Meta Archives - Athletech News The Homepage of the Fitness & Wellness Industry Mon, 18 Mar 2024 20:29:36 +0000 en-US hourly 1 https://wordpress.org/?v=6.4.3 https://athletechnews.com/wp-content/uploads/2021/08/ATHLETECH-FAVICON-KNOCKOUT-LRG-48x48.png Meta Archives - Athletech News 32 32 177284290 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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Les Mills Expands Virtual Reach With Fitness On Demand https://athletechnews.com/les-mills-expands-virtual-reach-with-fitness-on-demand/ Sun, 10 Mar 2024 23:19:14 +0000 https://athletechnews.com/?p=103815 Les Mills is working hard to make fitness more accessible and available outside the four walls of the gym or studio Les Mills has a new avenue connecting the brand to fitness enthusiasts from afar, partnering with Fitness On Demand, a worldwide digital fitness platform. While the partnership will assist any Les Mills gym or…

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Les Mills is working hard to make fitness more accessible and available outside the four walls of the gym or studio

Les Mills has a new avenue connecting the brand to fitness enthusiasts from afar, partnering with Fitness On Demand, a worldwide digital fitness platform.

While the partnership will assist any Les Mills gym or studios lacking a bespoke or branded fitness app in a variety of aspects, its most notable benefit will be delivering in-home workouts. 

According to Les Mills, 85% of all gym members conduct in-home workouts of some sort. Fitness on Demand will help serve that extensive crowd by featuring Les Mills content packages, making it easier for members to stay active and for Les Mills partner locations to drive retention and engagement outside of the four walls.

“This partnership enables us to extend our reach and provide world-leading workouts to an even broader audience,” said Sean Turner, CEO of Les Mills U.S. “We are proud to be working alongside Fitness On Demand to elevate the omnifitness experience for our club partners and their members.”

Along with allowing partners such as Les Mills to facilitate content via their platform, Fitness On Demand also provides a fully white-labeled app to help brands better reach their members.

“Our collaboration with Les Mills is a positive step forward and aligns perfectly with our mission to make fitness accessible to more people, empowering them to lead healthier lives,” added Andy Peat, CEO of Fitness On Demand. “We are excited to see how this partnership will transform the fitness experience for our current partners, new members, their members and stakeholders.”

The deal represents an early win for Peat, who took over as CEO last fall amid Fitness On Demand’s worldwide rebrand. Brought on to help the company transition from being a pure content provider to a “tech partner” to fitness brands while ushering in expansion and innovation, partnering with Les Mills and its armada of over 21,000 partnered clubs is a large step forward. 

For Les Mills, the agreement only further illustrates the brand’s recent goal of making fitness more accessible to those outside gym walls.

While Les Mills is also leaning into in-person fitness experiences, it recently launched Les Mills XR Dance, a new virtual reality app for Meta Quest 3 that brings professional dancers into users’ living rooms. Prior to that, the brand launched Les Mills XR Bodycombat, a VR game also available via the Meta Quest 3. 

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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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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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Xponential Fitness Taps Litesport To Develop Meta Quest VR App https://athletechnews.com/xponential-fitness-taps-litesport-to-develop-meta-quest-vr-app/ Mon, 06 Nov 2023 22:40:39 +0000 https://athletechnews.com/?p=100033 Xponential+ is now available on the Meta Quest 3, bringing boutique fitness instructors right into people’s homes After successfully establishing itself as the world’s top boutique fitness franchisor, Xponential Fitness is now looking to take over the growing virtual reality arena, beginning with three of its most popular fitness brands. In order to stake its…

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Xponential+ is now available on the Meta Quest 3, bringing boutique fitness instructors right into people’s homes

After successfully establishing itself as the world’s top boutique fitness franchisor, Xponential Fitness is now looking to take over the growing virtual reality arena, beginning with three of its most popular fitness brands.

In order to stake its claim in the metaverse, the fitness curator selected Litesport to develop its popular studio workouts for its virtual and mixed-reality fitness app, Xponential+, available on the Meta Quest 3, Meta Quest Pro and Meta Quest 2. The new digital workout platform was revealed at the Meta Connect event in September.

Litesport, a fitness and wellness VR/MR tech company formerly known as Liteboxer, knows a thing or two about the magic of VR fitness, having launched its own app with a newly added strength training mode enabling real trainers to appear in a user’s space to offer dumbbell-based workouts.

For $9.99 a month, Xponential+ fitness fans can access Club Pilates, Pure Barre and StretchLab right from home. Rumble Boxing and CycleBar will be added early next year, with BFT, Stride Fitness, Row House and AKT available by the end of 2024.

“We are thrilled to partner with Litesport to introduce Xponential+ to our fitness community,” said Garrett Marshall, president of Xponential+. “This app represents a new era in fitness technology, offering our users a truly immersive and dynamic workout experience. We are excited to see our members achieve their fitness goals in this innovative way.”

The new platform takes into account a user’s physical surroundings to ensure a safe workout experience — users can select from a complete virtual reality studio experience, a mixed reality environment that blends the physical and virtual, or a full passthrough setting, where instructors will appear directly in a user’s physical environment. A controller-free experience using hand-tracking technology allows fitness enthusiasts to freely use dumbbells, bikes, rowers and mats.

credit: Xponential Fitness

Xponential has also earned bragging rights as the first to bring Barre and Pilates into virtual reality, using Surface Sync IP, which transforms a dining chair into a virtual Barre. Plans are also underway to use the same technology to reinvent dust-ridden rowers or exercise bikes into smart hardware that can track fitness stats.

Litesport CEO Jeff Morin calls the partnership with the boutique fitness franchisor a “pivotal moment.”

“Together, we are bringing the future of fitness into millions of homes around the world,” Morin said. “A first-of-its-kind experience bringing well-known brick-and-mortar fitness studios into the virtual world. We are diving headfirst into an unsaturated and high-potential space. Our collaboration will revolutionize the way people engage with their health and wellness, making it more accessible and inspiring than ever before.” 

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Meta, Alo Yoga Hit With VR Fitness Lawsuit https://athletechnews.com/meta-alo-yoga-hit-with-vr-fitness-lawsuit/ Thu, 19 Oct 2023 18:06:15 +0000 https://athletechnews.com/?p=99559 An app developer alleges that Meta and Alo backtracked on a deal after learning that the developer also had plans to join rivals Apple and Pico Meta has again been accused of gatekeeping the burgeoning virtual reality fitness space, this time drawing the ire of an immersive VR app developer, who slapped the tech titan…

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An app developer alleges that Meta and Alo backtracked on a deal after learning that the developer also had plans to join rivals Apple and Pico

Meta has again been accused of gatekeeping the burgeoning virtual reality fitness space, this time drawing the ire of an immersive VR app developer, who slapped the tech titan and athleisure brand Alo Yoga with a lawsuit.  

The plaintiff, California-based Andre Elijah Immersive Inc. (AEI), is a self-proclaimed new entrant to the VR fitness space and had allegedly developed a new VR fitness yoga app with Meta and Alo Yoga before things went south. The bulk of the lawsuit alleges that Meta has a vertical monopoly on the VR space and colluded with Alo Yoga to oust AEI Fitness from the fast-growing VR market. 

According to the filing, AEI spent an entire year “exhaustively developing” the app, and was poised to become one of the most dominant market leaders in the VR fitness space with its yoga app. 

The suit alleges that Alo Yoga agreed that AEI Fitness would use its famed yoga brand and would feature notable yoga instructors, allowing users to log in and take lessons in the virtual reality world. The filing mentions the sizable reach of the yoga instructors, which it alleges would have empowered the platform to become one of the most recognizable VR fitness apps in the world. 

According to the suit, although Meta had agreed to launch the AEI Fitness app at its recent Meta Connect conference — thereby putting it on the world stage — the tech giant crafted a “predatory plan” upon learning that the AEI Fitness App would launch on Apple and Pico, its competitors, in the next year or two. Apple and Pico weren’t named as defendants in the suit.

By cutting ties with AEI, the suit alleges Meta took one more step closer to controlling the entire metaverse. 

Meta and the defendants are alleged to have immediately cut ties with AEI Fitness, saying the app wouldn’t be launched at last month’s high-profile Meta Connect conference and banning the plaintiff from attending the event.

