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businesswire | March 30, 2023
FitXR is continuing to expand its popular virtual reality (VR) fitness offering with the UK, EU and Asia markets by launching on the popular PICO VR headsets. FitXR’s launch on PICO represents its commitment to make VR fitness accessible to all, irrespective of the user’s preference in hardware choice. As the mass market appeal in VR continues to grow, it will bring with it increased interest in hardware developers, innovation and consumer choice and in turn the desirability in multi...
FitXR | March 21, 2023
FitXR, the VR fitness app with the most robust suite of offerings in the metaverse, today, announced new app integration with Strava, leading subscription platform at the center of connected fitness, to provide FitXR members a more comprehensive snapshot of their fitness journey through shared data. The partnership marks another major moment in FitXR’s commitment to providing an elevated and accessible digital experience that enables users to set and achieve fitness goals with ease.<...
Virtualization
FitXR | March 06, 2023
FitXR, a virtual reality fitness application, has recently announced a social giveaway partnership with Carolina Panthers' safety, Xavier Woods, for the Super Bowl weekend. With the idea of making off-season fitness fun in the form of games, Xavier Woods posted his VR fitness skills on Instagram, supporting FitXR. Fitness can be fun, but only some understand this in reality. The physical exercise routine in the gym can be stressful and tiresome, and one can easily get distra...
venturebeat | January 15, 2020
The mobile game industry is expected to generate $100 billion in revenue in 2020, up from $86 billion in 2019, according to App Annie, the mobile data and analytics researcher. App Annie released the numbers as part of its State of Mobile 2020 report. This annual appraisal provides insight into mobile’s expansive impact across industries and the global economy, highlighting publishers and brands that are outperforming their peers. Based on the report, games are now 72% of all spending in t...
Virtualization, Media and Broadcasting
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