Forecast for the number of users in the eServices Fitness market in United States until 2024

This statistic presents a forecast of the number of online users in the eServices Fitness market in United States until the year 2024. According to the Digital Market Outlook, the number of online users of the eServices Fitness segment Wearables in United States is expected to be 39.6 million in 2024. An overview of all Digital Markets can be found here.
Statista’s Digital Market Outlook offers forecasts, detailed market insights and essential performance indicators of the most significant areas in the “Digital Economy”, including various digital goods and services. Alongside revenue forecasts for 150 countries, Statista offers additional insights into consumer trends and demographic structure of digital consumer markets. The Forecast was adjusted for the expected impact of COVID-19.

Forecast for the number of online users in the eServices Fitness market in United States from 2017 to 2024

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Supplementary notes

The eServices market segment Fitness contains the user and revenue development of two product categories: (1) portable, connected fitness devices (Wearables) and (2) digital fitness and nutrition applications for use with a smartphone and/or tablet (Apps). The Wearables segment includes devices that are explicitly intended for fitness. In particular, fitness wristwear which is equipped with sensors and activity trackers that measure and analyze the physical activity and body functions of the wearer. Smart Clothes and Eyewear are also included. Smartwatches are not considered here as dedicated fitness equipment, therefore they are excluded from the market segment. The Apps segment includes fitness and nutrition apps e.g. calorie counters, nutrition diaries and apps for detecting /tracking/ analyzing and sharing vitality and fitness achievements. Apps that focus on specific diseases (e.g. diabetes apps) are excluded as well as Apps that do not provide any options to directly measure or analyze vitality and fitness achievements (e.g. exercise tutorials or nutrition lexicons). The user base covers paying customers only i.e. users who pay for app downloads, premium/full versions and in-app purchases. Users of advertising-funded apps are not included. The revenue figures only include revenues generated from paid app downloads, premium/full versions and in-app purchases, eCommerce and advertising revenues are not included.

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