Additionally, AEI Fitness alleges Meta and the defendants refused to pay out $1.5 million under the terms of the agreement, as well as another $1.7 million which is to be owed in the near term.

Meta is no stranger to accusations of monopolizing the metaverse, as seen with its recent battle with the FTC over whether it could acquire Within, a VR developer and maker of the Supernatural app.

Although Mark Zuckerberg said in court last year that he’s more interested in prioritizing the building of social apps over fitness apps with the metaverse, Meta is still leaning into health and fitness, believing it can expand the market greatly by making workouts fun and entertaining with VR and mixed reality.

Meta did not immediately respond to a request for comment.

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Les Mills Enters Mixed-Reality With Bodycombat for Meta Quest 3 https://athletechnews.com/les-mills-enters-mixed-reality-with-bodycombat-for-meta-quest-3/ Fri, 13 Oct 2023 22:01:49 +0000 https://athletechnews.com/?p=99408 Les Mills is taking its mixed martial arts experience to new heights with Quest 3 as the brand continues to target Gen Z Les Mills is leaning into mixed reality, launching a new fitness game, Les Mills XR Bodycombat, for the upcoming Meta Quest 3.  The latest offering from the fitness brand brings renowned trainers…

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Les Mills is taking its mixed martial arts experience to new heights with Quest 3 as the brand continues to target Gen Z

Les Mills is leaning into mixed reality, launching a new fitness game, Les Mills XR Bodycombat, for the upcoming Meta Quest 3. 

The latest offering from the fitness brand brings renowned trainers Rachael Newsham and Dan Cohen into the Metaverse, encouraging players during Bodycombat’s martial arts workouts.

The latest app follows the success of Bodycombat VR but harnesses the latest features of the Quest 3, providing a mixed-reality fitness mode. The feature allows fitness enthusiasts to incorporate their real-life environment with their virtual training space.

For the new app, Les Mills teamed up with Odders, an XR gaming specialist studio. Jaime Pichardo Garcia, business director at Odders, noted that the new mixed reality mode on the Meta Quest 3 allowed the company to take Bodycombat XR workouts to the next level, enabling players to have a more extensive range of motion without worrying about their surroundings.

Meta founder Mark Zuckerberg showcased the Bodycombat XR app at the recent Meta Connect 2023 keynote, demonstrating how the Quest 3 allows users to select either a VR or MR experience. 

Just as Bodycombat’s martial arts style has resonated with fitness enthusiasts in studios and at home, Les Mills’ new XR edition offers players 25 training sessions across immersive settings such as a neo-city skyline, snowy tundras, Mars and Rome. Players gain points for effort and skill using a gamified approach while instructors Newsham and Cohen provide cues and encouragement.

According to Newsham and Cohen, Les Mills hopes the launch of the Bodycombat XR app will enable the fitness brand to reach new audiences and break down barriers to exercise.

Les Mills Makes Gen Z Push

By tapping into mixed reality, Les Mills continues to increase its appeal to Gen Z, which the fitness company has indicated it’s targeting with a variety of methods, including Les Mills Live events. Meeting young fitness consumers in the Metaverse seems like a natural step for Les Mills as it continues to build a wide-ranging omnifitness offering. 

The brand also recently launched a science-backed strength program in collaboration with Adidas, recognizing that younger fitness enthusiasts are keen on developing core and functional strength.

In another bid to capture the eyes of younger fitness consumers, Les Mills released a campaign featuring “Ted Lasso” star Brett Goldstein over the summer, intending to attract and inspire the 64% of Gen Z’ers who have yet to start a fitness routine.

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VR Fitness Has Superior Mood-Boosting Benefits, Study Finds https://athletechnews.com/vr-workouts-mental-health-fitxr/ Wed, 11 Oct 2023 16:58:32 +0000 https://athletechnews.com/?p=99296 A new study appears to validate the positive psychological impacts of VR workouts compared to traditional exercise With Mental Health Awareness Month in full swing, FitXR is spotlighting the positive impact of VR workouts on emotional states. FitXR partnered with Dr. Brendon Stubbs, Ph.D., an exercise researcher, to complete a study comparing standard exercise with…

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A new study appears to validate the positive psychological impacts of VR workouts compared to traditional exercise

With Mental Health Awareness Month in full swing, FitXR is spotlighting the positive impact of VR workouts on emotional states.

FitXR partnered with Dr. Brendon Stubbs, Ph.D., an exercise researcher, to complete a study comparing standard exercise with FitXR’s immersive, total body VR workout. Stubbs revealed participants were more alert and happier after using FitXR, with 91% reporting an improvement in their emotional state versus traditional exercise.

The results are great news for FitXR, which is accessible on Meta Quest 2 and Pico XR, as well as the fitness VR industry as a whole. As FitXR notes, the advantages of physical exercise have long been studied over the years, but this latest study validates the positive psychological impacts of VR fitness.

Dr. Stubbs employed a randomized controlled trial consisting of 83 adults who had never tried VR fitness before. Setting out to compare the differences in perceived exertion, mental health and enjoyment between FitXR and standard exercise, Dr. Stubbs discovered that not only did 19% enjoy themselves more while using FitXR, but 13% burned more energy (Kcal) and 18% felt they were working harder.

“Only through this randomized, clinical trial is it possible to determine the true benefits of VR fitness, and FitXR can unequivocally say that their product works to improve physical and mental health,” Dr. Stubbs said. “This bold step is a seismic shift for the massively expanding VR fitness field and clearly differentiates FitXR as being evidence-backed leaders in the space.”

credit: FitXR

While feeling good after a workout is always beneficial, consistent exercise may offer even more advantages, such as preventing serious mood disorders like depression. 

Dr. Stubbs, who led a research team at King’s College London, found that even ten minutes of daily movement is effective for mental health and that those who engage in high levels of physical activity were 15 to 16 percent less likely to develop depression in the future compared to those less-active.

“The focus of our research is on how exercise and physical activity (make) a person feel,” Dr. Stubbs said. “It has been proven that daily movement can help build up resistance, reduce the risk of developing adverse mental well-being and even mental health conditions. That’s why an accessible and habit-forming workout like FitXR is a great solution.”

The VR Fitness Boom

The accessibility and enjoyment of VR workouts gives them widespread appeal, especially among those who are more fitness-reluctant. Meta is all in on VR fitness, looking to lure in the 80% of Americans who don’t exercise regularly with fun, captivating games and fitness workouts. The Mark Zuckerberg-led tech titan even battled the FTC in order to acquire Within, a popular VR platform, and is adding Xponential’s popular boutique fitness brands to its Meta Quest 3 headset.

By all accounts, being able to convert the sizable population of “fitness un-enthusiasts” through VR seems possible, which is likely why Meta is on board.   

credit: FitXR

In a recent interview with Athletech News, FitXR founder and CEO, Sam Cole, a former rugby player-turned-entrepreneur, explained that many of the platform’s enthusiasts were once conditioned to believe that exercise just wasn’t in the cards for them. However, after joining the FitXR platform, they were hooked.

“For those customers, I think this is where we really start to see the impact of the power of immersive fitness,” Cole told ATN. “Many of our customers tell us they never found exercise engaging until they tried FitXR and were able to transport themselves into a virtual world in which the experience feels so fun and engaging that they start to realize that they can exercise.”

FitXR also recently partnered with Zumba to bring its high-energy dance experience to the platform next month. The dance fitness leader will offer 32 classes on FitXR, featuring a mixed-reality version in addition to VR.

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Exclusive: Xponential Fitness To Unveil VR App for Meta Quest 3 https://athletechnews.com/exclusive-xponential-fitness-to-unveil-vr-app-for-meta-quest-3/ Thu, 28 Sep 2023 00:01:50 +0000 https://athletechnews.com/?p=98877 Users can immerse themselves in a virtual fitness studio rendering or cast an instructor into their home with the Quest’s pass-through feature Xponential Fitness will introduce a virtual and mixed-reality app on Meta’s Quest 3 headset, bringing virtual fitness content from the boutique fitness franchisor’s brands including Club Pilates, StretchLab and Pure Barre to homes…

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Users can immerse themselves in a virtual fitness studio rendering or cast an instructor into their home with the Quest’s pass-through feature

Xponential Fitness will introduce a virtual and mixed-reality app on Meta’s Quest 3 headset, bringing virtual fitness content from the boutique fitness franchisor’s brands including Club Pilates, StretchLab and Pure Barre to homes around the world.

