Gamified Treadmill Workout Apps

'Studio' Offers Audio Group Running Classes for One's Home Gym

One of the reasons that many people lack the motivation to pursue regular workouts on their at-home treadmill is that running alone without a destination is much less exciting than feeding off of the energy of others in a class setting—Studio's app delivers boutique-style audio group running classes to change this.

With Studio, runners are able to compete in real-time and see how their own performance holds up against others on a global leaderboard. While working out at home can be an isolating experience, Studio helps to plug busy individuals back into a community. As a bonus, users are able to earn Fitcoin through the gamified classes to boost their level and earn prizes as they continually progress.

As far as the instructors go, Studio is supported by experts from SoulCycle, Orange Theory, Flywheel, CityRow and beyond.

Gamified Exercise Apps
Studio is bringing the gamification trend to exercise apps, offering an exciting new way for users to get fit and interact with a fitness community.
Audio Group Workouts
'Studio' is tapping into the growing trend of audio group workouts, which allows busy individuals to feel part of a larger fitness community from the comfort of their own homes.
Real-time Competitive Fitness
Studio's use of real-time competition in its fitness classes taps into the growing trend of gamification in the fitness industry

Industries Being Reshaped

Fitness Industry
Studio offers exciting new opportunities for businesses in the fitness industry to expand their reach and engagement with customers
Health and Wellness Industry
Gamified exercise apps like Studio offer disruptive innovation opportunities for health and wellness businesses to create more engaging and interactive products and services
Tech Industry
The tech industry has a great opportunity to collaborate with fitness companies to create more innovative products like Studio that integrate technology with physical exercise.
SCORE
2.1 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 14%
Activity 40%
Freshness 8%

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