Virtual Reality Treadmill Comprehensive Study by Type (Fixed Type, Mobile Type), Application (Gym, Home, Rehabilitation Center), End User (Gamers, Psychiatry, Other) Players and Region - Global Market Outlook to 2027

Virtual Reality Treadmill Market by XX Submarkets | Forecast Years 2022-2027  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
About Virtual Reality Treadmill
VR (virtual reality) is the most recent technology that allows people to explore a new world of dreams and imaginations that they have never visited before. In a virtual environment, a VR treadmill is an Directional running area that allows the user to move around physically in any direction. The user has a restricted gaming zone that is surrounded by a fence and waist belt and is connected to the treadmill by firm rods. Using integral sensors, VR treadmill systems can track the movement of the body on the tread/walk. This data is compiled and transferred to the computer. Following processing, this data is converted into motion within a virtual environment. In contrast to movement controlled by remote-controllers, this perspective ensures intense involvement in the artificial world and provides a life-like experience. These VR treadmills are mostly used for business, gaming, or display in shopping malls.

AttributesDetails
Study Period2017-2027
Base Year2021
UnitValue (USD Million)


The market for Virtual Reality Treadmill is highly competitive with several global as well as local players in the market. The global players are trying various strategies such as product innovation and using various marketing strategies to gain a higher market share. Analyst at AMA Research estimates that United States Manufacturers will contribute the maximum growth to Global Virtual Reality Treadmill market throughout the forecasted period. Established and emerging Manufacturers should take a closer view at their existing organizations and reinvent traditional business and operating models to adapt to the future.

Aperium (Canada), Cyberith (Austria), Virtuix (United States), Kat Walk Mini (United States), Infinadeck (United States), FitXR (United Kingdom) and Holodia (France) are some of the key players that are part of study coverage.

Segmentation Overview
AMA Research has segmented the market of Global Virtual Reality Treadmill market by Type (Fixed Type and Mobile Type), Application (Gym, Home and Rehabilitation Center) and Region.



On the basis of geography, the market of Virtual Reality Treadmill has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). If we see Market by End User, the sub-segment i.e. Gamers will boost the Virtual Reality Treadmill market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.

Virtual Reality Treadmill Market Dynamics:
AttributesDetails
Growth Drivers
  • Increasing Adoption of Virtual reality Treadmill for Gym
  • Demand for the Health Equipment in the Residential Application
Influencing Trends
  • Integration of Artificial Intelligence for Consumer Experience
Restraints
  • High-Cost Investment in Virtual Reality Technology in Treadmill
  • Lack of awareness of Virtual Reality Treadmill in Undeveloped regions
Road Blocks / Challenges
  • Costly Virtual Reality Headsets
  • Technological complexity associated with Virtual Reality Treadmill
Gaps & Opportunities
  • Rising Applications of Virtual Reality in Gaming
  • Growing Enrollment in the Gyms and Fitness Center Worldwide will Virtual Reality Treadmill Boost the Market


On 12 July 2021 KAT VR, the leading manufacturer of omnidirectional VR treadmills, has launched their second-generation VR treadmill—KAT WALK MINI S. The cutting-edge device is specifically designed for VR gaming arcades as well as industry applications. and On 8 October 2020 – Virtuix has announced the launch of the ‘Omni One’, a consumer version of the Omni, an omni-directional treadmill that enables players to walk or run in any direction through virtual reality (VR) video games and other virtual environments.


Key Target Audience
Virtual Reality Treadmill Manufacturers, New Entrants and Investors, Venture Capitalists, Government Bodies, Corporate Entities, Government and Private Research Organizations and Others

About Approach
To evaluate and validate the market size various sources including primary and secondary analysis is utilized. AMA Research follows regulatory standards such as NAICS/SIC/ICB/TRCB, to have a better understanding of the market. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with the purpose to understand the companies positioning regarding the market value, volume, and their market share for regional as well as global.

Further to bring relevance specific to any niche market we set and apply a number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Agencies) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders, etc., and work towards appointment generation.

