Connected Social Treadmills

The Nautilus 618 Uses RunSocial to Connect Exercisers with Friends

The Nautilus 618 solves two of the biggest drawbacks that were previously inherent in treadmills: running inside and running alone. Partnering with fitness technology company RunSocial, the new treadmill lets users run with or compete against friends on virtual courses of their choosing.

The Nautilus 618 comes with a high-resolution display that has several beautiful outdoor tracks from around the world built into it. On these tracks, users can incorporate their virtual avatars and watch as they run at the pace set on the treadmill.

Further, RunSocial allows exercisers to run with -- or against -- friends. The system keeps track of users' times along various courses, letting people run alongside friends even if they aren't currently at a treadmill, though RunSocial allows for real-time running companionship as well.

Virtual Fitness
The trend of virtual fitness is providing opportunities for innovative technology to enhance at-home workouts, such as connecting users with virtual avatars and allowing them to compete against friends on virtual courses.
Social Fitness
The trend of social fitness is creating opportunities for treadmills that allow users to connect with friends and run together virtually, providing motivation and companionship during workouts.
Gamification of Exercise
The trend of gamifying exercise is driving innovation in the fitness industry, as treadmills like the Nautilus 618 incorporate gamified elements like virtual courses and competition to make workouts more engaging and enjoyable.

Where This Applies

Fitness Technology
The fitness technology industry has the opportunity to develop and improve virtual fitness platforms like RunSocial, creating more immersive and interactive experiences for users.
Home Fitness Equipment
The home fitness equipment industry can leverage the trend of social fitness to create connected treadmills and other workout devices that enable users to exercise with friends and track their progress together.
Gaming and Entertainment
The gaming and entertainment industry can explore partnerships with fitness technology companies to incorporate gamified elements into exercise equipment, enhancing the user experience and attracting a wider audience.
SCORE
5.6 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 80%
Activity 79%
Freshness 8%

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