The announcement comes during the 2023 Meta Connect conference, the tech giant’s virtual event focused on the much-anticipated Quest 3 mixed reality and VR headset.

Xponential’s collaboration with Mark Zuckerberg’s Meta will provide Quest users with access to the boutique fitness franchisor’s brands while delivering a more authentic virtual fitness experience. Fitness enthusiasts can now be fully immersed in a photo-realistic representation of the actual brand studios. Users can also choose to use the all-new pass-through capabilities of the Quest 3 for a mixed-reality experience that blends the studio with their environment or cast the instructor into their own space for a one-on-one coaching experience.

credit: Xponential Fitness

The new Xponential+ app will utilize the Quest 3’s latest high-tech offerings, such as mixed reality, full-color passthrough and natural depth perception, allowing fitness enthusiasts to incorporate weights and other fitness accessories in their training.

“We’re excited to pioneer a new era in fitness alongside the renowned brand, Meta,” said Garrett Marshall, Xponential+ president. “As these technologies become more mainstream, we’ve seized the opportunity to enhance immersion while maintaining the efficiency of 2D digital fitness. 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.”

Garrett Marshall (credit: Xponential Fitness)

Xponential Forges Another Partnership

During a recent earnings call with investors, Xponential president Sarah Luna stated that B2B partnerships are a key element of the brand’s omnichannel fitness strategy, providing a way of reaching new audiences, generating revenue and creating lead flow. 

Luna further stated that in the second half of the year, Xponential would continue to explore other B2B partnerships designed to enhance its Xponential+ digital platform and XPass subscription service to bring more consumers into the Xponential ecosystem, including into its physical studios. 

credit: Xponential Fitness

The company has successfully launched Pure Barre, YogaSix and StretchLab on Princess Cruise ships and a Club Pilates retreat that set sail in Alaska earlier this month. More recently, Xponential inked a deal with corporate wellness platform Gympass.

More information on the new Xponential+ VR app can be found here.

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Meta Pushes Into VR Fitness: Why the Tech Giant Is Just Getting Started https://athletechnews.com/meta-pushes-into-vr-fitness/ Fri, 18 Aug 2023 23:04:33 +0000 https://athletechnews.com/?p=97909 Meta noticed something interesting about the VR games its customers were playing: they were helping people get into better shape When Meta released its first Quest virtual reality headset back in 2019, fitness wasn’t much of a priority for the tech giant. In early 2023, Meta completed its acquisition of Within, maker of the popular…

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Meta noticed something interesting about the VR games its customers were playing: they were helping people get into better shape

When Meta released its first Quest virtual reality headset back in 2019, fitness wasn’t much of a priority for the tech giant.

In early 2023, Meta completed its acquisition of Within, maker of the popular VR fitness app Supernatural, for a reported $400 million, cementing the tech company’s entry into the space. 

In the four years or so between its first foray into VR and its decision to shell out big bucks for a digital fitness company, Meta noticed something interesting about the VR games its customers were playing on Quest devices: they were helping people get into better shape.

“People started coming in to play games, but they stayed for the fun and they stayed because they were seeing their health outcomes improve,” Anand Dass, Meta’s director of Metaverse content, told Athletech News. ”There was an unexplored variable around fitness that was allowing people to improve their health outcomes. The unexplored variable was fun.”

Dass explains that people get so wrapped up in immersive VR app experiences that they often forget they’re exercising.

“If you go look at the reviews on FitXR, Supernatural or Litesport, people are saying, ‘I didn’t realize I was actually working out, but I was sweating by the end of my playtime and over time I lost ten pounds,’” he says. “Or their biomarkers improved, like blood pressure and blood sugar levels.”

That realization was enough to get Meta interested in making fitness a key part of its VR plans. 

“When we saw that consumers were truly able to change their health outcomes and lead a healthier lifestyle, we knew we should try and do something to serve this audience better,” Dass says. “That was the genesis of our fitness thrust.”

Meta Goes After the 80%

Most people don’t like working out – and most people don’t. It’s an unfortunate fact that the fitness industry has been trying to change for years, without a ton of success. Statistics still show that around 80% of Americans don’t exercise regularly. 

Meta believes making fitness fun – through immersive VR experiences – will finally get that silent majority of the population moving. 

“We think this will expand the wellness market significantly because it’s creating an opportunity in a segment of the population that didn’t work out before,” Dass says of VR fitness. 

VR’s ability to alter time and space and transport people into a fantasy world makes the prospect of working up a sweat a lot more palatable to the average person. Strap on a Quest headset and fire up Supernatural, for example, and within minutes, you can be moving around and dodging virtual objects on the Galapagos Islands or the surface of Mars. 

“You can be on top of volcanoes and you can have an instructor in your living room,” Dass notes. “It can be 10 minutes between your work calls or it can be a bite-sized HIIT workout.”

credit: Meta

VR fitness also appeals to groups that want to stay active but don’t traditionally go to the gym. Working parents often prefer to work out with a VR headset, Dass noted, since it’s more convenient for them than finding time to drive to the gym. For older people, the headset presents an opportunity to work out without having to endure the physical and emotional issues that the modern gym presents for people above a certain age. And for beginners or those intimidated by the traditional gym setting, VR is a much more welcoming environment.  

“You’re not judged at all if you’re in your living room,” Dass says.

However, Meta is also targeting the fitness enthusiast with its VR plans. Dass describes what he calls a “blended” approach to working out, with some days in the gym, some days working out with connected fitness equipment like a Peloton bike and some days spent working out in VR. 

“It’s very much a complimentary experience to traditional fitness options,” Dass says of VR. He notes that even dedicated gym-goers sometimes run into dry spells of motivation or deal with time constraints that make it infeasible to travel to the gym or studio for a long workout. 

“There are two audience cohorts that we think about,” Dass says, referring to the larger group of people who don’t exercise regularly as well as the 20% or so of the population already dedicated to fitness. 

A Strategic Acquisition 

Dass described Meta’s decision to buy Within (Supernatural) as a strategic acquisition so it could better understand the fitness space. 

“It’s really hard to innovate and serve an industry unless you know what it is,” he said. “We’re a tech company, we don’t have trainers, we don’t understand how to speak the language of fitness. So for us, the Within acquisition was about building domain knowledge.”

For example, in probing Supernatural’s tech stack, Meta learned how the fitness app incorporates beat-mapping, a phenomenon where music beats queue the physical actions that users need to perform during a workout. The tech company also learned about the highly important role human coaches can play in motivating people to work out. 

“I distinctly remember this from one of the Supernatural experiences I tried, where one of the coaches talks about loss and grief in her life,” Dass shares. “She’s talking about processing her grief and being resilient and persistent. In that moment, I’m thinking, ‘If she can do that, I can persist for another 20 minutes and hit a bunch of targets.’”

“That’s art, not algorithms,” Dass says.

Better Together: Meta’s Collaborative Approach

Despite regulatory concerns about Meta’s acquisition of Within – the FTC sued to block the deal over antitrust concerns – Dass assures that the tech giant plans to take a collaborative approach to VR fitness.

“We’re going to take the stance of partnering and being more open in how we build this as opposed to taking the more vertically integrated approach that we’ve seen taken in the mobile world by some players,” he said. 

credit: Meta

Dass noted that Meta has partnered with companies like Les Mills, FitXR and others to build VR fitness experiences, and will continue to do so despite its ownership of Supernatural. 

“The magic is to pair that fitness science that the fitness industry knows with the underlying technology that serves that science to deliver life outcomes,” he said. “That’s how we think of our strategy.” 

What’s Next for VR Fitness?

As Meta works to better understand the fitness space, the company is committed to innovating in ways that promise to make VR fitness even more immersive and fun.

“We have to push hard on the underlying technology stack,” Dass said. “For example, headsets currently don’t work outdoors because they require the bounding box of a room.” 