The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, the analyst team keeps preparing a set of questionnaires, and after getting the appointee list; the target audience is then tapped and segregated with various mediums and channels that are feasible for making connections that including email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey, etc.

Report Objectives / Segmentation Covered

By Type
  • Fixed Type
  • Mobile Type
By Application
  • Gym
  • Home
  • Rehabilitation Center
By End User
  • Gamers
  • Psychiatry
  • Other

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Increasing Adoption of Virtual reality Treadmill for Gym
      • 3.2.2. Demand for the Health Equipment in the Residential Application
    • 3.3. Market Challenges
      • 3.3.1. Costly Virtual Reality Headsets
      • 3.3.2. Technological complexity associated with Virtual Reality Treadmill
    • 3.4. Market Trends
      • 3.4.1. Integration of Artificial Intelligence for Consumer Experience
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Virtual Reality Treadmill, by Type, Application, End User and Region (value and price ) (2016-2021)
    • 5.1. Introduction
    • 5.2. Global Virtual Reality Treadmill (Value)
      • 5.2.1. Global Virtual Reality Treadmill by: Type (Value)
        • 5.2.1.1. Fixed Type
        • 5.2.1.2. Mobile Type
      • 5.2.2. Global Virtual Reality Treadmill by: Application (Value)
        • 5.2.2.1. Gym
        • 5.2.2.2. Home
        • 5.2.2.3. Rehabilitation Center
      • 5.2.3. Global Virtual Reality Treadmill by: End User (Value)
        • 5.2.3.1. Gamers
        • 5.2.3.2. Psychiatry
        • 5.2.3.3. Other
      • 5.2.4. Global Virtual Reality Treadmill Region
        • 5.2.4.1. South America
          • 5.2.4.1.1. Brazil
          • 5.2.4.1.2. Argentina
          • 5.2.4.1.3. Rest of South America
        • 5.2.4.2. Asia Pacific
          • 5.2.4.2.1. China
          • 5.2.4.2.2. Japan
          • 5.2.4.2.3. India
          • 5.2.4.2.4. South Korea
          • 5.2.4.2.5. Australia
          • 5.2.4.2.6. Rest of Asia-Pacific
        • 5.2.4.3. Europe
          • 5.2.4.3.1. Germany
          • 5.2.4.3.2. France
          • 5.2.4.3.3. Italy
          • 5.2.4.3.4. United Kingdom
          • 5.2.4.3.5. Netherlands
          • 5.2.4.3.6. Rest of Europe
        • 5.2.4.4. MEA
          • 5.2.4.4.1. Middle East
          • 5.2.4.4.2. Africa
        • 5.2.4.5. North America
          • 5.2.4.5.1. United States
          • 5.2.4.5.2. Canada
          • 5.2.4.5.3. Mexico
    • 5.3. Global Virtual Reality Treadmill (Price)
      • 5.3.1. Global Virtual Reality Treadmill by: Type (Price)
  • 6. Virtual Reality Treadmill: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
    • 6.2. Peer Group Analysis (2021)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Aperium (Canada)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Cyberith (Austria)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Virtuix (United States)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Kat Walk Mini (United States)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Infinadeck (United States)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. FitXR (United Kingdom)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Holodia (France)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
  • 7. Global Virtual Reality Treadmill Sale, by Type, Application, End User and Region (value and price ) (2022-2027)
    • 7.1. Introduction
    • 7.2. Global Virtual Reality Treadmill (Value)
      • 7.2.1. Global Virtual Reality Treadmill by: Type (Value)
        • 7.2.1.1. Fixed Type
        • 7.2.1.2. Mobile Type
      • 7.2.2. Global Virtual Reality Treadmill by: Application (Value)
        • 7.2.2.1. Gym
        • 7.2.2.2. Home
        • 7.2.2.3. Rehabilitation Center
      • 7.2.3. Global Virtual Reality Treadmill by: End User (Value)
        • 7.2.3.1. Gamers
        • 7.2.3.2. Psychiatry
        • 7.2.3.3. Other
      • 7.2.4. Global Virtual Reality Treadmill Region
        • 7.2.4.1. South America
          • 7.2.4.1.1. Brazil
          • 7.2.4.1.2. Argentina
          • 7.2.4.1.3. Rest of South America
        • 7.2.4.2. Asia Pacific
          • 7.2.4.2.1. China
          • 7.2.4.2.2. Japan
          • 7.2.4.2.3. India
          • 7.2.4.2.4. South Korea
          • 7.2.4.2.5. Australia
          • 7.2.4.2.6. Rest of Asia-Pacific
        • 7.2.4.3. Europe
          • 7.2.4.3.1. Germany
          • 7.2.4.3.2. France
          • 7.2.4.3.3. Italy
          • 7.2.4.3.4. United Kingdom
          • 7.2.4.3.5. Netherlands
          • 7.2.4.3.6. Rest of Europe
        • 7.2.4.4. MEA
          • 7.2.4.4.1. Middle East
          • 7.2.4.4.2. Africa
        • 7.2.4.5. North America
          • 7.2.4.5.1. United States
          • 7.2.4.5.2. Canada
          • 7.2.4.5.3. Mexico
    • 7.3. Global Virtual Reality Treadmill (Price)
      • 7.3.1. Global Virtual Reality Treadmill by: Type (Price)
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Virtual Reality Treadmill: by Type(USD Million)
  • Table 2. Virtual Reality Treadmill Fixed Type , by Region USD Million (2016-2021)
  • Table 3. Virtual Reality Treadmill Mobile Type , by Region USD Million (2016-2021)
  • Table 4. Virtual Reality Treadmill: by Application(USD Million)
  • Table 5. Virtual Reality Treadmill Gym , by Region USD Million (2016-2021)
  • Table 6. Virtual Reality Treadmill Home , by Region USD Million (2016-2021)
  • Table 7. Virtual Reality Treadmill Rehabilitation Center , by Region USD Million (2016-2021)
  • Table 8. Virtual Reality Treadmill: by End User(USD Million)
