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Wellness Industry
ØThe wellness industry has doubled in the past 6 years to a $400 billion industry.
ØBy the year 2010 it is estimated to become the next trillion-dollar industry due to the astounding obesity rates and nearly 130 million people in the U.S. are overweight. 
ØThe direct costs of obesity are in excess of $117 billion per year.

Fitness Industry
ØThe fitness industry is a $17.6 billion industry with over 41.1 million members in the U.S.
ØOnly 16% of the U.S. population is a member of a fitness center - 84% opportunity.
ØBoredom is reported as one of the top reasons a member discontinuous working out. 
ØAn independent study found that 89% of the participants would like a more fun workout   experience and making fitness fun would make them workout more often. 
ØIHRSA just reported that the youth fitness market is expected to be a $4.2 billion industry.

Video Game Industry
ØThe video game industry sales exceeded the film industries annual box office sales in 2006 with over $12.6 billion in U.S. sales with a growth rate in excess of 20%. 
ØThe average of the video gamer is 30 with 47% of the gamers industry between the age of 13 and 24; 60% are males and 40% are females. 

Tweenager Market
ØThe “Tweenager” market is a powerful group and smart consumer that not only spends over $300 billion a year in the U.S. but influences over $1.88 trillion in sales worldwide.
ØHaving fun was rated by 86.2 per cent as the most important element in tweens' lives.
Ø47.2% of the U.S. tween are “urban wired tweens” and they live in an interactive world.

Youth Obesity Market
ØApproximately 22 million children aged <5 are overweight and over 16% of the U.S. population between the ages of 6 to 19 are obese with rates estimated to exceed 30%. 
ØReports state that over 33% of all overweight children will be diagnosed with Type II diabetes and this is the first generation that parents may out live their children. 
ØYouth obesity reports recommend children need to be involved in physical activity rather than dietary restrictions because of fear relating to adverse effects with eating patterns. 

Generation Gamer
ØGame industry reports estimate that there are over 90 million “generation gamers”. 
Ø92% of children aged 2 - 17 have regular access to video games on a daily basis.
ØTime spent watching TV and playing video games average over 3 hours per day (8-18yrs).
ØThis market AKA “generation gamers” report that video games are entertaining challenges that involve skill, they create social experiences, they are awarding, and they create a world that allows control above the level they posses in an adult household. 

Interactive Fitness/Exergaming
ØStudy: Attrition rates of traditional equipment to be 32% & interactive fitness to be 21%.
ØDDR study: Kids aged 7-12 showed improvements in fitness levels and stayed more fit.
ØResearch shows kids are more motivated to exercise with interactive fitness equipment and achieve higher fitness levels and heart rates with interactive fitness vs. traditional fitness.
ØGames are about doing & doing is what we learn & we learn 70% of what we physically do.