgrade. Supernatural recreates the aesthetic of her original programs, from the workout attire to the high-energy coaching style. The experience therefore feels both familiar and fresh.

The program includes a mixed selection of workouts to cater to different preferences and fitness levels, including Flow with Jane Fonda (a rhythmic, full-body cardio workout), Box with Jane Fonda & Ludacris (a high-energy boxing session), and Jane Fonda: Stretching (which is mobility-focused), among others.

One of the most fun aspects of Supernatural is that it places users in beautiful locations. From the peaks of Machu Picchu to the depths of Ethiopian volcanoes, the scenic backdrops add an element of escapism that makes the workouts feel more like an adventure than a chore.

The playlist for these workouts leans heavily into the retro theme, featuring tracks like Olivia Newton-John’s Physical. The combination of movement and music enhances motivation, making it easier to stay engaged.

One of the defining features of Fonda’s original workout tapes was her ability to motivate people through the screen. That same energy carries over into Supernatural, even through the headset.

Cons

The workout is only available on Supernatural, which means users need a Meta Quest headset and an active subscription to the platform, which could be prohibitive for those hesitant to invest. There may also be an adjustment period for those new to VR fitness. Sweating with the headset on is not the most pleasant experience, so if you’re planning on really pushing yourself to the limit, be prepared to frequently clean your headset.

While this series offers a well-rounded selection of workouts, those looking for advanced strength training, heavy resistance work, or highly structured endurance sessions may find the offerings too light. Supernatural is designed for immersive cardio and movement-focused fitness, so it may not replace a more traditional gym or studio-based routine.

Jane Fonda’s collaboration with Supernatural is a great blend of nostalgia and innovation. Whether you’re a longtime follower of her workouts or simply curious about the intersection of VR and exercise, it’s a unique experience worth exploring if you are willing to make the upfront investment.

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Endorphins Studios Launches as Next-Gen Content House for Fitness Brands  https://athletechnews.com/endorphins-studios-launch/ Tue, 17 Dec 2024 12:18:00 +0000 https://athletechnews.com/?p=117460 The new company will offer video production and game-creation tools across AI, virtual reality and more Endorphins Studios has launched as a next-generation content production company for health and fitness brands, the result of a partnership between Endorphinz, a fitness media company, and Extel, an agency in gaming, extended reality (XR) and AI development. Endorphins…

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The new company will offer video production and game-creation tools across AI, virtual reality and more

Endorphins Studios has launched as a next-generation content production company for health and fitness brands, the result of a partnership between Endorphinz, a fitness media company, and Extel, an agency in gaming, extended reality (XR) and AI development.

Endorphins Studios will create immersive and personalized content experiences for health and fitness brands and creators, including video and photo production, AI content creation, game design, interactive learning simulations, and experiences in virtual (VR) augmented (AR) and mixed reality (MR).

“Endorphinz provided best-in-class media production to over 75 fitness brands while helping companies navigate the pandemic and build digital brands over the last 5 years,” said Mike G. Hansen, the founder of Endorphinz and a partner at Endorphins Studios. “Now, it’s time to extend that media into emerging platforms, producing content using advanced technology for more immersive and personalized experiences.”

“Whether you need real-world media like videos or want to dive fully into virtual reality, Endorphins Studios will be your trusted partner every step of the way,” Hansen added. 

With a team of 20-plus developers who specialize in gaming, AI and VR, Endorphins Studios says it can help health and fitness brands transition from static and dynamic media to immersive, tech-enabled content experiences and navigate the upcoming Web 3.0 environment. 

“Since 2008, we’ve been developing games and interactive experiences, supporting health and fitness brands with everything from cardio-based games to VR fitness experiences,” noted Kandaswamy Sankara Narayanan, the founder of Extel and a partner at Endorphins Studios.  “Combining forces with Mike G. Hansen and capitalizing on Endorphinz’s experience will accelerate industry innovation, allowing brands to push the boundaries of what’s possible as we lean further into AI-powered solutions for both real and virtual worlds and new media experiences.”

Endorphins Studios comes as ChatGPT developer OpenAI just released Sora, a video-generating AI that can create “realistic videos” from text, photo and video inputs. Sora has the potential to transform video content generation in the same way ChatGPT has done for text-based content, giving health and fitness brands a powerful new tool for marketing and advertising. 

To celebrate its launch, Endorphins Studios is offering all first-time health and fitness customers a content and media audit which includes a review of current production, recommendations on new tools and a complimentary storyboarding workshop for new content ideas. 

To learn more about Endorphins Studios, you can contact Info@EndorphinsStudios.com

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VR Games That Sense Emotions May Boost Fitness Participation https://athletechnews.com/vr-games-that-sense-emotions-boost-fitness-engagement/ Wed, 04 Sep 2024 17:07:42 +0000 https://athletechnews.com/?p=110584 Study finds that adaptive VR exergames, which track emotional responses, could help fitness professionals improve client retention and engagement A study from the University of Bath has found that virtual reality (VR) exergames that adapt to users’ emotional states may help improve exercise adherence and enjoyment. The research highlights how sensors embedded in VR headsets…

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Study finds that adaptive VR exergames, which track emotional responses, could help fitness professionals improve client retention and engagement

A study from the University of Bath has found that virtual reality (VR) exergames that adapt to users’ emotional states may help improve exercise adherence and enjoyment. The research highlights how sensors embedded in VR headsets and wearable devices can track physiological changes, such as heart rate and facial expressions, to adjust the difficulty of workouts in real time.

This technology could be a key factor in addressing a big and ongoing challenge: keeping clients and members motivated over time. By responding to emotional cues, VR games can make workouts easier when users struggle or ramp up the difficulty when they are ready for more, reducing the chances of boredom or burnout.

The study, published in the Proceedings of the CHI Conference on Human Factors in Computing Systems, introduces a novel use of sensor technology to track emotions during physical activity, offering a potential solution to boredom or discomfort.

Dr. Dominic Potts, the lead researcher on the project, explained: “Motivation and exercise adherence are common problems in fitness. By adapting the challenge level to match a person’s emotional and physical state, these exergames can keep users engaged and performing at their best.”

Emotion-Tracking Technology 

The study involved 72 participants who took part in a VR cycling race while sensors monitored their physical and emotional responses. These sensors, which measure factors like pupil size, heart rate and skin activity, tracked how users felt while exercising. The game then adjusted in response, with difficulty levels changing based on whether participants were stressed, calm or happy.

In the past, sensors have struggled to accurately measure emotional states during physical activity due to “noise” from movement and virtual environments. However, the team at the University of Bath overcame these obstacles by using a combination of sensors and data-cleaning techniques.

The research was presented at the CHI Conference on Human Factors in Computing Systems, one of the leading events in the field of human-computer interaction, where it received an honorable mention award.

Potential Impact on Fitness

VR “exergames” have grown in popularity as a fun and immersive way to combine gaming with physical exercise, but as with traditional workouts, many users stop using these games when they become too hard or monotonous. For fitness professionals and enthusiasts, the potential benefits of adaptive VR exergames are clear. These games could make workouts more enjoyable, helping people stay consistent with their programs. By offering a “thumbprint” experience that adjusts to each individual’s emotional state, personal trainers who integrate VR into programming may also see surprising boosts in client health outcomes.