  • Table 9. Virtual Reality Treadmill Gamers , by Region USD Million (2016-2021)
  • Table 10. Virtual Reality Treadmill Psychiatry , by Region USD Million (2016-2021)
  • Table 11. Virtual Reality Treadmill Other , by Region USD Million (2016-2021)
  • Table 12. South America Virtual Reality Treadmill, by Country USD Million (2016-2021)
  • Table 13. South America Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 14. South America Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 15. South America Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 16. Brazil Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 17. Brazil Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 18. Brazil Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 19. Argentina Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 20. Argentina Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 21. Argentina Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 22. Rest of South America Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 23. Rest of South America Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 24. Rest of South America Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 25. Asia Pacific Virtual Reality Treadmill, by Country USD Million (2016-2021)
  • Table 26. Asia Pacific Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 27. Asia Pacific Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 28. Asia Pacific Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 29. China Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 30. China Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 31. China Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 32. Japan Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 33. Japan Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 34. Japan Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 35. India Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 36. India Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 37. India Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 38. South Korea Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 39. South Korea Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 40. South Korea Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 41. Australia Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 42. Australia Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 43. Australia Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 44. Rest of Asia-Pacific Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 45. Rest of Asia-Pacific Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 46. Rest of Asia-Pacific Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 47. Europe Virtual Reality Treadmill, by Country USD Million (2016-2021)
  • Table 48. Europe Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 49. Europe Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 50. Europe Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 51. Germany Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 52. Germany Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 53. Germany Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 54. France Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 55. France Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 56. France Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 57. Italy Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 58. Italy Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 59. Italy Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 60. United Kingdom Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 61. United Kingdom Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 62. United Kingdom Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 63. Netherlands Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 64. Netherlands Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 65. Netherlands Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 66. Rest of Europe Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 67. Rest of Europe Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 68. Rest of Europe Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 69. MEA Virtual Reality Treadmill, by Country USD Million (2016-2021)
  • Table 70. MEA Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 71. MEA Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 72. MEA Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 73. Middle East Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 74. Middle East Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 75. Middle East Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 76. Africa Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 77. Africa Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 78. Africa Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 79. North America Virtual Reality Treadmill, by Country USD Million (2016-2021)
  • Table 80. North America Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 81. North America Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 82. North America Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 83. United States Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 84. United States Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 85. United States Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 86. Canada Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 87. Canada Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 88. Canada Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 89. Mexico Virtual Reality Treadmill, by Type USD Million (2016-2021)
  • Table 90. Mexico Virtual Reality Treadmill, by Application USD Million (2016-2021)