Meta is also looking into how it can add lower-body workouts to its VR fitness offerings. Currently, the Quest headset only captures head and hand movements.

“There is innovation we can do with machine learning and AI,” Dass said. “Supernatural released a prototype for knee strikes. Now they’ve figured out a way to do ground-based exercises and combine them with hand movements. We’ll push on things like that.”

Meta also plans to push forward on Meta Reality, its version of mixed reality, where the physical and virtual worlds interact to form one experience. Meta Reality offers some exciting possibilities for strength training, including potentially adding weights to VR workouts, a feature that’s not currently available. Moves like wall sits could also be possible using Meta Reality.

True to its spirit of building with others, Meta plans to make as many of its VR and MR innovations as possible available to its outside partners. 

“Whatever we’re building that’s more universally usable, we’re just going to put it into the platform and give it to anybody who wants to build a fitness experience,” Dass says.

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The Future of Fitness? FitXR’s Mission To Get People Off the Couch https://athletechnews.com/the-future-of-fitness-fitxr/ Wed, 26 Jul 2023 01:31:09 +0000 https://athletechnews.com/?p=97239 Sam Cole, founder of the popular FitXR app, spoke with Athletech News about why Extended Reality is changing the workout game Sam Cole didn’t have to think about exercise very much when he was growing up playing sports in New Zealand. For him, being active was a byproduct of getting into the flow of competitive…

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Sam Cole, founder of the popular FitXR app, spoke with Athletech News about why Extended Reality is changing the workout game

Sam Cole didn’t have to think about exercise very much when he was growing up playing sports in New Zealand. For him, being active was a byproduct of getting into the flow of competitive team athletics.

It wasn’t until after he stopped playing rugby post-university that the FitXR founder and CEO had to find other ways of keeping fit. He found that boutique group fitness classes offered a great way to get into what he calls a “flow-like state,” in which the experience is so immersive that he forgets he’s working out.

He began to think about the different elements of high-quality group fitness – a great instructor, engaging environment, motivating music and the opportunity to synchronously work out with other people – and how it could be delivered in a new way to more people.

“When we launched FitXR in 2016, many in the industry were talking about immersive fitness, but not in connection with VR headsets, which were still associated with video gamers. I thought a lot about how to combine a great soundtrack, great lighting effects, a great instructor and great environment. What’s the next thing we could do? We could bring in the visual layer. I kind of merged these two thoughts in my head and was pretty sure you could deliver an amazing experience helping people to get into a flow-like state around exercise via a virtual reality headset.”

credit: FitXR

Cole and his partners carried the core belief that immersive fitness would get people into a flow-like state into its first product, a boxing app, and soon added four additional modalities: high intensity interval training; dance; combat; and sculpt.
FitXR’s aim is to deliver a holistic and varied fitness experience similar to that of a club with different studios and modalities that target different muscle groups and give different fitness experiences, keeping people engaged and coming back for more. Cole is particularly excited about the variety part.

“In the FitXR boxing experience, for example, you are transported into a virtual environment that has been purposefully designed to deliver its proprietary boxing content, with cues flying towards you on the beat of the music representing different punch moves. The dance studio, by contrast, is a different environment that’s been purpose-built to deliver its dance content. At that studio, you are modeling an instructor who is completing the moves in front of you. And then through body recognition, it’s able to infer how you’re doing those moves against what the instructor is doing, and you are scored accordingly.”

Going With the Flow

Cole identified the four key elements of the FitXR workout that make it so engaging and send customers into a flow-like state. The first is the sense of being transported to another place.

“Our customers report that they put the headset on and are transported to a separate location. This satisfies a lot of customers’ needs around the separation between home and gym. Especially during COVID, many of our customers said that was a really big factor for them.”

The second is the feeling of community. All of the FitXR modalities have asynchronous avatars, which means when you take a class, you look to your left and right and see people who have done that class in Avatar form before you at earlier times. The instructor avatars speak to you and interact with you as an individual, giving a hybrid experience of group fitness and personal training. You have the feeling of doing this together with other people, while getting almost one-on-one coaching, all while being transported to another place.

The visual and gamification elements, in Cole’s opinion, contribute most to the immersive experience. The FitXR boxing classes, choreographed by a team of instructors from places like Rumble, Equinox and Barry’s Bootcamp in New York are, he says,

“Like taking a class in a Manhattan boxing studio, except that cues are flying towards you on the beat of the music in a virtual environment, so it’s even better than standing in a studio and punching a bag. Many of our customers will tell us they get lost in the experience when they put the headset on. They stop looking at the clock and 30 minutes later are drenched in sweat and feeling fantastic, a feeling they never got doing exercise before.”

From Gamers to Grandmas

FitXR has successfully shifted its customer base from predominantly 18-year-old male gamers to an audience that is now 35-plus and skews female. It serves a broad range of ages and fitness abilities, from the 13-year-old kid who hates exercise to the 65-year-old who has been exercising her whole life but uses FitXR as the most fun part of her existing routine.

This demographic shift has helped the headset companies expand their customer base as well. FitXR invests a lot of time and effort into its relationships with the hardware suppliers. “If you were in London in early April, you would see FitXR billboards and bus shelters that Meta are paying for, because it’s mutually beneficial for them to drive awareness of FitXR and to promote fitness in general as a use case for the underlying hardware.”

Gaming still represents somewhat of a gateway drug for VR fitness, however, and Cole attributes some of FitXR’s success to newer video games that get people moving.

“You’ve gone from gaming on your PlayStation using your thumbs to the most popular game in virtual reality today, which is Beat Saber. Think of Guitar Hero with lightsabers. It’s great. And what many people do is they’ll buy a headset to play Beat Saber, and they’ll be slicing away at these musical cues and having a great time and suddenly realizing that they’re getting a little bit of a workout. And then this sparks the thought in people’s heads about using a headset for fitness, to get a workout. Then they wonder what specific fitness product they could engage with and check out FitXR.”

credit: FitXR

Cole thinks people’s impressions of what a gamer is have already started to change.

“I think as more and more gamers use virtual reality to game using their entire body, whether it’s lightsabers or running around virtual spaces, I wonder whether you get to this world where e-sport athletes in the future will more closely resemble athletes of today, because they’ll have to be so fit and strong to be able to perform at the highest level in these active virtual reality games. So I think there could be a very interesting crossover point.”

Is This the Answer for the 80%?

Cole feels that many FitXR customers were previously conditioned to think that, because it’s always been something that they’ve struggled to engage with, exercise isn’t for them.

“For those customers, I think this is where we really start to see the impact of the power of immersive fitness. Because you can present fitness in a way that feels easier, that feels more engaging, that has all of the same efficacy as traditional fitness. Many of our customers tell us they never found exercise engaging until they tried FitXR and were able to transport themselves into a virtual world in which the experience feels so fun and engaging that they start to realize that they can exercise. For a lot of people, it’s just about finding the right movement for you at whatever point in your journey that you’re on.”

credit: FitXR

At around $10 a month, FitXR, like others in the VR workout space, is extremely affordable. People who don’t already own a Meta Quest II or similar headset, however, need to make the additional hardware investment. Considering the cost to buy high-quality exercise equipment plus a subscription, or the monthly cost to belong to a boutique fitness studio, it’s still a good value.

“We’ve tried to not just serve the 20% who exercise regularly, but also serve the 80%,” Cole said. “We’re ready to serve everyone. With a mission to broaden the amount of people who are exercising, we want it to be priced accordingly.”

The Future

Technology is continuously evolving, and FitXR, whose name contains the acronym for “Extended Reality,” is keeping pace. Said Cole: “We are seeing technology moving from pure virtual reality, or VR, where you’re entirely immersed in a virtual world, to a thing called mixed reality, or MR, where you can start to bring in elements of your surroundings.”

He explained that with mixed reality, you could have a headset on but also see, if you wanted to, some or all of the things in the actual room you are in. This combination of VR and AR enables an experience in which you take your real surroundings and add a visual layer to it that transports you to a different place which, according to Cole, opens up many possibilities from a modality perspective.

