The evolution of VR fitness: How FitXR is creating the next virtual fitness gym


Whether you like it or not, virtual reality is exploding; from Samsung recreating its New York City experience center in a virtual space to showcase the latest Unpacked event, to people making $16K a month on a virtual gas station NFT in the metaverse. They say the world is your oyster, but a virtual one shucks that oyster wide open to a limitless galaxy of planets for anyone to do anything in.

Despite the monumental progress VR has gone through since the first known virtual reality head-mounted display (HMD) — The Sword of Damocles (how metaphorical) — in 1968, the virtual Big Bang is still in its infancy. According to market research (via Yahoo! Finance), global virtual reality device shipments reached 13.48 million units in 2020, and are expected to reach a volume of 112.62 million units by 2026. All in all, there’s room to grow, and we’re now seeing major tech companies such as Meta, Sony, Microsoft and Apple dominate the space with new and upcoming VR tech to suit the everyman’s needs.

Unsurprisingly, VR gaming is at the forefront of why the virtual reality space is booming; with Oculus recreating GTA: San Andreas for the Quest, Sony’s PSVR 2 making headlines, and Valve taking the platform to new heights with Half-Life: Alyx. But there are other branches in VR coming into the fold, with VR fitness, in particular, rapidly gaining traction. 

(Image credit: FitXR)

These aren’t the apps offering a gaming experience that makes you move. No, these are apps designed to be your personal fitness coach, to make you sweat, and to provide a “habitual relationship with fitness.” That’s what Sam Cole wants to make clear, the co-founder and CEO of the award-winning FitXR fitness app available on Meta Quest, and eventually PlayStation and Steam. 



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