  • Table 91. Mexico Virtual Reality Treadmill, by End User USD Million (2016-2021)
  • Table 92. Virtual Reality Treadmill: by Type(USD/Units)
  • Table 93. Company Basic Information, Sales Area and Its Competitors
  • Table 94. Company Basic Information, Sales Area and Its Competitors
  • Table 95. Company Basic Information, Sales Area and Its Competitors
  • Table 96. Company Basic Information, Sales Area and Its Competitors
  • Table 97. Company Basic Information, Sales Area and Its Competitors
  • Table 98. Company Basic Information, Sales Area and Its Competitors
  • Table 99. Company Basic Information, Sales Area and Its Competitors
  • Table 100. Virtual Reality Treadmill: by Type(USD Million)
  • Table 101. Virtual Reality Treadmill Fixed Type , by Region USD Million (2022-2027)
  • Table 102. Virtual Reality Treadmill Mobile Type , by Region USD Million (2022-2027)
  • Table 103. Virtual Reality Treadmill: by Application(USD Million)
  • Table 104. Virtual Reality Treadmill Gym , by Region USD Million (2022-2027)
  • Table 105. Virtual Reality Treadmill Home , by Region USD Million (2022-2027)
  • Table 106. Virtual Reality Treadmill Rehabilitation Center , by Region USD Million (2022-2027)
  • Table 107. Virtual Reality Treadmill: by End User(USD Million)
  • Table 108. Virtual Reality Treadmill Gamers , by Region USD Million (2022-2027)
  • Table 109. Virtual Reality Treadmill Psychiatry , by Region USD Million (2022-2027)
  • Table 110. Virtual Reality Treadmill Other , by Region USD Million (2022-2027)
  • Table 111. South America Virtual Reality Treadmill, by Country USD Million (2022-2027)
  • Table 112. South America Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 113. South America Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 114. South America Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 115. Brazil Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 116. Brazil Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 117. Brazil Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 118. Argentina Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 119. Argentina Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 120. Argentina Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 121. Rest of South America Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 122. Rest of South America Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 123. Rest of South America Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 124. Asia Pacific Virtual Reality Treadmill, by Country USD Million (2022-2027)
  • Table 125. Asia Pacific Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 126. Asia Pacific Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 127. Asia Pacific Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 128. China Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 129. China Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 130. China Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 131. Japan Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 132. Japan Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 133. Japan Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 134. India Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 135. India Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 136. India Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 137. South Korea Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 138. South Korea Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 139. South Korea Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 140. Australia Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 141. Australia Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 142. Australia Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 143. Rest of Asia-Pacific Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 144. Rest of Asia-Pacific Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 145. Rest of Asia-Pacific Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 146. Europe Virtual Reality Treadmill, by Country USD Million (2022-2027)
  • Table 147. Europe Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 148. Europe Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 149. Europe Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 150. Germany Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 151. Germany Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 152. Germany Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 153. France Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 154. France Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 155. France Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 156. Italy Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 157. Italy Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 158. Italy Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 159. United Kingdom Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 160. United Kingdom Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 161. United Kingdom Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 162. Netherlands Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 163. Netherlands Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 164. Netherlands Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 165. Rest of Europe Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 166. Rest of Europe Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 167. Rest of Europe Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 168. MEA Virtual Reality Treadmill, by Country USD Million (2022-2027)
