Motion-Detecting Fitness Apps

Fitbotic Will Pay Its Users to Work Out While Using the App

Finding the motivation to exercise has been a challenge for many during the COVID-19 lockdown, but to help users start moving, the new app Fitbotic will pay its users to work out. The motion-detecting fitness app will track the number of repetitions a user performs, and to reduce costs further, no additional phone accessories are required. The app allows users to choose which virtual coach to use, with some using a "tough love" approach and others using kind, motivational techniques.

Fitbotic's payment plan allows users to make purchases through the business’s e-commerce store or cashed out, however, there is a minimum amount of funds required. “You can’t cash out 10 cents, because there is a transaction fee on every transaction. We charge on a monthly basis; the app will charge $9.99 per month. If you work out consistently and you meet all your goals, technically you can get all of your money back or you can even make a little bit of money – maybe a few dollars," stated Managing Director Hinney Lo.

Image Credit: Shutterstock

Motion-detecting Fitness Apps
The rise of motion-tracking technology in fitness apps allows for incentivizing and personalizing engagement in exercise.
Gamification of Fitness
By appealing to the user's competitive spirit and providing rewards, the gamification of fitness through apps creates a potentially stable and profitable new business model.
Virtual Coaching
The ability to offer different motivational coaching styles through the app creates a new market opportunity for coaching services that can be provided remotely.

Sectors Adopting This

Technology
The utilization of motion-sensor technology, personalized tracking, and virtual coaching creates opportunities for technological innovation in the fitness industry.
Fitness
Incentivizing users through monetary rewards increases user engagement, creating a potential business opportunity in the fitness industry.
E-commerce
Fitbotic's payment plan and e-commerce store create a competitive advantage by using a new business model for incentivizing users to exercise, opening up potential opportunities in the e-commerce industry.
SCORE
1.6 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe
GENERATION
  • Gen Z
  • Gen Alpha
  • Gen X
  • Millennial (primary audience)
POPULARITY
Popularity 4%
Activity 36%
Freshness 9%