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Life Fitness (UK) Ltd | Fit Tech promotion
Life Fitness (UK) Ltd | Fit Tech promotion
Life Fitness (UK) Ltd | Fit Tech promotion
features

Profile: New reality

Sam Cole, CEO of FitXR, talks to Fit Tech about taking digital workouts to the next level, with an immersive, virtual reality fitness club

Published in Fit Tech 2023 issue 1

Tell us about you
I received law and finance degrees from the University of Otago, New Zealand and started my career in the consulting team at PricewaterhouseCoopers in New Zealand.

In 2014, I moved to London and worked in private equity and venture capital before completing an MBA at the Judge Business School at the University of Cambridge, where I met my FitXR co-founder Sameer Baroova.

Where did the idea come from?
On meeting, Sameer and I quickly discovered we shared a passion for wanting to leverage the power of VR/AR to change how people exercised and, in the process, transform a few lives for the better. We believed the next computing platform after the smartphone was going to be a mixed reality headset, and that this would change how people worked out at home, in the gym and outdoors.

I’ve always been consumed by fitness, specifically the team sport model, because when you’re playing team sport, it doesn’t feel like exercise and you achieve a flow state. I wanted to bring that same feeling to traditional exercise so people would forget they were exercising because they were having fun.


FitXR was born in a garden shed in Woking, England in October 2016. From the beginning we were intent on delivering a holistic and varied fitness experience.

What exactly is FitXR?
FitXR has built one of the world’s first virtual fitness clubs, merging immersive VR with unparalleled total body workouts designed by top fitness experts. FitXR provides a truly engaging, multiplayer experience with constantly refreshed content, studios, classes and music. To quote one of our members, “it's the best thing to happen to exercise since exercise".

It’s all about making fitness fun and accessible to everyone. The main problem with the traditional gym is that the wrong people are going to it – it’s those who already have a background in exercise and sport, who continue to train throughout their lives. These people enjoy the gym experience, or at least the physical and aesthetic benefits it provides. But this is not the case for the increasingly inactive and obese population who are put off by the traditional gym experience.

We believe VR fitness can help bridge this gap and that the way to appeal to a wider range of people than just those who are in shape, is to make exercise feel more like play.

When you're a kid running around outside you don’t think of what you’re doing as exercise. If adults felt that same joy when they were working out, more would form consistent habits. This is the essence of FitXR.

When did you launch?
Following much prototyping, FitXR originally launched as BoxVR in June 2017. BoxVR migrated to FitXR in 2020 when we introduced our Dance studio. And in May of 2021, we released our latest studio, HIIT.

What is the payment model?
FitXR membership is available on the Oculus Quest for US$9.99 a month.

What are the benefits of using VR in fitness classes?
The home fitness category is crowded with everything from free videos to subscription platforms to premium hardware. Most brands do their best to offer a surrogate for a gym experience or exercise class, but can’t deliver the experience of real group training in the same space, at the same time.

FitXR transforms home fitness into something more. With the integration of connected gaming technology and group fitness conventions, FitXR delivers an unparalleled VR fitness experience which is accessible by anyone, from anywhere.

We believe in a future where exercise happens everywhere – whether that’s the gym, the park, or at home – and is enhanced through engaging technology that extends your reality.

How did you decide on the three disciplines?
When we were developing FitXR, we tried various fitness verticals, such as boxing, spinning and rowing. Taking a cue from group fitness classes, we were inspired by the power that comes from exercising together and wanted to bring this to our virtual fitness club.

Boxing rose to the top based on its functionality. But, we knew we had to offer more, so we introduced our dance studio in 2020 to give people more variety.

Our latest studio – HIIT – is a whole new take on home workouts. The studio features highly competitive classes within a virtual fitness space. An interactive cardio wall is inspired by a fitness device used to help train F1 drivers for better reaction timing. The HIIT studio delivers more variety to FitXR users for a well-rounded workout experience.

In the same way that a traditional HIIT class involves short bursts of intense activity to get your heart pumping, the HIIT Studio tests your agility, endurance and reaction speed through a series of fast-paced cues that you smash as they become illuminated around you – at speed – within the game space. Think whack-a-mole, but on a totally different level: way more engaging, challenging and fun.