“With these mixed reality headsets, you can suddenly bring in the bike, you can see your actual feet, you can see the resistance toggle, you can see the handlebars, and then on the top half, instead of looking down at a screen, everything above the handlebars can be wrapped in a completely virtual environment. So we’re really excited about what this enables us to do. It’s not just bikes we could integrate with, it’s kettlebells, dumbbells, elliptical machines, Pilates reformers, TRX machines, anything.”

He said that his company has no intention of getting into the equipment business, so is having conversations with many different potential hardware partners.

“There are many amazing companies out there for whom we can come along and build virtual reality content that could take this to the next level or just provide additional value for their existing customer base.”

Many Fitness Players Entering the Space

Connected VR Fitness platform Holofit, by Swiss Company Holodia, is another popular VR fitness platform that connects a headset with compatible hardware made by Technogym, WaterRower, StairMaster and others.

Litesport, formerly known as Liteboxer, just added a VR-enable strength training app to its portfolio. The Les Mills BodyCombat VR has a huge following. Win Reality’s VR app that helps improve baseball and softball skills is extremely popular among younger customers. And the roster keeps growing. Many large gym chains are adding virtual workouts using VR headsets to their hybrid workout offerings.

Earlier this year Meta acquired Within, whose VR fitness product Supernatural differs from FitXR in a few key ways, according to Cole.

“Supernatural has real-life instructors represented by video format and a slightly different and narrower range of classes than FitXR. They have one core experience, which is their slicing mode, and then they have a boxing module, which they added on top of that. So we feel like Supernatural is our closest competitor in this space, but we’re going in pretty different directions.”

And then there’s Apple. The Cupertino, California-based behemoth recently announced it will begin selling a mixed reality headset early next year for a cool $3500. Many believe the headset debut will accompany enhanced offerings from

Apple Fitness+ and strengthen the Apple Fitness ecosystem.

As with most new technologies, however, the more options people have, and the more innovation happening, the more people will begin to participate in XR Fitness, offering growth opportunities for the entire industry.

Cole and his team like to say that their competition isn’t other fitness brands, it’s the couch.

“It’s a really hard challenge. But it’s also a really great mission. People in our company, many of whom come from video game backgrounds, get really engaged with this, and they love coming to work, knowing that we’re trying to make the world a better place by giving people more access to fitness and trying to get more people to have a habit around fitness.”

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Is VR Fitness the Next Big Thing in Healthcare? https://athletechnews.com/vr-fitness-healthcare-benefits/ Fri, 14 Jul 2023 21:32:02 +0000 https://athletechnews.com/?p=96880 More than just fun, VR fitness games can be a low-cost way to promote recovery and well-being following surgical procedures VR fitness has found fans in fitness enthusiasts as well as those who are perhaps exercise-reluctant, and now a new benefit to virtual fitness has emerged regarding post-op recovery. A new study demonstrates that immersive…

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More than just fun, VR fitness games can be a low-cost way to promote recovery and well-being following surgical procedures

VR fitness has found fans in fitness enthusiasts as well as those who are perhaps exercise-reluctant, and now a new benefit to virtual fitness has emerged regarding post-op recovery.

A new study demonstrates that immersive virtual reality fitness games can aid recovery after colorectal surgery, according to a randomized, single-blind, controlled pilot trial.

While most experts agree that early mobilization post-surgery is imperative for reducing complications and restoring a patient’s ability, the study shows that VR fitness games can be a low-cost modality to promote recovery.

According to the study’s findings, VR fitness games can also positively impact the mood and well-being of post-op patients after conducting an experiment with 62 patients undergoing curative surgery for colorectal cancer. Some patients were placed in a VR fitness group and others were placed in a control group. 

The patients placed in the VR fitness group received daily VR fitness games in addition to routine post-op care and demonstrated an overall mood improvement. The median hospital stay for patients in the VR fitness group was also shorter than patients in the control group, with seven days compared to nine. However, the study says the two-day difference didn’t reach statistical significance. 

Still, researchers are encouraged by the findings of VR intervention in a post-op setting and believe it would be worth further researching VR as an adjunct to physiotherapy when promoting post-surgery mobilization.

credit: Vinicius amnx Amano on Unsplash

VR’s Surging Popularity

VR fitness has emerged as a fun way to get (and stay) active, as seen by the rise of platforms such as WIN Reality, a virtual reality baseball and softball training platform where athletes and fitness enthusiasts can listen to hit music while immersed in a virtual ballpark. 

Quell, which raised $10 million this year in a Series A, has also created an exciting and gamified approach to fitness with its adventurous games. 

As VR provides an engaging way to get people healthy both physically and mentally, three companies could be at the forefront of merging VR with healthcare. 

Apple

Apple recently introduced its mixed-reality headset, the Vision Pro, which will likely continue to advance its health and wellness endeavors. 

The Vision Pro allows users to view digital content overlaid on their environment while providing the ability to interact with content using eye movement, hand gestures and voice commands. As Apple continues to invest in its fitness and wellness offerings on Fitness+ and Apple Watch, the tech giant is widely expected to do the same with its new headset. 

credit: Apple

Apple has also made it a point to underscore its commitment to health data privacy, enhancing the likelihood it will push into the health and wellness sector. 

Meta & Supernatural 

VR fitness app Supernatural, which Meta acquired after a drama-filled battle with the FTC, has a bevy of fans, including those who found a love of activity with its immersive games and those who are either preparing for (or recovering from) surgery.

In an official Supernatural community on Facebook, members of the VR app have shared personal experiences, offering advice and encouragement.

One Supernatural member had rotator cuff surgery and was urged by her PT to continue using the VR platform and keep moving as she recovers. Other members who have had lower-body surgeries, such as knee or hip replacements, have successfully used the VR fitness program while sitting in a chair, finding a way to stay active as they recover from their surgeries.

credit: Meta

In one moving post that revealed the power of VR on mood, a Supernatural member shared he was diagnosed with pancreatic cancer and started the VR program, initially attracted by the immersive landscapes that would replace going outdoors. While he revealed his prognosis is terminal, he wrote that the joy of movement and exercising has been a positive light in an otherwise dark situation. 

Editor’s note: Meta has its own exciting plans for VR fitness beyond Supernatural. Download Athletech’s Technology & Innovation Outlook report to learn more.

Asensei XR

Asensei, a movement recognition and coaching intelligence provider, recently launched an extension that offers extended reality capabilities, which has the potential to revolutionize the VR and AR landscape for fitness and health developers. 

The extension enables users to use their body as a controller, allowing them to engage in “exergames” that respond to real-time movements while tracking the actions in the virtual environment. Visual feedback is also provided to ensure form and technique. 

Such advancements can be used in the health space, allowing patients to recover while adding guided movement. 

VR in Healthcare & Beyond

In addition to emerging VR headsets and platforms, VR is being used as a tool for surgeons at George Washington University, allowing them to explore the brain of a patient before performing surgery. One study found that VR training improves surgical performance by 230%. 

Cedars-Sinai Hospital has also discovered that VR can reduce pain by 24% and can help women in labor and those suffering from chronic pain. Younger patients, such as sick children, can also benefit from VR games, lessening pain and anxiety. 

As tech, health and fitness continue to mingle, VR fitness and gaming initiatives are primed to become commonplace in healthcare and beyond. 

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Will Meta’s Recent Layoffs Impact the Tech Giant’s VR Fitness Plans? https://athletechnews.com/meta-layoffs-vr-fitness/ Mon, 24 Apr 2023 23:00:00 +0000 https://athletechnews.com/?p=94568 Meta acquired Within, the company behind Supernatural, but recent layoffs at the tech giant cast some doubt on its commitment to the VR fitness space Meta has conducted yet another round of layoffs, this time targeting its technically-focused employees.  The layoffs shouldn’t come as a surprise, given that Meta CEO Mark Zuckerberg has declared this…

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Meta acquired Within, the company behind Supernatural, but recent layoffs at the tech giant cast some doubt on its commitment to the VR fitness space

Meta has conducted yet another round of layoffs, this time targeting its technically-focused employees. 

The layoffs shouldn’t come as a surprise, given that Meta CEO Mark Zuckerberg has declared this the “year of efficiency” for the company. But they beg the question: could Meta’s recent layoffs foreshadow changes in the realm of VR fitness?