Dr. Christof Lutteroth, co-investigator and director of the Reveal research center at the University of Bath, noted that this technology could soon play a larger role in fitness: “We expect VR-based physical activity to grow in popularity, from schools to rehab centers, and it’s important that we make this technology adaptable to users’ varying emotional and physical states.”

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How Fitness Brands Can Win in the Era of AI, VR & Wearables https://athletechnews.com/how-fitness-brands-can-win-in-the-era-of-ai-vr-wearables-idea-world-conference/ Fri, 12 Jul 2024 18:00:00 +0000 https://athletechnews.com/?p=107537 Artificial intelligence, virtual reality and wearable devices are becoming increasingly prevalent. Industry experts explore the impact of tech on modern fitness and offer practical strategies for winning in the digital age Industry experts at the 2024 IDEA World conference revealed how artificial intelligence (AI), virtual reality (VR), and wearable technology are transforming the fitness industry,…

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Artificial intelligence, virtual reality and wearable devices are becoming increasingly prevalent. Industry experts explore the impact of tech on modern fitness and offer practical strategies for winning in the digital age

Industry experts at the 2024 IDEA World conference revealed how artificial intelligence (AI), virtual reality (VR), and wearable technology are transforming the fitness industry, offering unprecedented personalization and engagement for fitness professionals and clients alike.

The panel, “The Download on Digital,” included Deb Elbe, Mike G. Hansen, Garrett Marshall, Bryan O’Rourke, Eric Posner and Jeffrey Scott, who delved into the latest advancements in digital fitness technologies. These innovations are not just enhancing the user experience but also reshaping the roles of trainers and fitness businesses.

AI & Wearable Tech

The panel discussed how wearable technologies and fitness apps are redefining the roles of group fitness instructors and personal trainers. 

Garrett Marshall, a Fitness Industry Technology Council board member and former president of Xponential+, emphasized that while digital tools like wearables are not new, the next 5 years will see significant changes due to advancements in AI.

“AI is creating new levels of personalization and efficiency in wellness products,” said Marshall. “Consumers’ expectations will shift dramatically as we move from an information era to an intelligence era.”

Wearable devices, which have primarily served as data capture tools, will soon offer precise health optimization prescriptions. This evolution presents both opportunities and challenges for fitness professionals. Instructors and trainers can now expand their services by interpreting and analyzing data from various digital tools, offering more personalized guidance to clients.

Marshall noted that templated fitness plans are becoming obsolete as AI enables personalized plans instantly. Fitness businesses must adapt by systematizing their processes to remain competitive.

“Thinking proactively about scaling and systematizing your business processes is crucial,” he advised.

credit: Darian Parker

Preparing for an AI-Enhanced Future

Serial entrepreneur Hansen, who is also a venture partner and strategic advisor in the health, fitness and technology space, delved deeper into how AI is poised to reshape the fitness industry, emphasizing that the integration of AI will bring unprecedented levels of personalization and efficiency to training programs.

“AI has been around since 1986, but it’s becoming more cost-effective and accessible,” Hansen noted. “The acceptance of AI by consumers, like with ChatGPT, creates paradigm shifts. Businesses will either fully utilize AI or become obsolete. AI will not replace humans, but those who use AI will outperform those who don’t.”

Hansen highlighted several practical applications of AI in fitness, such as creating highly personalized workout plans that adapt in real-time based on user data and progress. AI can analyze a client’s performance, preferences and even biometric data from wearables to provide tailored recommendations and adjustments, ensuring optimal results.

To stay competitive, Hansen advised fitness professionals to familiarize themselves with AI tools and integrate them into their services. This could mean using AI to enhance client interactions, streamline operations or even offer new services that were previously not feasible.

He suggested that fitness businesses encourage their staff to explore how AI can improve their tasks by 30-40%, creating a culture of innovation and efficiency.

The Emerging World of Virtual Reality

Virtual reality (VR) in fitness is an emerging trend that offers exciting possibilities, but it still faces challenges such as pricing models and hardware optimization.  Marshall shared his experience from his time at Xponential, which partnered with Meta to create a VR app, noting the potential of VR but advising caution in over-investing at this stage.

“VR is a technology that’s here to stay, like leaderboards and heart rate training in cycling classes,” Marshall said. “But timing is crucial.”

Marshall described how VR fitness apps, such as those developed for Meta’s Quest 3, are breaking new ground. These apps transport users into immersive workout environments, from swinging through rainforests to hitting glowing orbs.

Such experiences can attract a wider audience who might not be engaged by traditional fitness routines. However, the current hardware, while improved, is not yet optimized for mainstream fitness use, with issues like sweating and comfort still needing refinement.

Club Pilates and Pure Barre on the Meta Quest 3 VR headset (credit: Xponential Fitness)

For fitness facilities, incorporating VR could mean organizing special events or challenges that utilize VR to create captivating experiences. However, Marshall advised against making significant investments in VR at this early stage. Instead, he recommended exploring VR as a supplementary tool rather than a core component of fitness programs.

Building an Online Presence

During the Q&A session, an audience member who had been a trainer for 22 years sought advice on building an online presence after previously being restricted by employers from using social media. 

Eric Posner, co-founder and CEO of Swerve, a platform that lets gyms and studios live-stream indoor cycling classes, responded, emphasizing that the trainer was not far behind.

“You’ve built a community within these modalities, which is valuable,” Posner said. “Start engaging with your current clients and letting them know about your online presence. Specialize in your content and marketing to attract a specific audience.”

Posner advised the trainer to get involved in online communities by commenting and engaging with content in their domain, suggesting this would help build a personal brand and attract followers. He also highlighted the concept of “content market fit,” noting that just like product market fit, it involves iterating and finding what resonates with the audience.

“Put yourself out there, ask your clients to follow you, and engage with them online. You won’t get what you don’t ask for,” Posner encouraged. “Start now and leverage your existing community to build your online presence.”

Learn more about the 2024 IDEA World conference here.

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World Gym Uses Tech To Grow Beyond Bodybuilding Roots https://athletechnews.com/world-gym-uses-tech-to-grow-beyond-bodybuilding-roots/ Wed, 03 Jul 2024 21:17:54 +0000 https://athletechnews.com/?p=107237 World Gym VP/Marketing Tom Dievart shares how the global gym chain is leveraging technology to enhance the member experience, and talks what’s next for the iconic brand  In 2024, standing out in a competitive fitness industry requires expertise, the integration of modern athletic performance-tracking technologies and a commitment to remaining true to a brand’s core…

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World Gym VP/Marketing Tom Dievart shares how the global gym chain is leveraging technology to enhance the member experience, and talks what’s next for the iconic brand 

In 2024, standing out in a competitive fitness industry requires expertise, the integration of modern athletic performance-tracking technologies and a commitment to remaining true to a brand’s core identity—three elements that Tom Dievart, World Gym International’s vice president of marketing, has mastered. 

World Gym has become a fitness brand known across the globe, hitting the scene in the 1970s when Joe Gold (who also founded Gold’s Gym) opened the first World Gym in Santa Monica, California, and quickly gained loyal celebrity bodybuilders like Arnold Schwarzenegger, solidifying World Gym as the ultimate strength training gym.

Over the years, World Gym has grown to over 200 franchised gym locations on six continents, and now, under Dievart, the brand has embarked on a tech-forward strategic refocus that World Gym says has enhanced its profitability and enhanced the member experience.