  • Table 169. MEA Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 170. MEA Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 171. MEA Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 172. Middle East Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 173. Middle East Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 174. Middle East Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 175. Africa Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 176. Africa Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 177. Africa Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 178. North America Virtual Reality Treadmill, by Country USD Million (2022-2027)
  • Table 179. North America Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 180. North America Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 181. North America Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 182. United States Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 183. United States Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 184. United States Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 185. Canada Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 186. Canada Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 187. Canada Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 188. Mexico Virtual Reality Treadmill, by Type USD Million (2022-2027)
  • Table 189. Mexico Virtual Reality Treadmill, by Application USD Million (2022-2027)
  • Table 190. Mexico Virtual Reality Treadmill, by End User USD Million (2022-2027)
  • Table 191. Virtual Reality Treadmill: by Type(USD/Units)
  • Table 192. Research Programs/Design for This Report
  • Table 193. Key Data Information from Secondary Sources
  • Table 194. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Virtual Reality Treadmill: by Type USD Million (2016-2021)
  • Figure 5. Global Virtual Reality Treadmill: by Application USD Million (2016-2021)
  • Figure 6. Global Virtual Reality Treadmill: by End User USD Million (2016-2021)
  • Figure 7. South America Virtual Reality Treadmill Share (%), by Country
  • Figure 8. Asia Pacific Virtual Reality Treadmill Share (%), by Country
  • Figure 9. Europe Virtual Reality Treadmill Share (%), by Country
  • Figure 10. MEA Virtual Reality Treadmill Share (%), by Country
  • Figure 11. North America Virtual Reality Treadmill Share (%), by Country
  • Figure 12. Global Virtual Reality Treadmill: by Type USD/Units (2016-2021)
  • Figure 13. Global Virtual Reality Treadmill share by Players 2021 (%)
  • Figure 14. Global Virtual Reality Treadmill share by Players (Top 3) 2021(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. Aperium (Canada) Revenue, Net Income and Gross profit
  • Figure 17. Aperium (Canada) Revenue: by Geography 2021
  • Figure 18. Cyberith (Austria) Revenue, Net Income and Gross profit
  • Figure 19. Cyberith (Austria) Revenue: by Geography 2021
  • Figure 20. Virtuix (United States) Revenue, Net Income and Gross profit
  • Figure 21. Virtuix (United States) Revenue: by Geography 2021
  • Figure 22. Kat Walk Mini (United States) Revenue, Net Income and Gross profit
  • Figure 23. Kat Walk Mini (United States) Revenue: by Geography 2021
  • Figure 24. Infinadeck (United States) Revenue, Net Income and Gross profit
  • Figure 25. Infinadeck (United States) Revenue: by Geography 2021
  • Figure 26. FitXR (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 27. FitXR (United Kingdom) Revenue: by Geography 2021
  • Figure 28. Holodia (France) Revenue, Net Income and Gross profit
  • Figure 29. Holodia (France) Revenue: by Geography 2021
  • Figure 30. Global Virtual Reality Treadmill: by Type USD Million (2022-2027)
  • Figure 31. Global Virtual Reality Treadmill: by Application USD Million (2022-2027)
  • Figure 32. Global Virtual Reality Treadmill: by End User USD Million (2022-2027)
  • Figure 33. South America Virtual Reality Treadmill Share (%), by Country
  • Figure 34. Asia Pacific Virtual Reality Treadmill Share (%), by Country
  • Figure 35. Europe Virtual Reality Treadmill Share (%), by Country
  • Figure 36. MEA Virtual Reality Treadmill Share (%), by Country
  • Figure 37. North America Virtual Reality Treadmill Share (%), by Country
  • Figure 38. Global Virtual Reality Treadmill: by Type USD/Units (2022-2027)
List of companies from research coverage that are profiled in the study
  • Aperium (Canada)
  • Cyberith (Austria)
  • Virtuix (United States)
  • Kat Walk Mini (United States)
  • Infinadeck (United States)
  • FitXR (United Kingdom)
  • Holodia (France)
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Jul 2022 233 Pages 80 Tables Base Year: 2021 Coverage: 15+ Companies; 18 Countries

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Frequently Asked Questions (FAQ):

The standard version of the report profiles players such as Aperium (Canada), Cyberith (Austria), Virtuix (United States), Kat Walk Mini (United States), Infinadeck (United States), FitXR (United Kingdom) and Holodia (France) etc.
The Study can be customized subject to feasibility and data availability. Please connect with our sales representative for further information.
"Integration of Artificial Intelligence for Consumer Experience" is seen as one of major influencing trends for Virtual Reality Treadmill Market during projected period 2021-2027.
The Virtual Reality Treadmill market study includes a random mix of players, including both market leaders and some top growing emerging players. Connect with our sales executive to get a complete company list in our research coverage.

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