User experience, software engineering and graphics programming employees were among those affected by Meta’s recent layoffs, according to LinkedIn posts. Other postings on the career networking site indicated that gameplay programmers, who work on VR and augmented reality products, had also been laid off. 

According to CNBC, a laid-off Meta employee confirmed that the platform’s layoffs also targeted product-facing teams and revealed that Meta plans to eliminate business-facing roles in finance, legal and HR next month. 

The now-former Meta employee, who spoke on the condition of anonymity, also shared that Meta suggested that tech teams unaffected by the recent layoffs may receive pink slips next month. 

The layoffs also impacted two of Meta’s game studios, with positions at Downpour Interactive and Ready at Dawn affected. Meta purchased Ready at Dawn in 2020, followed by Downpour Interactive the following year.

Zuckerberg admits his company is in a tough spot: while the tech firm has been profitable, it hasn’t been growing as rapidly as it has in the past. 

During a staff-wide Q&A this week, Zuckerberg addressed the changes and cuts he believes are required to move the company forward, according to a report from Vox.

VR fitness

“People want to point to whose fault is this or what’s to blame or what were the mistakes,” Zuckerberg told employees, per Vox. “But at some level, it is sort of natural that you’re not going to be in hypergrowth forever. When you’re not, you want to shift the moment.”

The recording demonstrated Meta’s CEO showcasing the company’s new “operating model,” including tight budgets and slower hiring. The company is also looking to reduce layers of management. Twenty percent of Meta’s executives were laid off to “flatten” the tech company with the recent cuts, and other managers are being asked to change positions to become individual contributors, according to Vox.

Meta has made VR fitness a priority

Despite the layoffs, Zuckerberg concluded the call by stating that the company will continue to invest in the metaverse and AI and that the company will lead in those areas due to its massive reach. 

In 2021, the tech giant acquired Within, a virtual reality company that developed Supernatural. The subscription-based platform offers a fully immersive fitness experience using popular hit music in landscapes that would give anyone passport envy. 

Closing the deal to acquire Within wasn’t smooth, as Meta was locked in a battle with the Federal Trade Commission, which filed an antitrust case against Meta. The FTC alleged that Meta’s planned acquisition of Within could harm competition and dampen innovation for VR fitness apps.

The tech company was finally granted the green light to complete its acquisition of WIthin earlier this year.

While Meta reported an operating loss of over $13 billion in 2022 on Reality Labs, its VR and augmented reality business unit, the company signaled it would continue to invest in the two disciplines, viewing them as long-duration investments. The company plans to launch a next-gen VR headset, Meta Quest 3, later this year.

Zuckerberg has seemed sold on the idea of fitness subscriptions for VR, stating in 2021 that he imagined his platform would rival the likes of a well-known connected fitness company. 

“Think about it like Peloton, where you have a subscription, but instead the device is VR and you put on your headset, and you’re in this amazing environment and you’re doing a boxing class with an instructor, or a dance class,” he said at the time, explaining the concept. 

Many fans of Within’s Supernatural fitness app were apprehensive about Meta acquiring the fitness platform, wondering if Zuckerberg would dampen their favorite workout method. Supernatural subscribers, much like Peloton and Tonal, have developed an affinity for the platform’s fitness coaches.

“Meta hasn’t exactly had a history of improving things,” one poster pointed out on a Reddit community devoted to Supernatural fans.

Supernatural’s entertaining approach to working out has been a hit with many fitness enthusiasts, especially those who say they’ve developed a healthy habit of working up a sweat with the fitness platform.

While many hope that Supernatural remains unaffected by Meta’s troubles, the global virtual fitness market is full of potential and is expected to reach $106.4 billion by 2030, according to a recent report by Grand View Research. 

Time will tell how Meta proceeds with its VR fitness plans, but as the Grand View report indicated, the demand for personalized workouts and increased adoption of VR, coupled with the growing demand for live and on-demand streaming, are key market drivers.

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Meta Proceeds with Deal to Acquire Within, VR Platform, in Light of FTC Drama https://athletechnews.com/meta-acquiring-within-ca-judge-against-ftc/ Wed, 15 Feb 2023 01:00:00 +0000 https://athletechnews.com/?p=93290 Within’s popular VR fitness app, Supernatural, has some members concerned over Mark Zuckerberg’s plans for the future of their favorite fitness platform and beloved coaches The federal trade commission has long been engaged in a battle with big tech, and for those keeping score, Mark Zuckerberg, CEO of Meta, is ahead. Meta was just given…

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Within’s popular VR fitness app, Supernatural, has some members concerned over Mark Zuckerberg’s plans for the future of their favorite fitness platform and beloved coaches

The federal trade commission has long been engaged in a battle with big tech, and for those keeping score, Mark Zuckerberg, CEO of Meta, is ahead.

Meta was just given the green light to finally complete its acquisition of Within after a U.S. District Court for the Northern District of California judge determined that the FTC failed to make its case against Meta.

A bit of history

Last summer, the FTC filed an antitrust case against the company for its planned acquisition of VR developer Within. In its filing, the FTC alleged that Meta, which sells a widely-used VR headset, operates a VR app store, and owns VR apps, would harm ‘competition and dampen innovation’ for fitness VR apps if allowed to acquire Within.

Meta’s CEO testified at the close of 2022 in federal court, insisting that acquiring Within was not the end goal of Meta, and that his company simply wanted to partake in building the VR space rather than dominate it. 

Before the FTC zeroed in on Meta potentially nabbing Within, the commission brought forth an antitrust case against Meta, alleging that the Zuckerberg-owned company has created a monopoly through recent anti-competitive mergers, like Instagram and WhatsApp. The case was dismissed by the U.S. District Court for the District of Columbia in 2021, and Meta was denied a motion to dismiss the case in 2022 after the FTC filed a new amended complaint. The case is still ongoing, with a trial date set for 2024.

The new deal

As far as Meta’s acquisition of Within, financial terms have not been disclosed. According to a report by Reuters, a Meta spokesperson said Zuckerberg was “pleased that the Court has denied the FTC’s motion to block our acquisition of Within,” and the company looks forward to closing the transaction soon. The FTC did not respond to a request for comment.

Within, founded in 2014, has attracted numerous investors, including 21st Century Fox, Live Nation, Vice Media, and Annapurna Pictures.

An acquisition during a tricky time

Like countless other companies in technology and elsewhere, Meta is undergoing cost-saving measures, with Zuckerberg declaring that this year will be the ‘year of efficiency’ for the tech giant. He also stated that the company is focused on becoming stronger and more nimble, and on a recent earnings call, suggested that Meta would continue layoffs after giving employees pink slips last November.

According to a recent report by Bloomberg, Zuckerberg has asked those at a manager or director level to either transition to a different role or quit.

Can Within change the course of VR for Meta?

While the recent Meta earnings call focused heavily on AI, one may wonder what plans Zuckerberg has in store for Within, especially given the recent financials. The company reported a 2022 operating loss of over $13 billion for Reality Labs and Meta executives say they expect losses to be even higher this year.

Despite the losses, Meta says it will continue to invest in AR and VR as it sees it as a long-duration investment and will launch a next-gen headset later this year.

Zuckerberg has appeared indecisive on his feelings towards VR fitness, at least judging by his past public comments. At one point in 2021, he seemed amped by the idea of fitness subscriptions for VR, stating that he imagined it would be like one well-known connected fitness company. “Think about it like Peloton, where you have a subscription, but instead the device is VR and you put on your headset, and you’re in this amazing environment and you’re doing a boxing class with an instructor, or a dance class,” he said.

But last December, while in court for his battle with the FTC, Zuckerberg stated that he didn’t consider fitness apps as the golden ticket to building his metaverse. He then remarked that fitness was the fourth or fifth ‘use case’ that he considered important. Instead, Meta’s CEO said he was more interested in prioritizing building social apps. 

While his statements in court may be viewed as a legal strategy, they weren’t lost on apprehensive Supernatural users.

A cult-like following, hesitant over what the future holds for their favorite VR fitness app

Within has cultivated a bevy of fans who gush over its popular fitness app, Supernatural.