Members Want Personalization

Ultra-passionate and with 20 years of experience in sports and fitness, Dievart is a triathlete who has played as a European professional soccer player. His dedication to sports has been reflected in his journey with World Gym, having laid the groundwork for new standards in training optimization and performance using AI-driven analytics and in using technology to elevate marketing initiatives.

It’s an approach that has served World Gym — and its members — well; the gym brand can now send tailored workout recommendations, nutrition tips, and promotional offers to members based on their specific fitness goals and progress, along with access to digital fitness and body composition tracking and interactive workout apps.

“At World Gym, we believe that technology should enhance and enrich the member experience by providing convenience, accessibility, personalization and innovation,” Dievart told Athletech News. “Our approach to technology is centered around leveraging innovative tools to empower our members in their fitness journey while maintaining a human-centered approach to customer service.”

Tom Dievart (credit: World Gym International)

In the post-pandemic era, Dievart highlights one simple area that fitness consumers greatly appreciate: the flexibility to reach their health and fitness goals in the gym, at home or wherever they may be.

“We offer flexible solutions such as online training plans, on-demand virtual classes and mobile apps that allow members to access fitness resources anytime, anywhere,” he said. “Our goal is to provide accessibility and flexibility to accommodate the busy lives of our members without compromising the quality of their fitness journey.”

With years of experience behind him and witnessing the transformative power of tech in sports and fitness, Dievart predicts the industry will become increasingly technologically connected, especially as consumers prefer a personalized experience.

“The demand for personalized and flexible fitness solutions will continue to grow, driving further innovation in IoT (Internet of Things) devices and AI applications,” he said. “We’ll see more advanced wearables that provide deeper insights into health metrics, and AI will become even more sophisticated in delivering customized training programs.”

credit: World Gym International

VR Fitness Show Promise

Dievart forecasts that virtual (VR) and augmented reality (AR) will play a significant role in the future of fitness, which he says will likely drive engagement. 

“Imagine immersive workout experiences where members can participate in virtual classes or simulate outdoor activities from anywhere in the world,” he said. “This will not only make workouts more engaging but also provide new ways for people to stay motivated and connected. The endurance world has already been using systems allowing you to race versus your friend in a VR environment in the comfort of your home.”

As for what’s ahead for World Gym, Dievart says the famed gym brand plans to continue integrating the latest technologies, expanding its IoT and AI capabilities to provide even more personalized and effective training programs. 

“The growth of wearables since 2003 has shown us how crucial these tools are for monitoring and improving performance, and we will continue to lead in this area,” he said, adding that World Gym is investing in its virtual training platforms for the best possible experience.

Tech & Community

Even with all of the bells and whistles, Dievart says World Gym’s commitment to community building will truly differentiate it from its competitors.

“We believe in creating a supportive and motivating environment, both online and in our gyms,” he said. “Through social features on our virtual platforms and community events at our physical locations, we strive to foster a sense of belonging and encourage members to achieve their fitness goals together.”

credit: World Gym International

“By staying at the forefront of technological advancements, maintaining a strong community focus, and committing to sustainability, World Gym will continue to lead the industry and provide unmatched value to our members,” he added.

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Les Mills Does Virtual Like No Other Fitness Brand https://athletechnews.com/les-mills-does-virtual-like-no-other-fitness-brand/ Wed, 26 Jun 2024 13:30:00 +0000 https://athletechnews.com/?p=106901 Les Mills is as forward-thinking as it gets when it comes to digital fitness, exploring newer and smarter avenues to help its gym partners succeed Les Mills is no stranger to tech innovation, having already launched workout classes in the Metaverse as well as a new online platform that allows gyms to stream classes. Now,…

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Les Mills is as forward-thinking as it gets when it comes to digital fitness, exploring newer and smarter avenues to help its gym partners succeed

Les Mills is no stranger to tech innovation, having already launched workout classes in the Metaverse as well as a new online platform that allows gyms to stream classes. Now, the global exercise brand is doubling down on digital, thinking differently to help gyms and studios meet new client demands in the post-pandemic fitness environment.

“As operators continue to move on from the pandemic, we’re starting to see a shift in their intentions and goals,” explained Sean Turner, CEO of Les Mills US. “They’re beginning to think about what the future of their facility could be, and how they make the leap from good to great.” 

Turner says that during and in the immediate aftermath of COVID-19, “there was understandably a focus on the day-to-day operational issues, as global operators dealt with the pressures of emerging sustainably from a business-defining event like the pandemic.”

In the post-pandemic environment, “it’s about reimagining their spaces and extending their lifetime value to members by creating a workout space where they can access a full suite of options for their fitness goals,” he said.

Gyms See Tangible Gains 

Les Mills is already working with big-name clubs to revamp their digital fitness strategy. The brand reports that virtual classes account for 20-25% of attendance with one YMCA partner, with virtual classes helping daily visits and live class average attendances in peak time slots increase by 50%. At the same location, membership has grown by 88%, Les Mills reports. 

credit: Les Mills

“Clubs using virtual cite the ability to stay competitive and relevant by giving consumers what they want as a key benefit,” said Turner. “They’re harnessing their virtual timetable to offer the flexibility modern members require, allowing them to work out when it fits into their busy schedules.”

Expand Without Increasing Your Physical Footprint

Virtual fitness also gives gyms the ability to maximize space, a benefit that can’t be ignored in today’s challenging real estate market. With the right tech, brands can create more exercise options for members, all at the tap of a touchscreen. 

“Incorporating virtual in-club is a simple add-on that allows facilities to maximize the value of their real estate,” said Turner. “The functionality of studios can pivot as required with just the addition of a screen, removing the need for expensive equipment installation that limits the scope of space.”

Les Mills knows it’s only scratching the surface when it comes to the potential of tech-enhanced fitness.

“The intersection of fitness and technology has so much potential,” added Turner. “With flexible working patterns and habits now the new normal, the possibilities for operators to harness the power of tech to service their members with innovative, adaptable ways to meet their fitness needs are endless.”

Virtual, In-Person Are Better Together 

While Les Mills continues to focus on its virtual offerings, it’s by no means turning a blind eye to traditional in-person fitness. For as long as members have busy, unpredictable lives, gyms will need to make both forms of exercise compelling. 

“Walking the line between virtual and live fitness is essential,” noted Turner. “Members no longer choose one way to work out, so it’s important we support them to move in the way that suits them. Personal schedules vary from person to person, and it shouldn’t be a barrier to getting a great workout. Some days, they’ll be able to make it to that live class they love. On other days, work demands, or other commitments will prevent it.”

credit: Les Mills

There’s also a sense that virtual fitness can serve as a less intimidating gateway to in-person classes, making the approaches complementary. 

“It’s all about slowly introducing less-confident members and those new to the studio environment, in a way that works for them,” said Turner. “Virtual helps to nurture confidence by allowing participants to become familiar with the workout, the moves, the equipment – all at their own pace. Once they’ve nailed confidence, they’ll arrive at the studio primed for the live experience.”

Winning With Gen Z 

Les Mills’ modern approach to fitness programming is naturally attracting Gen-Z gym-goers, a fast-growing cohort that all gyms are striving to reach. The fitness brand is also intentional in its efforts to attract Gen Z members. 

Les Mills recently launched the Limited Edition Collection — a series of science-backed workout programs based on the very latest fitness trends. To inform programming for the new series,  the brand conducted the largest-ever study of  Gen Z fitness habits, supported with quantitative and qualitative insights from more than 4,000 people across the globe aged 16 to 26. 