Boasting a mix of instructor-led exercises and reaction-based fitness games, we believe the HIIT Studio is like no other VR experience on the market. Built from the ground up, based on sports science, it takes inspiration from professional athlete reaction training equipment, yet caters to all abilities and fitness levels. The HIIT Studio is the most competitive of the FitXR studios, in both multiplayer and solo mode.

The HIIT Studio is pushing boundaries, as it doesn’t rely on the beat of music – the user drives how aggressively they push themselves. And while rhythmic based fitness classes worked well at the start, the move to HIIT workouts signals a true coming-of-age moment for VR fitness. This is the start of the next phase of what’s possible in VR fitness and what FitXR plans to continuously deliver against as the technology evolves.

What gamification techniques have you used?
We’ve developed a level system that gives a score out of 10 for every class completed. We also record stats that are relevant to each studio, such as average punch velocity for Box and average reaction speed for HIIT. These are all presented to you when you finish a class and it lets you know if you beat your personal best.

Players often share screenshots of their results on social media as a badge of honor and have even come up with hashtags that call out specific achievements. For example, #goldbar for achieving a personal best and #fullstreak for reaching a 100 per cent streak, which is very difficult to do!

All in all, the gaming element ramps up the fun, encouraging members to come back for more.

How does multiplayer mode work?
Our multiplayer feature allows up to seven members to work out together, live. Members can now also chat with one another before, during and after class and can see the other members with whom they’re working out during class.

We listen intently to our community and constantly evolve FitXR based on their feedback. Multiplayer was one of the most requested new features.

How often is new content added?
There’s a new class offered each day, designed and choreographed by a team of professional fitness instructors. We’re also constantly updating our environments, giving our members the option to choose the setting they most like to work out.

We’re also delivering new and exciting music for our members to enjoy while working out. We recently announced we’re partnering with major and indie labels to provide a constant stream of new tracks to power our members’ workouts. Our classes now feature music by well-known artists such as Calvin Harris, Tiësto and David Guetta.

How popular is VR fitness and how do you think this will grow?
VR fitness benefited from COVID-19 lockdowns, as people were forced to find alternatives to the gym. There was a definite uptick in users during this period. However, I believe the VR fitness trend will continue to grow. There are many people who are intimidated at the thought of walking into a gym and VR fitness allows them to work out in the comfort and privacy of their own homes.

We also hear from our more active members that they like to use FitXR as one part of their fitness routines. And with the technology continuing to evolve, the space is ripe for extended growth.

Do you see VR fitness studios as a potential offering for physical health clubs?
Yes, we see the benefit of integrating VR fitness into the traditional health club setting and we would be open to collaborations.

More: www.fitxr.com

Sam Cole, co-founder and CEO of FitXR

Sign up here to get Fit Tech's weekly ezine and every issue of Fit Tech magazine free on digital.
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features

Profile: New reality

Sam Cole, CEO of FitXR, talks to Fit Tech about taking digital workouts to the next level, with an immersive, virtual reality fitness club

Published in Fit Tech 2023 issue 1

Tell us about you
I received law and finance degrees from the University of Otago, New Zealand and started my career in the consulting team at PricewaterhouseCoopers in New Zealand.

In 2014, I moved to London and worked in private equity and venture capital before completing an MBA at the Judge Business School at the University of Cambridge, where I met my FitXR co-founder Sameer Baroova.

Where did the idea come from?
On meeting, Sameer and I quickly discovered we shared a passion for wanting to leverage the power of VR/AR to change how people exercised and, in the process, transform a few lives for the better. We believed the next computing platform after the smartphone was going to be a mixed reality headset, and that this would change how people worked out at home, in the gym and outdoors.

I’ve always been consumed by fitness, specifically the team sport model, because when you’re playing team sport, it doesn’t feel like exercise and you achieve a flow state. I wanted to bring that same feeling to traditional exercise so people would forget they were exercising because they were having fun.


FitXR was born in a garden shed in Woking, England in October 2016. From the beginning we were intent on delivering a holistic and varied fitness experience.

What exactly is FitXR?
FitXR has built one of the world’s first virtual fitness clubs, merging immersive VR with unparalleled total body workouts designed by top fitness experts. FitXR provides a truly engaging, multiplayer experience with constantly refreshed content, studios, classes and music. To quote one of our members, “it's the best thing to happen to exercise since exercise".

