Global Sports and Fitness Apps Market Overview:
Sports and fitness applications have become an important part of millions of mobile users' daily lives, allowing them to utilize their smartphones to perform anything connected to sports and fitness. Increased smartphone usage, individual adoption of healthier lifestyles, and easy availability of fitness apps are all contributing to market expansion. Furthermore, the integration of technology into wearable devices is projected to promote market growth.
Growth Drivers
- Rising Adoption of Sports and Fitness Applications for Monitoring Physical Activities and Heart Rates
- Increase in Smartphone and Internet Penetration
Roadblocks
- High Cost of Fitness and Sports App
Opportunities
- Increasing Use of Wearable Devices and Smartphones
- Digitalization of Healthcare Industry in Developing Countries
Challenges
- Lack of Proper Integration of Apps with Wearable Devices
Competitive Landscape:
The companies are determining this industry across new geographical areas by accepting numerous strategic growth areas such as mergers & acquisitions, expansions, investments, new product launches, and others. The market key players are exploring new areas through growths and achievements across the globe to benefit from competitive advantage through combined synergies.
Some of the key players profiled in the report are Samsung Electronics Co., Ltd (South Korea), Google LLC (United States), TomTom International BV (The Netherlands), Nike, Inc. (United States), Lenovo Group Limited (China), Adidas AG (Germany), Wahoo Fitness (United States), Under Armour, Inc. (United States), Azumio Inc. (United States), Grand Apps (United States) and Asics Corporation (Japan). Analyst at AMA Research see United States Players to retain maximum share of Global Sports and Fitness Apps market by 2026. Considering Market by Platform, the sub-segment i.e. IOS will boost the Sports and Fitness Apps market. Considering Market by Device, the sub-segment i.e. Smartphones will boost the Sports and Fitness Apps market.
Latest Market Insights:
In Jan 2021 – Indian fitness platform Cure.fit announced the acquisition of Onyx, a California-based digital trainer and workout app. In addition to building the world's smartest digital training experience, the acquisition would enable Cure.fit to accelerate towards building a hardware-agnostic AI-led platform that offers guided content on physical & mental wellness and nutrition all at the same place
In Jan 2019, A new smartphone sports and fitness app, 1 Workout 4 Life, launched by Fitness Spark Plug, is designed to get people in shape and keep them in shape – not just for the short-term, but long-term too.
What Can be Explored with the Sports and Fitness Apps Market Study
Gain Market Understanding
Identify Growth Opportunities
Analyze and Measure the Global Sports and Fitness Apps Market by Identifying Investment across various Industry Verticals
Understand the Trends that will drive Future Changes in Sports and Fitness Apps
Understand the Competitive Scenario
- Track Right Markets
- Identify the Right Verticals
Research Methodology:
The top-down and bottom-up approaches are used to estimate and validate the size of the Global Sports and Fitness Apps market.
In order to reach an exhaustive list of functional and relevant players various industry classification standards are closely followed such as NAICS, ICB, SIC to penetrate deep in important geographies by players and a thorough validation test is conducted to reach most relevant players for survey in Sports and Fitness Apps market.
In order to make priority list sorting is done based on revenue generated based on latest reporting with the help of paid databases such as Factiva, Bloomberg etc.
Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment by targeting key target audience that includes Venture Capitalists and Private Equity Firms, New Entrants/Investors, Sports And Fitness Apps Provider, Government Regulatory and Research Organizations and End-Use Industries.
This helps us to gather the data related to players revenue, operating cycle and expense, profit along with product or service growth etc.
Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that includes Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, USPTO, EPO, Annual reports, press releases etc.