“The full-service solution comes with everything clubs need to start winning younger members, including workouts that come as a full release, half-day Instructor Training, the latest music, and full marketing support,” said Turner. “We’ve launched with strength and sculpt programs, and the Les Mills Living Lab is working on more innovations for 2024 and beyond.”

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VR Fitness Offers Similar Cardio Benefits to Running, Study Finds https://athletechnews.com/vr-fitness-offers-similar-cardio-benefits-to-running-study-finds-supernatural/ Tue, 04 Jun 2024 16:29:34 +0000 https://athletechnews.com/?p=106205 A study by the University of Victoria found that certain VR workouts on the Supernatural app were comparable to running and boxing when it comes to energy expenditure Virtual reality (VR), long thought to be primarily of use for entertainment purposes, is now receiving academic attention for its fitness benefits. The University of Victoria in…

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A study by the University of Victoria found that certain VR workouts on the Supernatural app were comparable to running and boxing when it comes to energy expenditure

Virtual reality (VR), long thought to be primarily of use for entertainment purposes, is now receiving academic attention for its fitness benefits.

The University of Victoria in Canada (UVic) conducted a study to evaluate the impact of VR fitness platform Supernatural’s workouts on energy expenditure.  

In the study, led by Dr. Ryan Rhodes at UVic and co-authored by Tabitha Craig and Dr. Yoah Sui, participants engaged in Supernatural Flow, a full-body cardio workout, which was discovered to have similar cardiovascular benefits to running.

Similarly, Supernatural Boxing mirrored the intensity and benefits of real-life boxing, according to the study. At a medium intensity, the VR boxing was comparable to activities such as bicycling, sparring or aerobic dancing.

The study recruited adults aged 18-40 who had no previous experience with virtual reality and leveraged a methodology called “breath-by-breath analysis” to determine energy expenditure. The study listed tech giant Meta, owner of Supernatural, as a “collaborator.”

“There is a common misconception that workouts have to be a no-pain, no-gain situation,” said Leanne Pedante, Supernatural’s head of fitness. “This study proves that you can experience the joy and fun that many report feeling in their Supernatural fitness routine, without compromising in terms of energy expended.”

credit: Supernatural

The study is good news for the millions of Americans who struggle to get the recommended 75 minutes of cardiovascular exercise each week. As health issues like obesity, heart disease, high blood pressure, type 2 diabetes, and strokes continue to be prevalent, accessible and fun cardio workouts are more important than ever. VR workouts show the potential to fill this market need, appealing in particular to consumers who might prefer video games to boutique fitness classes. 

Supernatural also recently announced that it is adding a mixed-reality (MR) feature, so users can work out while keeping their physical surroundings in sight. The app’s coaches can “appear” in one’s living room to guide warm-ups, workouts, and cooldowns with Passthrough. 

Meta first announced its intent to acquire Within, the studio behind Supernatural, in 2021. However, the $400 million deal was investigated by the Federal Trade Commission (FTC) due to the tech giant’s possible monopolization of the virtual reality fitness space. Meta eventually prevailed, with its acquisition of Within getting finalized in 2023.

The move signaled the tech giant’s intent to invest heavily in the VR fitness space. Major fitness brands like Xponential Fitness and Zumba are available on Meta Quest 3, the tech giant’s popular VR headset.

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Alo Moves To Launch VR Fitness App With Yoga, Pilates & Meditation https://athletechnews.com/alo-moves-vr-fitness-app-meta-quest-3/ Fri, 31 May 2024 20:01:11 +0000 https://athletechnews.com/?p=106146 Available exclusively on Meta Quest 3, the app allows users to interact with 3D versions of popular fitness coaches Alo Moves, the digital content arm of athleisure brand Alo Yoga, is launching a virtual reality (VR) and mixed reality (MR) fitness app for Meta Quest 3 that will feature classes including yoga, Pilates, and meditation.…

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Available exclusively on Meta Quest 3, the app allows users to interact with 3D versions of popular fitness coaches

Alo Moves, the digital content arm of athleisure brand Alo Yoga, is launching a virtual reality (VR) and mixed reality (MR) fitness app for Meta Quest 3 that will feature classes including yoga, Pilates, and meditation.

Alo partnered with extended reality (XR) studio Magnopus to create the app, which features 3D-captured coaches and supernatural settings. During classes on the app, participants can “walk” around the studio to see instructors from all angles and feel immersed in the environment. Classes also take place in supernatural settings, like ocean waters and mountain settings. 

The visuals will include 3D instructors and “mini-instructors” who can be moved around the space to easily visualize and reference poses or movements. Classes, which range from five to 25 minutes, are led by well-known instructors like Ashley Galvin, Annie Landa, Bianca Wise, Kirat Randhawa and Susy Markoe Schieffelin. The digital fitness app is set to launch later this year, according to Meta.

An Alo Moves app membership is $12.99 per month, or $129 per year and includes access to content on smartphones and tablets.

VR Fitness Gains Momentum

The new app from Alo Moves comes as VR Fitness continues to grow in popularity; Meta is heavily invested in the space, looking to attract the around 80% of Americans who don’t exercise regularly with fun, captivating games and fitness workouts.

The tech giant notably fought the FTC to acquire Within, which owns the popular VR fitness app Supernatural.

Other big-name fitness brands have also bet big on VR Fitness, including Zumba, which launched a partnership with FitXR to bring dance-fitness classes to the Meta Quest. 

Studies have found that VR fitness can have a positive impact on people’s emotions, even more so than “IRL” exercise. A randomized control trial by Dr. Brendon Stubbs revealed that 91% of users reported an improvement in their emotional state versus traditional exercise. 

Meta, Alo Get Out of Legal Trouble

Last October, Alo and Meta faced a lawsuit from Andre Elijah Immersive Inc. (AEI), which had allegedly developed a VR fitness yoga app with Meta and Alo Yoga before the partnership soured. The lawsuit asserted that Meta has a vertical monopoly on the VR space and excluded potential competitors.

AEI dropped the lawsuit earlier this week, according to filings from California federal court. It’s unclear whether the suit being dropped has anything to do with the new Alo app launch.

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Gamification, Financial Rewards Drive Workout Motivation, Study Shows https://athletechnews.com/gamification-financial-rewards-drive-workout-motivation-study-shows/ Fri, 26 Apr 2024 18:52:18 +0000 https://athletechnews.com/?p=105179 The new research could have important implications for fitness brands looking to motivate more people to get moving Gamified, point-earning strategies and small financial incentives can encourage increased physical activity, especially when the two are combined, according to new research.  An 18-month study presented this month at the American College of Cardiology’s Annual Scientific Session…

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The new research could have important implications for fitness brands looking to motivate more people to get moving

Gamified, point-earning strategies and small financial incentives can encourage increased physical activity, especially when the two are combined, according to new research. 

An 18-month study presented this month at the American College of Cardiology’s Annual Scientific Session examined the effect that earning points or small amounts of money had on the physical activity of people who either have cardiovascular disease or are at high risk.

“This is one of the largest and longest-duration randomized trials of a home-based intervention to promote physical activity,” said Alexander Fanaroff, MD, assistant professor of medicine at the University of Pennsylvania Perelman School of Medicine and lead author of the study.

