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VR headsets aren’t just about gaming – here’s how virtual reality workouts are revolutionising the fitness industry

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In a world where we can attend club-themed spin sessions, follow workout classes on our bedroom mirror or watch Netflix while we run, it’s hard to imagine what’s next for our exercise routines. Enter VR fitness

I’m standing on a wooden pier, looking out over calm, albeit slightly pixelated waves, trying to ready myself for what’s to come. As floating orbs appear on the skyline, I punch, dodge, elbow and block them, smashing them into glittering dust.

The Meta Quest 3 (£459) is a truly extraordinary piece of kit – you can visit anywhere in the world, from coral reefs off the Philippines to the Grand Canyon. You can even go off-world, travelling to strange and mythical galaxies.

Today though, I’m exploring how using virtual reality – or VR – for fitness can change the way we exercise. I speak to Sam Cole, the founder of FitXR, and Dr Tine Gulbrandsen, VR fitness expert and exercise physiologist, to find out more.

VR fitness games make for a great workout

How is AR/VR changing the fitness space in 2024?

Despite all the #runninggirlies you might see on Instagram and TikTok, rates of obesity are reportedly on the rise. Many of us live sedentary lifestyles, moving from bed to a seat on our commute, to our office desk, then back home to the sofa day in and day out. And the reality is, a spin class or a yoga session each week isn’t enough to tackle that enduring lack of movement.

“The fitness industry needs to adapt to serve the masses, and that’s where AR/VR tech can play a pivotal role,” says Sam. “By breaking down barriers to entry, AR/VR technology is making fitness more enjoyable and accessible for everyone. The start of this potential has been seen with Meta announcing Horizon OS will be available on other platforms, which we expect to drive a surge in headsets designed for specific use cases including fitness.”

What does VR fitness offer that a traditional gym doesn’t?

Something that surprised me was the accessibility of working out using FitXR. I didn’t have to schlep to a busy gym after a long day of work to be surrounded by people who are stronger and faster than me. I could simply head into the kitchen (where my home has the greatest amount of floorspace) and start. I have long Covid so have to be very cautious when exercising and found that a few 10-minute blasts of ‘Sculpt’, ‘Box’ and ‘Combat’ were enough to get moving without having a crash day.

“I was inspired to create FitXR after realising how inaccessible the traditional fitness industry was to most people,” says Sam. “Gyms often felt like exclusive clubs, and the industry was rife with inaccessible messaging like ‘no pain, no gain’. FitXR was born out of the desire to flip this on its head: to make fitness more fun and engaging for everyone, with more accessible aims of building healthier habits, like ‘sweat everyday’.”

Notably, British physician, author and podcast host Dr Rangan Chatterjee highlights how the shift from ‘exercise’ to ‘movement’ is important. In his book, The 4 Pillar Plan, he writes: “We simply need to move more during the day, throughout the day, every day. We need to design our lives around movement.”

For most of us with a desk job, this is tricky – almost as tricky as getting to the gym more than three times a week. But this is where VR fitness options can play a pivotal role.

“It is a great tool for anyone looking to start a fitness routine who needs extra motivation or doesn’t have access to a gym,” says Tine. “For someone earlier in their journey, they can also find apps and workouts that will help them build muscle and strength, but the tech/offerings are still a bit low for these exercises. However, many people, like myself, who have been working out for years, find VR a great way to do cardio that’s fun and engaging, and it’s also my go-to for days when motivation is low, or I don’t have time to get to the gym.”

Read more: Inside Grey Wolfe, London’s latest next-gen wellness centre

What are the benefits of VR fitness?

While it does feel a little strange to begin with, my brain quickly accepted my new virtual environment, and this allowed me to fully immerse myself in the class. No checking my phone or looking to see what other people are doing. When I look down I can’t even see myself, leaving zero space for feeling self-conscious.

“The experience is fully immersive, with the ability to transport users to dynamic environments that make exercise feel like an adventure rather than a chore,” says Sam. “We are also able to accelerate a user’s state of ‘flow’ through the combination of energising music synced perfectly to workouts and levelled up with a layer of gamification to maximise motivation.”

