Asynchronous Living and Unprecedented Access

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Growth of Online Learning

Key Takeaways

  • The online learning market in the US is $42.52 billion as of 2021.
  • Between 2016 and 2020, this market grew at a CAGR of 8.9%.
  • The online learning market in the US is expected to grow at a CAGR of 12% between 2020 and 2024.


Information on the market size, historical growth, and future projected growth of the online learning market in the US has been provided below. The calculations and assumptions used have also been explained.

Current Market Size

  • The online learning market in the US is $42.52 billion as of 2021.

Historical Growth

Future Growth


1) Current Market Size
  • The online learning market in the US is expected to grow at a CAGR of 12% between 2020 and 2024. This represents a growth of $21.64 billion.
  • Let the starting amount (market size in 2020) be x. Therefore, the final amount (market size in 2024) = x*1.12*1.12*1.12*1.12 = 1.57x
  • Therefore x (market size in 2020) can be calculated as $21.64 billion / 0.57 = $37.96 billion
  • The market size in 2021 (current market size) can be calculated as $37.96 billion * 1.12 = $42.52 billion
2) Historical Growth

Research Strategy

For this research on the historical and future projected growth of online learning in the US, we leveraged the most reputable sources of information that were available in the public domain, including market research websites like Market Watch and Think Impact. For the figures that were unavailable in the public domain such as historical growth and current market size, we triangulated using the other figures we were able to find. Our calculations and assumptions have been provided in the findings above.
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Online Learning Materials

Key Takeaways


Information on the examples of online learning materials that have been developed by large e-gaming companies has been provided below. The e-gaming companies involved include Capcom, Sony and Tencent.

Capcom's Online Classes


Tencent Virtual Community

Research Strategy

For this research on the examples of online learning materials that have been developed by large e-gaming companies, we leveraged the most reputable sources of information that were available in the public domain, including education related websites like and Spie Digital Library, as well as the websites of the respective programs.
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Growth of Digital Fitness


Based on online revenue for fitness wearables, the approximate digital fitness CAGR for the past four years in the US was 16.77%, while the projected CAGR for the next three years is 8.18%. The year-on-year growth and our research strategy have been detailed below.

US Growth

  • While most of the information on the digital fitness growth in the US can only be accessed through paid reports, such as the ones by 360 Research Reports and Cognitive Market Research, a chart from Statista includes past and projected online revenues for the eServices Fitness market in the US for the years 2017-2024.
  • For each year, there is separate revenue provided for wearables, which are defined as portable, connected fitness devices, and apps. The wearables category only includes "devices that are explicitly intended for fitness. In particular, fitness wristwear which is equipped with sensors and activity trackers that measure and analyze the physical activity and body functions of the wearer. Smart Clothes and Eyewear are also included. Smartwatches are not considered here as dedicated fitness equipment, therefore they are excluded from the market segment."
  • Since the wearables category is the most relevant to the definition of digital fitness, according to which it encompasses "electronic products used to record exercise and health," the triangulation will be based on revenues from this category for the years 2017-2024.
  • According to the chart, the revenue estimations are (the numbers were rounded):
    • $760 million for 2017,
    • $862 million for 2018,
    • $977 million for 2019,
    • $1.269 billion for 2020,
    • $1.413 billion for 2021,
    • $1.553 billion for 2022,
    • $1.682 billion for 2023,
    • $1.789 billion for 2024.
  • Using CAGR calculator and figures from the chart, we triangulated annual growth rates:
    • For 2017-2018, it was 13.42%.
    • For 2018-2019, it was 13.34%.
    • For 2019-2020, it was 29.86%.
    • For 2020-2021, it was 11.35%.
    • For 2021-2022, it will be 9.91%.
    • For 2022-2023, it will be 8.31%.
    • For 2023-2024, it will be 6.36%.
  • In the same way, we calculated that the four-year CAGR for 2017-2021 was approximately 16.77%, while the projected CAGR for the years 2021-2024 will be 8.18%.

Other Helpful Findings

  • According to L.E.K., the total future digital fitness opportunity in the US will be $10-$15 billion, though the estimation includes apps. The article points out that the market is unsaturated, with a 7-10% penetration so far.
  • In 2020, US consumer spending on digital fitness grew by 30-35% compared to pre-pandemic levels, though the figure also includes apps.
  • The global digital fitness market expected to grow from $5.95 billion in 2020 to $26.55 billion in 2026, with a CAGR of 18.5%.

Research Strategy

After searching through free previews of industry reports, articles in tech and fitness media, reports by consulting organizations, and similar, we concluded that it is not possible to find growth figures that would directly fit the criteria. Most of the report previews and articles only include global growth for digital fitness or its specific categories, such as wearables. They also don't include the US share of the market, which limits the possibilities of triangulation. At the same time, as shown by the information in the helpful findings, quantitative data on the US market is very broad.