“Our findings show that interventions based on techniques from behavioral economics can achieve and sustain increased levels of physical activity in a population with risk factors for cardiovascular disease and could be another tool to help reduce cardiovascular risk,” Fanaroff added.

Inside the Study

The study’s 1,062 participants (with a median age of 67) were given a wearable device to track their daily steps and choose an increased step goal before being assigned to one of four groups: control, gamification, monetary reward or a combination of gamified points and small sums of money.

The control group only received daily text messages notifying them of their daily step count from the day before, whereas those in the gamification group participated in a weekly game where they received 70 points weekly. They would retain their points if they met their step goal, but if they didn’t, they’d lose ten points.

Those in the financial incentive group received $14 in a virtual account weekly. Each day they didn’t meet their step goal, they’d lose $2, but the balance would remain static if they met their goal. The combination group received both the gamified points experience and “loss-framed” financial incentives. Like the control group, the intervention participants received daily text messages on their status and a note of encouragement.

“In all three intervention arms, we observed an increase in daily steps of about 10% more than control from a baseline of about 5,000,” Fanaroff said.

The takeaway, though, is that the combination of earning points and small sums of money prompted participants to not only increase their daily step count but sustain the increase for a year, according to the study’s researchers. 

“The gamification and financial incentives interventions were equally effective, but the combined intervention was significantly more effective than either intervention alone,” Fanaroff said.

Numerous companies have leaned into fitness gamification as a motivational and engagement tool including Quell, Zwift and Supernatural, a popular VR fitness app from Within that Mark Zuckerberg and Meta acquired after a battle with FTC.

Move It or Lose It?

The study’s findings also spell good news for apps like DietBet, WayBetter and HealthyWage, which use cash payouts as an incentive towards weight loss goals. Another company, Sweatcoin, rewards users for walking and running with a digital currency that can be spent on various products or donated to a selected charity. 

Users of such platforms typically place a bet that they will lose a certain amount of weight within a set time frame. If they hit their goal, they get their money back, but they can win more if they go above their goal. However, if they don’t meet their weight loss goal, they will lose their initial bet. The majority of financially incentivized weight loss apps also have group contests available where participants encourage one another, and winners split the pot. 

“Weight Wagering” apps are not without criticism. They have come under fire from dieticians who say they can promote unhealthy eating and excessive weight loss in a short amount of time while also questioning the long-term sustainability of weight loss that’s been motivated by a money-driven contest.

Other apps, like Achievement, take a more holistic approach — allowing users to earn points for physical activities or even meditation and sleep. The points can then be redeemed for a cash reward.

Read the full study here.

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Product of the Week: Is Supernatural the Best VR Fitness App? https://athletechnews.com/product-of-the-week-supernatural-vr-fitness-app-review/ Thu, 18 Apr 2024 02:43:02 +0000 https://athletechnews.com/?p=104908 All products featured on Athletech News are independently selected by our editors. However, when you buy something through our retail links, we may earn an affiliate commission. Those looking to add a little magic to their workouts should look no further than Supernatural, available on the Meta Quest After two years in development, virtual reality…

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All products featured on Athletech News are independently selected by our editors. However, when you buy something through our retail links, we may earn an affiliate commission.

Those looking to add a little magic to their workouts should look no further than Supernatural, available on the Meta Quest

After two years in development, virtual reality (VR) fitness app Supernatural was released in April 2020, coming just at the right time as the world went into lockdown amid COVID-19. Despite being stuck in their homes, users could be transported to exotic locations for their VR workouts.

The Supernatural app, designed for the Meta Quest, uses human trainers who guide users through rhythm-mapped exercises in settings like Cairo, Egypt, the Moon, and the rolling hills of Scotland. Co-founders Chris Milk and Aaron Koblin created Supernatural to help users fall in love with working out.

Athletech News put Supernatural to the test to see how the VR workout app compares to its competitors. 

Pros 

Supernatural is one of the most engaging, fun workouts I’ve tested. The app offers boxing, flow, meditation or recovery classes. “Flow” provides a virtual visual of a lightsaber that’s almost reminiscent of swinging a baseball bat in different directions, while “boxing” involves more standard punching and jabs. To signal arm movements for flow or boxing, buoy-like animations appear on-screen indicating which arm and which direction (up, down, right or left) to move.  In tandem with the arm movements, triangles of different shapes appear to indicate where to squat (left, right, or center).

Supernatural’s training sessions provided an easy-to-understand tutorial on how to flow and box to learn the app’s signals. Coaches are encouraging but not overbearing, striking a great balance between allowing users to enjoy the workout experience and providing instruction. 

credit: Supernatural

Supernatural is a true rhythm-based workout, and its music selections were extensive and impressive. The app had everything from Disney to Lil Wayne-themed classes. Unlike many apps, which do not invest in music licensing, Supernatural clearly prioritized featuring musical hits that different generations would enjoy. I also noticed that the arm and leg movements were perfectly tailored to not only a song’s rhythm but also its musical phrasing and climax. I found myself reaching for the product over and over for entertainment purposes. 

The app also scales well in difficulty—although I am very active, I found the most difficult “Hard” level workouts too challenging at first. The coordination required to pair the arm movements and the squats takes practice. The speed is also no joke—I found myself sweating just minutes into the higher-level difficulty workouts. 

Supernatural’s gamification features are present but not overwhelming. It does show you tracked stats and “streaks” of hitting targets, but they are not the main focus of the visuals. Instead, it feels like a mostly distraction-free world where the movement comes first. Users can also connect a smartwatch to track their heart rate data. 

The app’s other classes are meditation and recovery, which include mindfulness and stretching, respectively. One amazing feature of the meditation classes is that they instantly transport you to a serene location, such as the middle of a beautiful lake. I found this enhanced my ability to relax and be present during the sessions. 

credit: Supernatural

Cons 

Similar to most virtual reality workouts, the headset can get foggy and sweaty during tough workouts. However, because the sessions are only a maximum of around 20 minutes long, the slight discomfort is generally manageable. 

For those who are focusing on building strength, Supernatural does not allow for the use of dumbbells during workouts, unlike some competitors. Coaches also play less of a visible role in classes. Outside of their introduction and warmup, Supernatural coaches’ instructions are mainly through a voiceover. While some might want the visual presence of a coach, I enjoyed being able to focus on the settings, the movement and the music, as it felt more like working out outside than at home.  

Also, the workouts are not necessarily low impact—although modifications could be taken, the squats and quick arm movements might not work well for those with injuries. 

Final Thoughts

Supernatural is best for those hoping to become more active through music, immersive settings and engaging coaches. Coming in at just $9/month, or $99 annually, it could be the perfect niche for those who hate other workout classes and need the promise of genuine fun to get themselves moving.

Even as someone who has a regular workout routine, I found myself working out more because the classes felt more like a game than a chore. 

Read more ATN Product Reviews here.

Correction: The Supernatural app costs $9/month, or $99 annually. A previous version of this article stated that the price was $19/month.

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VR Fitness App Litesport Eyes Healthcare, AI Body-Tracking https://athletechnews.com/vr-fitness-app-litesport-eyes-healthcare-ai-body-tracking/ Mon, 18 Mar 2024 20:26:12 +0000 https://athletechnews.com/?p=104049 Jeff Morin, CEO of Litesport, shares what’s next for the VR fitness company, including participation in a Parkinson’s research trial Litesport, formally Liteboxer, has upended the at-home, virtual reality fitness landscape, casting real trainers into users’ personal spaces to deliver strength, total body and boxing workouts — and things are just heating up, with the…

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Jeff Morin, CEO of Litesport, shares what’s next for the VR fitness company, including participation in a Parkinson’s research trial

Litesport, formally Liteboxer, has upended the at-home, virtual reality fitness landscape, casting real trainers into users’ personal spaces to deliver strength, total body and boxing workouts — and things are just heating up, with the brand eyeing the healthcare space. 

