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

Lookup NU author(s): Andrew RichardsonORCiD

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This work is licensed under a Creative Commons Attribution 4.0 International License (CC BY 4.0).


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.


Publication metadata

Author(s): Berger N, Smith P, Richardson A

Publication type: Article

Publication status: Published

Journal: International Journal of Esports

Year: 2025

Volume: 1

Issue: 1

Pages: 16

Print publication date: 15/12/2025

Online publication date: 15/01/2026

Acceptance date: 08/12/2025

Date deposited: 07/01/2026

ISSN (electronic): 2634-1069

Publisher: Esports

URL: https://www.ijesports.org/article/158/html


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