Fitness App Report
Fitness App Report
Fitness App Report
The growth of online fitness industry is also driven by the popularity of smart phones
and technological advancements. The digital technology especially fitness apps allows
for easy, time-effective coverage of fitness resources at low cost, offering significant
opportunities to improve access to fitness services and contain costs. According to a
report from CBS News fitness app downloads have increased 87% faster than all other
apps and video streaming increased by 60% in year 2015.
Fitness App
Fitness App or Personal Trainer app captures all the basic data like distance,
average speed, speed between mile markers, elevation, pace, pace between mile
markers, exercise, duration, calories burned, and route as plotted on a map using
GPS, which you can optionally disable to conserve battery power.
According to statista research, Revenue for fitness apps in the US in 2015 was $357
million, with the average revenue per user being $19.51. This is projected to increase to
$754 million in 2021, with the average revenue per use increasing to $21.47
US – Fitness App Industry Revenue (in Million US$), 2015 & 2021
754
357
2015 2021
A) Service revenue: Revenue which derives from additional Fitness or health related
services. These services typically involve backend structures of servers, teams of trainer
or medical staff that monitor and consult with individuals interested in personalized
training services. Services also include simple digital content that can be unlocked by
the app user, such as training plans. Training plans are typically subscription-based, but
can also be structured as pay-per-use.
D) Advertising revenue: Revenue which derives from selling ad space within the app
to advertisers
2.3
1.7
The increasing number of smart phone users in the global market has led to a
tremendous increase in use of fitness apps. According to Furry Analytics, in year 2016,
overall app usage grew by 11% and time spent in apps grew by 69%. Fitness app uses
grow by more than 18% which is above overall app uses growth
Source: Flurry Jan 12, 2017 - Report (To generate its analysis, Flurry looks at the
apps on its analytics platform. Flurry’s footprint now includes the ability to track
more than 940,000 apps across 2.1 billion devices in 3.2 billion sessions, offering
deep insight to the state of the app ecosystem today.)
Younger population remains the target market for martial arts studios due to nature of
services offered by them. Consumers aged 35 and younger are expected to account for
49.0% of total revenue. According to data from Nielsen, this demographic is more likely
than others to participate in numerous fitness class activities, including Kick boxing
group training, yoga, Pilates and dance, as well as free weights and weight machines.
3.9
3.69
3.29 3.23
2.16
Others, 13.60%
Karate, 22.20%
Source: IBIS
35 to 50
35 to 54 Age Group Age, 33%
Online fitness niche is gaining
popularity in this due to low
cost, inflexible work schedule
& some time due accessibility
of gym at their Source: IBIS Research
Both these group are the major customer for the DVD fitness industry which has been be
disrupted by online fitness by attracting major end customers
Moreover, target market for online fitness industry or Apps is not limited to the Fitness
DVD customers. According to Nielson Consumer fitness trend report, 82% of Gym
members & casual gym members also exercise at home and while exercising at home
52% of all gym members are doing either App or online workout program.
From user perspective, Fitness App customer can be segmented in to four categories
Serious/Every day User
Active User
Performace Users
Mass Consumer
Everyday users are looking to incorporate more activity into their daily routines as the
primary means to improve their overall fitness through everyday activities, such as
exercising walking more or taking the stairs instead of the elevator.
Active users exercise regularly to reach their fitness goals through activities such as
running, using cardio equipment, and playing sports recreationally.
Performance users train regularly to improve their performance and achieve their
personal bests. These users participate in endurance sports and fitness activities with
higher intensity and longer duration, such as interval or distance running and cycling,
and thrive on personal improvement and competition.
Mass Consumer sees fitness either as a healthy habit, an enjoying activity or a fat-loss
method.