Having been selected last year by Xponential Fitness to develop Xponential’s new virtual and mixed reality app for Meta Quest, Litesport co-founder and CEO Jeff Morin says 2024 is shaping up to be even better for the VR/MR fitness company.

An MIT-educated engineer and certified personal trainer with an eye for both physical and technological performance, Morin shared that Litesport doubled its active subscriber base in January and was on track for similar growth in February. 

Healthcare Applications

“Our roadmap includes expanding partnerships and venturing into healthcare, highlighted by our participation in a clinical trial for Parkinson’s research,” Morin tells Athletech News. “Additionally, we’re advancing our technology with AI-based body tracking and enhanced HD video to deliver an even more immersive and effective fitness experience.”

Jeff Morin (credit: Litesport)

To hear Morin tell it, the future of VR fitness is both bright and boundless.

“As technology advances, we anticipate VR headsets becoming more compact and user-friendly, further enhancing the fitness experience,” he predicts. “Mixed reality will blur the lines between the virtual and the tangible, enabling users to interact with gym equipment in new and innovative ways.”

Of course, as with any emerging technology, artificial intelligence will also play a significant role in the VR/MR evolution, which Morin says will offer ultra-personalized workout experiences and sophisticated body tracking metrics. 

“At Litesport, we are at the forefront of these developments, integrating AI and mixed reality to make traditional gym equipment ‘smart’ and to provide personalized coaching that adapts to each user’s unique fitness journey,” he said.

Motivating More People To Work Out

Apart from its groundbreaking foray into healthcare, Morin notes that Litesport has empowered countless fitness enthusiasts by removing the traditional barriers to gym access with a welcoming, intimidation-free environment. The brand also introduced a “Standard Tier” subscription at $8.99, which Morin points out makes Litesport the most competitively priced app in the Quest market. 

“This inclusivity extends to individuals who may feel uncomfortable or are physically unable to attend in-person gym sessions,” he explained. “By leveraging VR technology, we make it possible for users to experience the benefits of a gym from the comfort and privacy of their own homes. For instance, someone hesitant to step into a boxing gym can now immerse themselves in a virtual boxing experience, gaining confidence and skills in a supportive setting.”

credit: Litesport

Litesport offers over 2,000 on-demand classes in modalities including boxing, strength and total body. Through the powers of virtual and mixed reality, the platform also democratizes access to top-tier fitness trainers, a luxury Morin points out was previously a luxury available to few.

“Through gamification and interactive elements, we also introduce an element of motivation and engagement that traditional fitness methods may lack,” Morin added.

More To Come

Morin sees boxing and beat-based workouts as the most on-trend VR fitness modalities, which he says appeal particularly to the newly adopted gamer demographic. But what sets Litesport apart is that it offers live, real trainer-led workouts for an immersive experience enhanced with proprietary hand-tracking technology that allows for using real dumbbells — a first in the VR fitness space. 

“Looking forward, we anticipate a diversification of popular modalities as users seek more varied and comprehensive fitness solutions,” Morin said.

Litesport’s VR fitness tech also has an edge over conventional fitness methods, with precision movement tracking, motivation, accountability through progress tracking and multiplayer experiences. 

“These features, combined with the ability to exercise in various virtual settings, keep workouts fresh and exciting,” Morin said. “Our approach to VR fitness emphasizes not just gamification but functional fitness, making exercise both fun and genuinely beneficial.”

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Virtual & Online Fitness Market To Top $250B as Demand Rises https://athletechnews.com/virtual-online-fitness-market-to-top-250b-as-demand-rises/ Wed, 24 Jan 2024 20:36:22 +0000 https://athletechnews.com/?p=102424 Opportunities abound for fitness companies and personal trainers in the red-hot virtual fitness arena The burgeoning global virtual and online fitness market is anticipated to reach a staggering $256.97 billion by 2032, a substantial increase from its 2022 valuation of $15.82 billion, according to recent findings by The Brainy Insights, a market research firm. Even…

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Opportunities abound for fitness companies and personal trainers in the red-hot virtual fitness arena

The burgeoning global virtual and online fitness market is anticipated to reach a staggering $256.97 billion by 2032, a substantial increase from its 2022 valuation of $15.82 billion, according to recent findings by The Brainy Insights, a market research firm. Even better — the market is fertile ground for fitness companies and personal training experts. 

Fueling the rapid growth is the demand for augmented reality (AR) and virtual reality (VR) fitness, perhaps accelerated by the pandemic, when consumers leaned even more on technology as a means of connection and to maintain fitness and wellness. The active aging demographic is also contributing significantly to the market’s predicted upward trajectory, as older fitness enthusiasts show interest in online fitness.

Fitness Brands Embrace VR

Several industry leaders are noted in the report for their contributions to the growing virtual/online fitness market, such as Mindbody/ClassPass, Fitbit, Les Mills and Wexer.

Les Mills recently launched Les Mills XR dance as a virtual fitness game that transports holographic professional dancers right into the personal space of Meta Quest 3 users.

Virtual fitness platform FitXR is also banking on the mixed reality (MR) and VR sector, with CEO and founder Sam Cole predicting the technology will soon be found in gyms and fitness facilities. The virtual fitness platform just unveiled Slam, an immersive and gamified MR experience with passthrough capabilities. 

“The gamification aspect of Slam has allowed us to reach an entirely new group of users who are anxious about exercise, and young people who are addicted to sedentary gaming,” Cole told Athletech News. 

Even activewear brand Puma is highlighting the entertaining experience of virtual and mixed-reality fitness, collaborating with Meta Quest at store locations in Germany to promote “the world’s smallest gym.” The pop-up events prompt guests to explore the workouts offered by Meta Quest 3 within a 2m x 2m pod.

Demand for Online Fitness is High

The advantages of virtual fitness are numerous for consumers, benefiting from the convenience and flexibility of a workout on their own schedule and current location. Plus, as the report acknowledges, virtual fitness platforms are often less expensive when compared to conventional gym or studio memberships, with many needing little or no equipment.

With just a few clicks, fitness enthusiasts can access a seemingly unlimited range of workout modalities, including boxing, yoga, dance cardio, Pilates, HIIT, ballet and more. Many fitness providers also offer the option to tailor a workout based on skill level and health goal, further personalizing the online fitness experience.

Can Virtual Fitness Become the New Rx? 

As the report demonstrates, virtual fitness can break down barriers that in-person brands may experience, such as meeting the needs of consumers in geographically remote areas. There are also vast opportunities for fitness platforms to target content and classes based on regional preferences and cultural differences, expanding market penetration. 

Corporate wellness programs and health care providers can consider partnering with virtual fitness companies to promote better health of employees and patients, even prescribing virtual fitness as part of a care plan. While still in the early stages of study, preliminary research suggests that VR exercise can positively impact physiological, psychological and rehabilitative outcomes compared with traditional exercise. 