The only source we found that included helpful information for the past four years and the next three years is the chart from Statista. It provides the online revenue for fitness-specific wearables in the US. Due to the lack of other possibilities, we decided to use it as a proxy. The exact definitions and the triangulation methodology have been explained in the appropriate section.
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Sports Products/Services

Buzzer, ARISE by, and Edisn's AI-powered fan engagement platform are three new products/services that help fans learn more about sports.


  • Buzzer was founded in 2020 in the US and is set to launch in 2021. Buzzer is a mobile platform targeted at young consumers. It offers "frictionless look-ins to live games using a system built on notifications and micropayments."


  • ARISE is an augmented reality product from that "provides sports fans with an unprecedented live experience, in-stadium or at home." Founded in France in 2016, has a US presence working with partners like the NHL.
  • The technology "allows stadium visitors to see live match information and player statistics."


  •, which was founded in September 2018, is an AI-powered fan engagement platform that offers a "real-time, on-screen player recognition solution that allows fans to browse player and team statistics, buy tickets and merchandise, and interact with clubs without breaking the video stream." Although the company is based in India, it has a US presence, working with partners like the NBA and Comcast.
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Products/Services to Compete with an Expert

Key Takeaways

  • Fans can play video games with their favorite athletes on the Yoke Gaming app, which includes professional players from different sports as part of their platform.
  • The CoStar Experience platform provides fans with the opportunity to interact with the athletes and celebrities they admire while streaming the conversation worldwide.
  • Looped is an app that provides the possibility of hosting 1-on-1 meet and greet experiences with celebrities, artists, and athletes. Large virtual events also take place on this platform.


Information about events, products, or services in which fans can directly compete or play with the athletes, artists, or experts they admire was very limited. While there are platforms that allow for interactions between fans and stars, performing an activity together does not appear to be the norm. Therefore, the information provided mainly focuses on platforms in which there is personal live interaction of some kind. Additional details can be found in the research strategy section.

Yoke Gaming

  • Yoke Gaming is a mobile platform that allows fans to play video games with their favorite sports athletes online.
  • Fans can follow the stars they love as well as challenge them to games. They get to talk live with them as they set up the game they will be playing.
  • Athletes from the National Basketball Association (NBA), National Football League (NFL), Major League Baseball (MLB), National Hockey League, Major League Soccer (MLS), and from other sports are part of the platform.
  • Yoke was launched in January 2020 and, according to the founder, the platform has grown steadily since its creation.
  • The app also includes university football players and numerous college athletes who have signed up to be a part of Yoke.
  • Some professional players in Yoke include Andrew Thomas from the NFL, Ronald Guzmán from the MLB, and Hassan Whiteside from the NBA.

CoStar Experience

  • CoStar Experience is an online platform in which fans get to interact with celebrities and athletes in real time.
  • The conversation is streamed and other members of the platform can see the fan and the star interacting as well as listen to everything they are talking about.
  • In 2020, the platform announced a partnership with the National Basketball Players Association and the THINK450 subsidiary.
  • THINK450 has its own channel on the platform where NBA stars like Cole Anthony and Boban Marjanovic interact with the fans. Upcoming Fancasts, which are the live talks between fans and players are announced beforehand.
  • Other channels include the UFC channel and Team Alpha Male channel. The platform is not only for athletes, as chef Johnny at Gradi also has his own channel.
  • Additional to live content, the platform also offers Inside Series, which are recorded episodes that go behind the scenes in the lives of the stars.

Twitch SquadStream

  • Twitch SquadStream is designed for streamers to play together and work as a squad while the fans maintain their roles as viewers.
  • However, it could be used to include fans in the stream as well. In order to use this feature, the players need to be friends on Twitch, someone in their Twitch squad, or it can be a person they follow.
  • Up to four streamers can be part of a SquadStream and this can only be initiated on a streamer dashboard.
  • However, the possibility of creating a squat appears to only be available for members of the Partner program.
  • Viewers can select the "squad mode" option to be able to watch the stream. One of the main appeals is that viewers get a rounder view of the entire game.


  • This platform provides a space in which fans can talk live with their favorite celebrities.
  • The app provides 1-on-1 experiences, meaning that it is only the fan and the star talking. The fan can reserve the time for the video chat and then sign up and have the scheduled conversation.
  • This platform also hosts massive virtual events, in which singers like Billie Eilish and Shawn Mendes and bands like BTS have participated.
  • Some upcoming events include mixed options. For example, a writers' round with country singer Tenille Arts, which can be followed by a 1-on-1 experience when a VIP ticket is purchased.
  • Artists, athletes, celebrities, influencers, and politicians are all part of the app.

Research Strategy

For this research on products and services used by fans to compete or play with the stars they admire, we performed a wide search across reputable sources of information, such as TechCrunch and PR Newswire. However, we were unable to find products, services, or events that allowed fans to compete or play with these stars in the same activity the person is famous for. We expanded our search to experiences that allow fans to interact with stars in other contexts, identifying Yoke Gaming as a platform similar to the initial search as fans get to play video games online with athletes. As we were unable to identify other platforms or apps in which fans got to perform an activity with the star, we expanded to platforms that provide direct interaction opportunities, which we have included in the present report.

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