Skip to main navigation Skip to search Skip to main content

The Popularity of Zwift: A Sport, Training Aid, or Game?

Research output: Contribution to journalArticlepeer-review

2 Downloads (Pure)

Abstract

The rise of e-cycling platforms, particularly Zwift, has transformed the cycling landscape by
combining the physical exertion of outdoor cycling with the engaging competitive elements of
virtual gaming. This study explores the factors contributing to Zwift's popularity, including the
motivations of users, the integration of technology, and the growing recognition of e-cycling as a
legitimate sport. 1,470 respondents engaged in e-cycling or traditional cycling were recruited over
seven weeks in early 2021, using social networking sites and online forums. Respondents averaged
46.3 ± 11.3 years old, with 21.3 ± 15.9 years of cycling experience. They mostly defined e-cycling as in
the context of online platforms such as Zwift. The respondents listed exercise, fitness and training
as their most common motivations for participating both in e-cycling and e-racing. Users valued
the platform's immersive experience and appreciated the social connectivity. E-cycling was felt to
be effective at enhancing training outcomes, to the extent that 84.6% considered it a central part of
their training and 64.7% e-cycle year-round. Reflecting the importance placed on e-cycling,
respondents made significant investments into their indoor training setup, or “pain cave”, averaging
£1,504 ± £1,967. Our findings suggest a strong future for e-cycling within the broader context of
competitive sports, driven by advancements in technology and increasing user engagement. These
insights contribute to a deeper understanding of how digital platforms are reshaping traditional
sports, with implications for e-cycling platforms to help shape the future of cycling and fitness.
Original languageEnglish
Number of pages16
JournalInternational Journal of Esports
Volume1
Issue number1
Publication statusPublished - 15 Dec 2025

Fingerprint

Dive into the research topics of 'The Popularity of Zwift: A Sport, Training Aid, or Game?'. Together they form a unique fingerprint.

Cite this