In alignment with the report, demand for virtual trainers and well-being coaches has also increased 44% year-over-year, according to corporate wellness company Gympass, which published its own findings after analyzing over 250 million check-ins on its platform over the past 24 months.

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Meta Quest, Puma Launch ‘World’s Smallest Gym’ https://athletechnews.com/meta-quest-puma-launch-worlds-smallest-gym/ Wed, 17 Jan 2024 18:21:51 +0000 https://athletechnews.com/?p=102179 The tech giant and activewear brand have teamed up to prove that virtual reality can deliver an amazing fitness experience in the smallest of spaces Meta Quest and Puma have collaborated to host virtual and mixed-reality events at Puma store locations in Germany to extol the benefits of “the world’s smallest gym” — one without…

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The tech giant and activewear brand have teamed up to prove that virtual reality can deliver an amazing fitness experience in the smallest of spaces

Meta Quest and Puma have collaborated to host virtual and mixed-reality events at Puma store locations in Germany to extol the benefits of “the world’s smallest gym” — one without membership contracts and crowds.

The experiential concept allows guests to explore the diverse workouts offered by Meta Quest 3 and select from a variety of fitness experiences, including HIIT, boxing, Zumba, yoga and more. The immersive VR and MR workouts are held within a specially designed 2m x 2m space.

“It’s January and gyms are notoriously crowded,” wrote Stephania Silveira, group creative director of Reality Labs at Meta. “To demonstrate that you don’t need a lot of space or equipment for a great workout anywhere, Meta Quest teamed up with Puma Group to create ‘The World’s Smallest Gym’ – pods in high-footfall areas across Berlin, where consumers can try a range of curated fitness experiences.”

Supporting the engaging Meta Quest x Puma pop-up is NBA player and Puma athlete Dennis Schröder, who is praising the “World’s Smallest Gym” on his social media pages and encouraging consumers to book a session at Puma to give Meta Quest 3’s VR and MR fitness offerings a whirl.

credit: Meta

The Meta Quest x Puma events will be held at Puma’s store in Berlin until February 3, in the East Side Mall until January 26th and in the Mall of Berlin from January 29 to February 3. Training sessions last around 15-20 minutes.

Fitness Brands Embrace Meta Quest 3

Meta has heavily invested in VR fitness, beginning with its successful battle with the FTC to acquire Within, maker of popular VR fitness app Supernatural, for a reported $400 million. 

The release of the new Meta Quest 3 headset, which dropped in late 2023, showed advancements in virtual fitness along with mixed reality capabilities like full-color passthrough and natural depth perception so users can incorporate accessories such as weights into their fitness experience.

Xponential Fitness recently joined the Meta Quest 3 platform, bringing three of its most popular studio brands – Club Pilates, Pure Barre and StretchLab – to the virtual world.

“As these technologies become more mainstream, we’ve seized the opportunity to enhance immersion while maintaining the efficiency of 2D digital fitness,” Garrett Marshall, Xponential+ president, told Athletech News. “Unlike typical VR fitness games, the Quest 3 headset’s technological advancements empower us to deliver proven workouts from leading fitness brands, all while harnessing the best virtual and social features.”

Les Mills has also signed onto Meta Quest 3 with XR Bodycombat, a mixed-reality martial arts fitness game where players can blend their real-life environment with a virtual training space.

FitXR is also taking advantage of Meta’s advancements with the recent launch of Slam, adding to its robust line of multiplayer workout studios across Box, Dance, HIIT, Sculpt, Combat and Zumba.

Sam Cole, FitXR founder and CEO, told Athletech News that the gamification of Slam allows FitXR to reach “an entirely new group of users who are anxious about exercise, and young people who are addicted to sedentary gaming.”

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FitXR Sees Massive Potential in Mixed Reality Fitness https://athletechnews.com/fitxr-mixed-reality-fitness-slam/ Thu, 11 Jan 2024 18:37:35 +0000 https://athletechnews.com/?p=101997 Sam Cole, CEO of FitXR, predicts that MR and VR technology will soon become commonplace in gyms and fitness facilities FitXR, a virtual fitness platform featuring a range of workout classes, is leaning into gamified fitness with the launch of Slam, a new immersive mixed reality (MR) game with passthrough capabilities that customize to a…

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Sam Cole, CEO of FitXR, predicts that MR and VR technology will soon become commonplace in gyms and fitness facilities

FitXR, a virtual fitness platform featuring a range of workout classes, is leaning into gamified fitness with the launch of Slam, a new immersive mixed reality (MR) game with passthrough capabilities that customize to a user’s surroundings.

The latest offering joins FitXR’s six other multiplayer workout studios, Box, Dance, HIIT, Sculpt, Combat and Zumba, which launched last November in partnership with the iconic dance fitness brand. FitXR showcased Slam on Wednesday during CES 2024.

Available on Meta Quest and Pico XR headsets and using spatial sensing algorithms that can convert any room into a 3D game, Slam users can embark on an adaptable, active gaming journey with two modes — timed or survival.

For those who want complete control over their workout — from difficulty, duration and music — Slam’s timed version is ideal, challenging players to hit as many cues as possible in a selected time. Players who want a truly game-like experience can select survival mode, a challenging experience where they are encouraged to give it their all to hit cues in less time as the game becomes gradually harder.

“The gamification aspect of Slam has allowed us to reach an entirely new group of users who are anxious about exercise, and young people who are addicted to sedentary gaming,” Sam Cole, FitXR founder and CEO, told Athletech News.

MR Fitness Offers Many Possibilities

While he notes extended-reality (XR) fitness has been largely concentrated on cardio, Cole says FitXR is excited about the opportunities that mixed reality, which blends the physical and digital worlds, to other types of fitness like strength and mobility. 

credit: FitXR

Having passthrough capabilities helps break down the barrier between the headset and the user, enhancing the overall experience, explained Cole.

“We know that often people are working out in an environment that’s not as inspiring and would prefer a fully immersive environment,” he said. “But for many, it’s important to still have a view of their surroundings – whether you have your kids in the room while you are dancing Zumba, or if you want to grab your wrist weights and do a Sculpt With Weights class halfway through your FitXR session. Some complex fitness movements are much more comfortable when you can see your feet, and passthrough really comes into its own here.”

Motivating People To Move

Delivering an immersive and gamified fitness experience can prompt busy families into building healthy habits and can make even the most fitness-reluctant strap on a headset and forget they are working out. In many ways, blending fitness and gaming with Slam reflects the broader philosophy of FitXR.

“We’ve always said that we are a fitness studio, not a gaming app – but we’re also not your typical fitness studio,” said Cole. “FitXR is built by a diverse team of people who are passionate about fitness, but not from the typical fitness industry. This is something I’m very proud of, as it allows us to serve such a diverse user base. We’ve been able to bring fitness to countless people who were completely sedentary before working out in VR.”

Although FitXR and its offerings can appeal to busy consumers who struggle to attend traditional fitness classes or hit the gym, Cole says the company’s core mission is to make fitness accessible and enjoyable for everyone.

“FitXR was born from the frustration of an industry that caters only to the select few,” he said. “We are here to reshape the fitness landscape and empower the 80% who have been overlooked, intimidated, and discouraged by traditional fitness. We are a movement for movement.”

The New Normal?

As Cole puts it, MR and VR tech is quickly replacing the smartphone. He predicts a big shift in the industry:

“Just like you see people in the gym with mobiles and headphones, it’s a matter of time before you start seeing people enter the gym with headsets or glasses,” he said. “I believe fitness studios will have to start incorporating the technology because in the very near future, customers are going to be bringing them in of their own accord.”

