How to Cite
Berger, N., Smith, P. ., & Richardson, A. (2025). The Popularity of Zwift: A Sport, Training Aid, or Game?. International Journal of Esports, 3(3). Retrieved from https://www.ijesports.org/article/158/html
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Published: 15 Dec 2025
Reviewers (Double-Blinded)
Adriano Grazioli
Health & Human performance Padua
Michael Trotter
Queensland University of Technology, Australia
Matt Smith
University of Winchester
Open Access Original Research Article

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

by Nicolas Berger*, Phillip Smith, Andrew Richardson
*Correspondence to Nicolas Berger, Teesside University, United Kingdom
Email: n.berger@tees.ac.uk

Received: 30 Sep 2024 / Published: 15 Dec 2025

Abstract

Aims: 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, examining user motivations, the integration of advanced technology, and the growing recognition of e-cycling as a legitimate sport. Methods and results: Survey data from 1,470 participants engaged in e-cycling or traditional cycling were recruited via social networking sites and online forums. The survey, conducted over 7 weeks in early 2021, showed that the average participant was 46.3 ± 11.3 years old, with 21.3 ± 15.9 years cycling experience. Among other things, users valued the platform's immersive experience, appreciated the social connectivity, and found it effective for enhancing training outcomes. The average expenditure on their training setups was £1,425.10 ± £7,911.38 reflecting a significant investment in their indoor cycling environments. Conclusion: 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 use this work to help shape the future of cycling and fitness.

 

Keywords: E-cycling, Esports, Cycling, Sport, Zwift