Sam adds that, when combined with AI, there is extraordinary potential for personalised VR fitness, adapting to individual goals, accessibility needs, preferences and performance in real time.

It’s the first time since being hit with long Covid that I’ve found any sort of exercise class fun. It’s playful, and it’s low stakes. I wasn’t trying to maximise returns on an expensive class I’d travelled across town to take part in. I simply listened to Disney hits (yes, I am a millennial, why do you ask?) and spent short bursts of time rediscovering the joy of movement.

Tine highlights that VR fitness offers a gamified option that, for some, is less intimidating than going to the gym for the first time. It offers a social environment, a safe place for individuals who perhaps struggle with anxiety or other conditions that might obstruct their path to exercise.

However, VR fitness in its current state is not without its flaws. Limited tracking makes it possible to ‘cheat’ for points or higher scores but sacrifice workout quality, and workouts do require users to have good body awareness to guarantee proper form.

Why is fitness gamification important?

I’m always impressed by people who can simply go to the gym – the same machines, the same movements, the same environment, week in and week out. And that works for a lot of people, which is great. But personally, doing something that feels like a game is far more likely to keep me coming back for the next session.

“By infusing fun and challenge into workouts, gamification appeals to a broader audience, especially those who have never felt comfortable with traditional fitness mediums,” explains Sam. “It also serves as a powerful motivator, encouraging consistency and the formation of long-term healthy habits over short-term gains, as the primary goal becomes personal progress and achievements.”

The FitXR class library offers a huge range of options; whether you’re into high-intensity cardio, strength training or dance, you’ll find something tailored to your fitness goals and preferences.

“Even with its current limitations, VR is very powerful,” says Tine. “As someone with ADHD, VR has made it possible for me to implement a daily meditation practice. With respected fitness empires like Les Mills investing in the scene, we’re seeing more fitness apps that deliver high-end experiences at a reasonable price.”

Read more: Gamified fitness and how to burn calories on the moon

What does the future hold for AR/VR fitness?

“When thinking about the future, I see the potential for AR/VR to transform our lives,” says Sam. “As AR glasses and VR headsets continue to evolve and integrate more into our daily lives, we’re on the brink of realising a world where exercise is more engaging, accessible and personalised than ever before.”

While for the technophobic among us, the integration of VR and AI into our day-to-day lives might seem intimidating, there is also great potential for it to improve our lives. Of course, we can technically work out in most locations – if we don’t have the time, confidence or energy reserves to get to the gym, we can run or do free YouTube classes, in our homes or, if there’s not enough space, in our local park. Sometimes it’s a lack of motivation or willpower that holds us back, other times it’s not knowing where or how to exercise in a way that’s right for us. This is where VR fitness platforms like FitXR can step in.

“Imagine a world where fitness isn’t confined to any specific location but fits easily into our lives – whether at the gym, outdoors, at home,” says Sam. “Partner this with having an AI-powered personal trainer accompany you wherever you go, giving real-time motivation and performance feedback tailored to your needs and goals.”

A far cry from the late-night solo gym sessions I used to push myself through, FitXR offers extraordinary experiences, right in my own kitchen. As I write this, I’m deciding which class to do (or game to play) during my lunch break, knowing I will still have time to eat and rest before gearing up to my afternoon. I might even be able to squeeze in a quick TRIPP or Headspace XR meditation.

“Developers are getting more and more creative in how they implement full-body movements, and as the technology advances, we’ll continue to see more detailed feedback and tracking, making it possible for users to see their results and progress in much more detail than what traditional cardio workouts can offer,” adds Tine. “As a coach, I would love to see a future where I can see a hologram of myself and my client in real time, making it possible to coach and train from anywhere in the world.”

Needless to say, Sam is excited about what the future of VR fitness can offer.

“These layers of enhanced content will enable us to deliver incredible experiences that captivate and motivate beyond what the traditional gym setting ever has and drive the change the world needs to see in creating healthier lives worldwide.”

A FitXR membership costs £9.99 per month or £83.99 when billed annually.

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