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The Fitness & Wellness Trends To Watch in 2024 https://athletechnews.com/fitness-wellness-trends-to-watch-connected-fitness-strength-training/ Fri, 29 Dec 2023 00:00:00 +0000 https://athletechnews.com/?p=101636 ATN analyzes the storylines to watch in 2024, including connected fitness, the rise of strength training and the emergence of weight loss drugs Fitness and wellness are growing priorities for many. According to Lululemon’s 2023 Global Wellbeing Report, 67% of people place wellbeing as a top priority, but only 12% say their wellbeing is where…

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ATN analyzes the storylines to watch in 2024, including connected fitness, the rise of strength training and the emergence of weight loss drugs

Fitness and wellness are growing priorities for many. According to Lululemon’s 2023 Global Wellbeing Report, 67% of people place wellbeing as a top priority, but only 12% say their wellbeing is where it should be. Looking back at 2023 and toward 2024, how will consumers try to narrow the gap between their fitness goals and their current reality?

Consumers’ affinity for connected fitness remains an open question, although virtual reality seems to have carved out a niche for those who desire gamified workouts. Wearables continue to advance, but are they innovating too fast? Strength is seemingly here to stay, with Pilates and functional training more popular than ever. And how will the rise of weight loss drugs impact the traditional fitness industry? While the future of fitness and wellness is uncertain, one thing is for sure: the industry is unlikely to show any signs of slowing down in 2024.    

To get you ready for a new year, Athletech News previews the top fitness and wellness trends to watch in 2024:

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The 10 Most Popular Fitness & Wellness Stories of 2023 https://athletechnews.com/the-10-most-popular-fitness-wellness-stories/ Tue, 26 Dec 2023 23:02:06 +0000 https://athletechnews.com/?p=101568 From CEO shakeups to celebrity endorsement deals to lawsuits, these fitness and wellness articles caught eyeballs in 2023 This past year involved countless fitness and wellness stories coming across our desks here at Athletech News, but a few caught more eyes than others, making the cut as our most-viewed articles of 2023. These 10 stories…

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From CEO shakeups to celebrity endorsement deals to lawsuits, these fitness and wellness articles caught eyeballs in 2023

This past year involved countless fitness and wellness stories coming across our desks here at Athletech News, but a few caught more eyes than others, making the cut as our most-viewed articles of 2023. These 10 stories were all among our most read but are listed in no particular order, so if you missed out on any of the action this past year and want to get caught up before moving on to 2024, keep reading.

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Les Mills Takes Virtual Fitness Up a Notch With XR Dance https://athletechnews.com/les-mills-xr-dance-virtual-fitness/ Wed, 20 Dec 2023 21:01:11 +0000 https://athletechnews.com/?p=101419 The new Meta Quest 3 game uses hologram versions of professional dancers, which Les Mills says is a first for VR fitness Les Mills has launched Les Mills XR Dance, a new virtual reality app for Meta Quest 3 which the company says is the world’s first VR fitness game to bring professional dancers into…

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The new Meta Quest 3 game uses hologram versions of professional dancers, which Les Mills says is a first for VR fitness

Les Mills has launched Les Mills XR Dance, a new virtual reality app for Meta Quest 3 which the company says is the world’s first VR fitness game to bring professional dancers into your living room.

Les Mills XR Dance allows users to progress through three levels of difficulty across 25 different modern dance routines. While many dance games rely on avatars, XR Dance uses hologram versions of professional dancers. Its lineup includes Gandalf Archer Mills and Bianca Ikinofo, who trained with choreographer Parris Goebel and who has collaborated with artists like Rihanna and Jennifer Lopez. 

“This game is for anyone who’s interested in dance and loves to have a great time,” Gandalf Archer Mills said. “Whether you’re a complete beginner or a seasoned pro, you’ll get a great cardio workout and an authentic dance experience.”

“There’s a great legacy of dance gaming and many of us have fond memories of growing up playing things like the dance mat and Nintendo Wii,” he added. “We wanted to build on that but completely reinvent it, so we’ve combined cutting-edge tech with killer choreography to take dance gaming into a different dimension.”

With XR Dance, Les Mills builds on its success with Bodycombat, the New Zealand-based company’s first fitness game for Meta Quest. 3. Similar to Bodycombat, XR Dance can be performed in a full VR environment or mixed reality experience. Les Mills worked with Odders, an XR gaming specialist studio, and Monstercat, known for its collaborations with games like Fortnite, Rocket League, and Beat Saber.

Targeting Gen Z

Les Mills is seizing the growing momentum of VR fitness; many consumers who struggle to find the motivation to go to the gym, or merely want a gamified and engaging fitness experience at home have turned to virtual reality fitness.

The company is also focused on increasing its appeal to Gen Z, which it’s been targeting through its venture into the Metaverse, with Les Mills Live events and other initiatives. Les Mills partnered with Adidas earlier this year on a strength-focused workout inspired by Pilates, barre, and power yoga, as research demonstrates that many 16 to 26-year-olds prefer strength training as their top workout. The company also released a campaign with “Ted Lasso” star Brett Goldstein to target younger consumers. 

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These Are the Most Innovative Companies in Fitness & Wellness https://athletechnews.com/most-innovative-companies-in-fitness-wellness-athletech-news/ Tue, 19 Dec 2023 21:04:16 +0000 https://athletechnews.com/?p=101398 Athletech News is proud to present the “ATN 23,” our inaugural list honoring the Most Innovative Companies in Fitness & Wellness in 2023 Following another groundbreaking calendar year for our industry, Athletech News is proud to announce its winners for The Most Innovative Companies in Fitness & Wellness 2023.  The list features 23 organizations that…

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Athletech News is proud to present the “ATN 23,” our inaugural list honoring the Most Innovative Companies in Fitness & Wellness in 2023

Following another groundbreaking calendar year for our industry, Athletech News is proud to announce its winners for The Most Innovative Companies in Fitness & Wellness 2023

The list features 23 organizations that have helped revolutionize the fitness and wellness space over the past year, breaking down the strides they’ve made and explaining their impact on the industry at large. Being the world’s only award recognizing such an achievement, the “ATN 23” resembles a key benchmark for what’s to come in the already-booming fitness and wellness sector.

The winning companies are implementing a variety of cutting-edge technologies such as artificial intelligence (AI), smart wearables, palm-scanning software and virtual reality (VR). Organizations branching out with new workout methods or codes of conduct to further develop their culture, attract new members and overall bring a positive impact to the space have also been rewarded for their forward thinking. The list further recognizes physical and financial expansions, provided they took place within a spirit of innovation.

The panel of judges includes ATN’s founder and CEO, its executive editor, and several esteemed, independent fitness and wellness industry experts. Applicants were judged on their ingenuity, creativity, business potential and overall positive impact. Hours of research, analysis, and debate went into the ATN 23 list to ensure its validity in putting a spotlight on the most deserving candidates. 

A “Ones To Watch” section is also included below the winners, naming some honorable mentions who deserve recognition for their accomplishments as well. These companies also made innovation a priority this year with moves such as leaping into the Metaverse, implementing gamification software and offering new hybrid workout options.

View the winners of the Most Innovative Companies in Fitness & Wellness 2023 here.

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