Supernatural poster

The VR-based app allows users to immerse themselves globally (and even in space) with popular music and live-action coaches. Much like Peloton, Supernatural subscribers have developed a deep connection with the coaches, particularly Leanne and Doc. An active community for Supernatural members can be found on Facebook of all places, with posters sharing that Supernatural is the most fun workout they have ever tried — and have stuck with over the long term. 

While some Supernatural users seem excited about an expected cash infusion (and the dream of Supernatural adding more hit songs), others were skeptical about the VR fitness app’s future now that Zuckerberg is on board.

“Hopefully he doesn’t decide to can the whole project. Meta just canceled Echo VR…they purchased the developer at the same time they started the process with Within. I guess there is a difference in paid membership vs a game with in-app, but still… I’d be wary of Meta canceling more projects as their whole Metaverse continues to fail,” warned one poster on news of Meta’s acquisition.

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FTC Tries to Block Meta from Buying Within & App Maker’s VR Fitness App, Supernatural https://athletechnews.com/ftc-blocking-meta-from-buying-within-supernatural/ Thu, 28 Jul 2022 19:21:39 +0000 https://athletechnews.com/?p=91368 The Federal Trade Commission says Meta is attempting to “buy its way to the top”  in order to claim the virtual reality throne The Federal Trade Commission (FTC) has filed a lawsuit to prevent Facebook owner Meta from acquiring app creator Within Unlimited and Within’s virtual reality (VR) fitness app, Supernatural. According to the agency,…

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The Federal Trade Commission says Meta is attempting to “buy its way to the top”  in order to claim the virtual reality throne

The Federal Trade Commission (FTC) has filed a lawsuit to prevent Facebook owner Meta from acquiring app creator Within Unlimited and Within’s virtual reality (VR) fitness app, Supernatural. According to the agency, Meta and CEO Mark Zuckerberg intend to expand Meta’s VR empire by attempting to illegally acquire the immersive virtual reality fitness app.

According to the FTC, by simply purchasing Supernatural, Meta is limiting consumer choice and dampening innovation and competitive rivalry. “Instead of competing on the merits, Meta is trying to buy its way to the top,” FTC Bureau of Competition Deputy Director John Newman said in a statement. “Meta already owns a best-selling virtual reality fitness app, and it had the capabilities to compete even more closely with Within’s popular Supernatural app. But Meta chose to buy market position instead of earning it on the merits. This is an illegal acquisition, and we will pursue all appropriate relief.” 

If Meta is allowed to purchase Within, the agency claims that “competitive pressure will slacken,” violating antitrust laws.

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In response, a Meta spokesperson said the FTC’s lawsuit is based on ideology and speculation as opposed to evidence. “The idea that this acquisition would lead to anticompetitive outcomes in a dynamic space with as much entry and growth as online and connected fitness is simply not credible. By attacking this deal in a 3-2 vote, the FTC is sending a chilling message to anyone who wishes to innovate in VR. We are confident that our acquisition of Within will be good for people, developers, and the VR space,” a spokesperson told MarketWatch.

Meta has made no secret of its desire to rule the VR kingdom, with CEO Zuckerberg stating last year that he sees the potential for fitness subscriptions similar to those of Peloton. The FTC says that Meta, which owns Facebook, Instagram, Messenger, and WhatsApp, is the largest provider of virtual reality devices, and a leading app provider in the United States, and that its acquisition of headset manufacturer Oculus VR, Inc., marked the beginning of the company’s VR conquest. Due to the popularity of the headsets, the Meta Quest Store has over 400 apps available. 

Meta announced on October 29 last year that Within (including Supernatural) had entered into an agreement to join the California-based multinational technology conglomerate, noting that it believes the VR fitness space would be largely successful. Within’s Supernatural offers a fitness VR experience complete with music by top artists like Katy Perry, Imagine Dragons, Lady Gaga, and Coldplay.  

Despite its forward-thinking mission, Meta, like many other tech companies, is looking to slim down. According to a recent internal memo, Meta managers are encouraged to identify employees who fall short of the company’s “increased intensity.”

In terms of the broader VR fitness app market, Meta’s desired acquisition of Within will eliminate its current competitive rivalry, as its Beat Saber app competes with Within’s Supernatural app, something the agency finds objectionable. According to the FTC, the two entities currently “spur with each other,” where both add new features to attract more users. The FTC contends that if the acquisition is approved, this competitiveness will be lost.

Meta’s CEO, Zuckerburg, is also named as a defendant in the FTC’s lawsuit.

This is not the first time the FTC has moved against Meta. The commission said in December 2020 that it had sued Meta (then ‘Facebook’) for illegal monopolization in the social networking market, alleging that Meta/Facebook used its acquisitions to suppress emerging competitors. That action by the FTC, however, failed on account of a lack of detail. The commission revised the case in 2021 and was given the go-ahead by a federal judge.

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Les Mills Seeks to Dominate the Metaverse with BODYCOMBAT VR https://athletechnews.com/les-mills-to-dominate-metaverse-with-bodycombat-vr/ Wed, 27 Jul 2022 14:00:00 +0000 https://athletechnews.com/?p=91097 Les Mills continues to disrupt the fitness space with the LES MILLS BODYCOMBAT VR APP. The company, in partnership with VR innovator Odders Lab, has combined its popular martial arts-inspired BODYCOMBAT workout program with virtual reality to give users a fun, progressive way to sweat. Longtime Les Mills enthusiasts are familiar with the brand’s broad…

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Les Mills continues to disrupt the fitness space with the LES MILLS BODYCOMBAT VR APP. The company, in partnership with VR innovator Odders Lab, has combined its popular martial arts-inspired BODYCOMBAT workout program with virtual reality to give users a fun, progressive way to sweat.

Longtime Les Mills enthusiasts are familiar with the brand’s broad assortment of offerings. Clients ages 2 and up can work out in the company’s elite classes, from their Born to Move youth exercises to HIIT and other cardio fitness products. Recently, Les Mills has embraced the virtual world by integrating its world-class fitness programs like BODYFLOW and SH’BAM with online platforms for a more widespread, convenient reach. In 2022, the company is taking this approach to the next level with the LES MILLS BODYCOMBAT VR app.

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Les Mills and VR Innovator Odders Lab have partnered together to create the application which, according to Les Mills USA CEO Sean Turner, takes the live BODYCOMBAT martial arts experience into the metaverse, culminating in a “new, yet exciting way to experience” the workout. The company worked with META to bring the VR app to the Oculus Quest 2 device.   

“Rather than bringing VR into existing Les Mills platforms, we are bringing our world-leading live exercise programs to the world of VR,” says Turner. The initiative between Les Mills and its partners at Odders Lab was forged from the latter’s love of the former’s workouts. “It was natural for us to combine forces and develop something completely new,” Turner states. “We’re always looking at ways to push the boundaries of fitness, and this really caught our eye.”

At-home fitness and virtual workouts, whose growth accelerated during the pandemic, have remained popular despite the reopening of gyms and fitness studios. McKinsey & Company reported that 70 percent of online exercisers planned to continue using online fitness platforms after the pandemic wanes. Another survey revealed that monthly spending on paid fitness apps has risen by 10 percent. Of the almost 70 percent of survey respondents for whom fitness and health are a priority, 75 percent report using mobile apps to meet their goals, up from 50 percent before COVID. As these consumers begin to seek more intensity from their at-home workouts, they will welcome the next phase in fitness that integrates virtual reality, with the Les Mills BODYCOMBAT VR app at the forefront.

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Combining the ease of at-home workouts with cutting-edge technology, according to Turner, enhances the Les Mills portfolio in a significant way: “VR brings together gaming and fitness to create a new experience that is all-encompassing. The VR experience combines visual motivation together with audio motivation (i.e. coaching), leading to the user working harder without realizing it, trying to hit the targets and get the most points on the leaderboard. Our team of testers have all been blown away, both by the quality of the workout and the amount you can sweat from having so much fun!”   

Turner describes BODYCOMBAT, already offered in 10,000 gyms around the world, as “the world’s most popular martial arts workout.” Leading this preferred exercise into virtual reality will help fans looking to work out in both VR and non-VR environments. “The BODYCOMBAT VR app feels like a very timely innovation as the metaverse starts to take off,” Turner adds.  