It’s all about making fitness fun and accessible to everyone. The main problem with the traditional gym is that the wrong people are going to it – it’s those who already have a background in exercise and sport, who continue to train throughout their lives. These people enjoy the gym experience, or at least the physical and aesthetic benefits it provides. But this is not the case for the increasingly inactive and obese population who are put off by the traditional gym experience.

We believe VR fitness can help bridge this gap and that the way to appeal to a wider range of people than just those who are in shape, is to make exercise feel more like play.

When you're a kid running around outside you don’t think of what you’re doing as exercise. If adults felt that same joy when they were working out, more would form consistent habits. This is the essence of FitXR.

When did you launch?
Following much prototyping, FitXR originally launched as BoxVR in June 2017. BoxVR migrated to FitXR in 2020 when we introduced our Dance studio. And in May of 2021, we released our latest studio, HIIT.

What is the payment model?
FitXR membership is available on the Oculus Quest for US$9.99 a month.

What are the benefits of using VR in fitness classes?
The home fitness category is crowded with everything from free videos to subscription platforms to premium hardware. Most brands do their best to offer a surrogate for a gym experience or exercise class, but can’t deliver the experience of real group training in the same space, at the same time.

FitXR transforms home fitness into something more. With the integration of connected gaming technology and group fitness conventions, FitXR delivers an unparalleled VR fitness experience which is accessible by anyone, from anywhere.

We believe in a future where exercise happens everywhere – whether that’s the gym, the park, or at home – and is enhanced through engaging technology that extends your reality.

How did you decide on the three disciplines?
When we were developing FitXR, we tried various fitness verticals, such as boxing, spinning and rowing. Taking a cue from group fitness classes, we were inspired by the power that comes from exercising together and wanted to bring this to our virtual fitness club.

Boxing rose to the top based on its functionality. But, we knew we had to offer more, so we introduced our dance studio in 2020 to give people more variety.

Our latest studio – HIIT – is a whole new take on home workouts. The studio features highly competitive classes within a virtual fitness space. An interactive cardio wall is inspired by a fitness device used to help train F1 drivers for better reaction timing. The HIIT studio delivers more variety to FitXR users for a well-rounded workout experience.

In the same way that a traditional HIIT class involves short bursts of intense activity to get your heart pumping, the HIIT Studio tests your agility, endurance and reaction speed through a series of fast-paced cues that you smash as they become illuminated around you – at speed – within the game space. Think whack-a-mole, but on a totally different level: way more engaging, challenging and fun.

Boasting a mix of instructor-led exercises and reaction-based fitness games, we believe the HIIT Studio is like no other VR experience on the market. Built from the ground up, based on sports science, it takes inspiration from professional athlete reaction training equipment, yet caters to all abilities and fitness levels. The HIIT Studio is the most competitive of the FitXR studios, in both multiplayer and solo mode.

The HIIT Studio is pushing boundaries, as it doesn’t rely on the beat of music – the user drives how aggressively they push themselves. And while rhythmic based fitness classes worked well at the start, the move to HIIT workouts signals a true coming-of-age moment for VR fitness. This is the start of the next phase of what’s possible in VR fitness and what FitXR plans to continuously deliver against as the technology evolves.

What gamification techniques have you used?
We’ve developed a level system that gives a score out of 10 for every class completed. We also record stats that are relevant to each studio, such as average punch velocity for Box and average reaction speed for HIIT. These are all presented to you when you finish a class and it lets you know if you beat your personal best.

Players often share screenshots of their results on social media as a badge of honor and have even come up with hashtags that call out specific achievements. For example, #goldbar for achieving a personal best and #fullstreak for reaching a 100 per cent streak, which is very difficult to do!

All in all, the gaming element ramps up the fun, encouraging members to come back for more.

How does multiplayer mode work?
Our multiplayer feature allows up to seven members to work out together, live. Members can now also chat with one another before, during and after class and can see the other members with whom they’re working out during class.

We listen intently to our community and constantly evolve FitXR based on their feedback. Multiplayer was one of the most requested new features.