Anyone ages 13 and up in pursuit of a fun, sweat-inducing workout will find it through the LES MILLS BODYCOMBAT VR app. The 25+ martial arts-inspired workout sessions offered range from 5 to 25 minutes in length and span three levels: Basic, Intermediate and Advanced. Turner promises the app is “made for anyone” and will entice both loyal and new Les Mills supporters with “an amazing full body workout.”  

“It obviously talks to the fitness gamers that are looking for a great science-backed workout as well as our current Les Mills fans who are looking for a new and exciting way to experience one of their favorite programs,” he affirms. “Beyond that, the beauty of the BODYCOMBAT VR app is that we can tailor workouts for all fitness levels and take people through the workouts in a safe and progressive way. We challenge them to try it and not break a serious sweat.”

Fans of the company’s Les Mills+ online workout platform who want to experience VR will have to wait, as there are no plans to include it in the BODYCOMBAT VR app for now. However, Turner believes the app “has already sparked some inspiration and exciting ideas across our teams.”  

Does Turner feel virtual reality can or will replace the traditional gym? “No. Just as digital fitness did not replace traditional gyms, neither will VR fitness. We are excited to see it become another complementary way for people to stay fit and active and above all else we hope this inspires new audiences to fall in love with fitness and have some fun.” 

The CEO, like other wellness leaders who’ve talked with Athletech News in recent months, feels the future of virtual fitness is robust: “We think there is an exciting future as one can see with all the discussion around the metaverse. While live classes will always be a strong cornerstone of fitness, VR is an amazing channel to inspire and motivate people to be the best that they can.  

 “At the end of the day, that is what we are all about — creating a fitter planet by helping more people to fall in love with fitness.”

Les Mills’ BODYCOMBAT VR app is now available on the Quest Store: (https://www.oculus.com/experiences/questgaming)

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Facebook Oculus Quest VR Headset Primed for Fitness https://athletechnews.com/facebook-oculus-quest-2-for-fitness/ Thu, 04 Nov 2021 07:04:39 +0000 https://athletechnews.com/?p=88920 Mark Zuckerberg’s company is moving forward into the fitness space. During a recent Facebook Connect presentation, CEO Mark Zuckerberg announced plans for the controversial tech giant, re-branding the company as Meta, and shared his futuristic vision on fitness, discussing the excitement around virtually immersive experiences and hinting at what’s to come for health and wellness…

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Mark Zuckerberg’s company is moving forward into the fitness space.

During a recent Facebook Connect presentation, CEO Mark Zuckerberg announced plans for the controversial tech giant, re-branding the company as Meta, and shared his futuristic vision on fitness, discussing the excitement around virtually immersive experiences and hinting at what’s to come for health and wellness in the “metaverse.” Zuckerberg also announced the new fitness accessories pack for Facebook Oculus Quest 2.

The Meta CEO noted that the Oculus Quest 2 will be more comfortable and will include controller grips. The grips, Zuckerberg says, are “for when things been intense.”

The new fitness pack will also have a user-friendly facial interface that allows the wearer to easily wipe off sweat, making it ideal for fitness workouts. “That’s all coming next year,” Zuckerberg said.

Pricing information isn’t available yet for the Facebook Oculus Quest 2 pack.

Facebook has had an eventful month with revelations from whistleblower Frances Haugen, a former data scientist at the company, and her testimony at Capitol Hill. The tech giant is familiar with scrutiny and took the opportunity to pivot towards the future of technology. Facebook quickly announced it would be rebranding itself as Meta, the new name to replace Facebook. Meta, Zuckerberg said, is a nod to the futuristic space he wishes to create and is adapted from the Greek word for “beyond.”

With the future of fitness becoming more connected and tech-driven, Zuckerberg sees a growing trend.

“I think we’re going to see a lot more unique experiences emerging around fitness that take advantage of the full immersion in interactive training,” Zuckerberg shared.

Meta is heavily invested in VR, with the CEO also revealing an upcoming project he refers to as “Project Cambria,” a code name for what he said is “a new product that will push the boundaries of VR even further.” Zuckerberg explained that he sees the merging of various worlds as a metaverse with endless opportunities for commerce, job growth, and further advancements.

Comparing the Quest to a Peloton, the Meta CEO noted that the headset is dynamic and hinted at what possibilities are in the works.

“A lot of you are already using Quest to stay fit. It lets you work out in some completely new ways. It’s kind of like a Peloton, but instead of a bike, you just have your VR headset and with it, you can do anything from boxing lessons to sword fighting to even dancing. You’ll be able to work out in new worlds, even against an AI. Maybe you’ll get some friends together for some three on three. Maybe play pickup with people on the other side of the world. Or imagine your Facebook cycling group does an AR charity ride,” he said. 

It makes sense that the tech giant would be moving more into the fitness space, as the pandemic has led to a fitness evolution in more ways than one. People are becoming more health-conscious, and many have been seeking a virtual fitness experience from the comfort of their homes. At-home fitness equipment has seen a significant increase, and adding a VR headset could become as commonplace as a yoga mat. It would appear that Meta has some ambitious features arriving in the future, which isn’t surprising from the company that changed social media. Immersive fitness and training experiences, leaderboards, or, as Zuckerberg hinted in the presentation, “Maybe you’ll be able to train with the best, like you’re right there with them. Like Lee Kiefer, Olympic gold medalist.”

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Meta to Acquire Within, a VR Company https://athletechnews.com/meta-acquires-within-a-vr-company/ Mon, 01 Nov 2021 14:22:00 +0000 https://athletechnews.com/?p=88908 Will immersive & virtual fitness become the future? Meta, the tech titan formerly known as Facebook, has announced that Within, a virtual reality company that developed popular and other-worldly fitness app Supernatural, has entered into an agreement to join it.  Supernatural’s subscription-based platform uses a fully immersive fitness experience for its users with total body…

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Will immersive & virtual fitness become the future?

Meta, the tech titan formerly known as Facebook, has announced that Within, a virtual reality company that developed popular and other-worldly fitness app Supernatural, has entered into an agreement to join it. 

Supernatural’s subscription-based platform uses a fully immersive fitness experience for its users with total body workouts and coaching. The app uses popular music that accompanies dreamy and realistic landscapes as fitness progress is monitored. VR destinations, Meta says, range from Machu Picchu to Mars. Sessions are all-encompassing, offering boxing to flow, stretching, and meditations.

The Supernatural app was created in response to the self-described “dad bods” Within co-founders Chris Milk and Aaron Koblin had acquired without actually having children. Neither preferred traditional fitness routes like the gym or home-based workouts but noticed that people would be drenched with sweat when coming out of the interactive VR videos they were creating. Milk and Koblin sought to integrate VR with fitness data, making the experience fun, encouraging, and unique. The founders used expert trainers, choreographers, and a team of specialists in kinesthesiology and biomechanics as they developed the app to help perfect body movement.

Milk once said that the magic of VR is that it can transport users to another realm.

“My favorite way to frame it is this: What if you had a wormhole in your closet, and you popped out of bed and dove through it to snowboard in the Swiss Alps every morning, and then popped back through the portal and took a shower and went to work? That reality is possible if you introduce VR into the equation. That’s the emotion we were chasing—something that gives you the physical exercise you’re after, but in a fun, joyous, exhilarating way, and most importantly, you can do it in your home,” he said in an interview.

In the announcement, Meta says that Supernatural will continue to work independently under Reality Labs and create additional VR experiences. Meta will assist in helping to “enhance future hardware to support VR fitness apps, encouraging other developers to bring new fitness experiences to VR,” noting that it believes fitness VR will be largely successful.

Besides being engaging, virtual reality allows fitness to be limitless.

“The exercise modalities achievable in VR are also things we could never achieve in the real world as we don’t need to worry about pesky things like the laws of physics,” Milk pointed out.

Meta believes that the acquisition will help move the company into the future with shared ideals.

“Like us, Supernatural, and their creators at Within, believe deeply in the power of the metaverse and VR to bring people together and empower positive change,” Meta said in the announcement. 

While longer-term studies are needed, tentative research findings from a 2020 report concluded that VR fitness could positively impact a user’s physiological, psychological, and rehabilitative outcomes compared with traditional exercise.

Correction: A previous version of this article incorrectly stated Meta has acquired Within. The error is regretted.

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