How often is new content added?
There’s a new class offered each day, designed and choreographed by a team of professional fitness instructors. We’re also constantly updating our environments, giving our members the option to choose the setting they most like to work out.

We’re also delivering new and exciting music for our members to enjoy while working out. We recently announced we’re partnering with major and indie labels to provide a constant stream of new tracks to power our members’ workouts. Our classes now feature music by well-known artists such as Calvin Harris, Tiësto and David Guetta.

How popular is VR fitness and how do you think this will grow?
VR fitness benefited from COVID-19 lockdowns, as people were forced to find alternatives to the gym. There was a definite uptick in users during this period. However, I believe the VR fitness trend will continue to grow. There are many people who are intimidated at the thought of walking into a gym and VR fitness allows them to work out in the comfort and privacy of their own homes.

We also hear from our more active members that they like to use FitXR as one part of their fitness routines. And with the technology continuing to evolve, the space is ripe for extended growth.

Do you see VR fitness studios as a potential offering for physical health clubs?
Yes, we see the benefit of integrating VR fitness into the traditional health club setting and we would be open to collaborations.

More: www.fitxr.com

Sam Cole, co-founder and CEO of FitXR

Sign up here to get Fit Tech's weekly ezine and every issue of Fit Tech magazine free on digital.
Gallery
More features
Editor's letter

Into the fitaverse

Fitness is already among the top three markets in the metaverse, with new technology and partnerships driving real growth and consumer engagement that looks likely to spill over into health clubs, gyms and studios
Fit Tech people

Ali Jawad

Paralympic powerlifter and founder, Accessercise
Users can easily identify which facilities in the UK are accessible to the disabled community
Fit Tech people

Hannes Sjöblad

MD, DSruptive
We want to give our users an implantable tool that allows them to collect their health data at any time and in any setting
Fit Tech people

Jamie Buck

Co-founder, Active in Time
We created a solution called AiT Voice, which turns digital data into a spoken audio timetable that connects to phone systems
Profile

Fahad Alhagbani: reinventing fitness

Let’s live in the future to improve today
Opinion

Building on the blockchain

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Innovation

Bold move

Our results showed a greater than 60 per cent reduction in falls for individuals who actively participated in Bold’s programme
App analysis

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Sency’s motion analysis technology is allowing users to check their technique as they exercise. Co-founder and CEO Gal Rotman explains how
Profile

New reality

Sam Cole, CEO of FitXR, talks to Fit Tech about taking digital workouts to the next level, with an immersive, virtual reality fitness club
Profile

Sohail Rashid

My vision was to create a platform that could improve the sport for lifters at all levels and attract more people, similar to how Strava, Peloton and Zwift have in other sports
Ageing

Reverse Ageing

Many apps help people track their health, but Humanity founders Peter Ward and Michael Geer have put the focus on ageing, to help users to see the direct repercussions of their habits. They talk to Steph Eaves
App analysis

Going hybrid

Workout Anytime created its app in partnership with Virtuagym. Workout Anytime’s Greg Maurer and Virtuagym’s Hugo Braam explain the process behind its creation
Research

Physical activity monitors boost activity levels

Researchers at the University of Copenhagen have conducted a meta analysis of all relevant research and found that the body of evidence shows an impact
Editor's letter

Two-way coaching

Content providers have been hugely active in the fit tech market since the start of the pandemic. We expect the industry to move on from delivering these services on a ‘broadcast-only’ basis as two-way coaching becomes the new USP
Fit Tech People

Laurent Petit

Co-founder, Active Giving
The future of sports and fitness are dependent on the climate. Our goal is to positively influence the future of our planet by instilling a global vision of wellbeing and a sense of collective action
Fit Tech People

Adam Zeitsiff

CEO, Intelivideo
We don’t just create the technology and bail – we support our clients’ ongoing hybridisation efforts
Fit Tech People

Anantharaman Pattabiraman

CEO and co-founder, Auro
When you’re undertaking fitness activities, unless you’re on a stationary bike, in most cases it’s not safe or necessary to be tied to a screen, especially a small screen
Fit Tech People

Mike Hansen

Managing partner, Endorphinz
We noticed a big gap in the market – customers needed better insights but also recommendations on what to do, whether that be customer acquisition, content creation, marketing and more
More features