
Sign up to save your podcasts
Or


Indoor training has been around for longer than I can remember, but it was in 2014 when Zwift came along that it changed this market forever. It came into the world with bold ambitions, reimagined the space and what it could become, and has grown the market to a size that nobody could have imagined.
As far back as I can recall the earliest pioneers in the indoor virtual world space were the likes of Computrainer and Tacx - that would have been in the late 90’s, early 2000’s. But they never really delivered on the promise making indoor training much more enjoyable. They can’t be blamed for lack of vision or not trying - the technology wasn’t even there at the time. Social networks didn’t exist, multi player online games weren’t around, broadband speeds were slow and wireless protocols such as ANT+ and BTLE hadn’t been invented yet.
But, in 2010 when a gaming software developer in Southern California named Jon Mayfield began tinkering with his kinetic trainer and finding ways for it to communicate with a virtual world he built, he had no idea how big this would become.
Hosted on Acast. See acast.com/privacy for more information.
By Escape Collective4.8
9595 ratings
Indoor training has been around for longer than I can remember, but it was in 2014 when Zwift came along that it changed this market forever. It came into the world with bold ambitions, reimagined the space and what it could become, and has grown the market to a size that nobody could have imagined.
As far back as I can recall the earliest pioneers in the indoor virtual world space were the likes of Computrainer and Tacx - that would have been in the late 90’s, early 2000’s. But they never really delivered on the promise making indoor training much more enjoyable. They can’t be blamed for lack of vision or not trying - the technology wasn’t even there at the time. Social networks didn’t exist, multi player online games weren’t around, broadband speeds were slow and wireless protocols such as ANT+ and BTLE hadn’t been invented yet.
But, in 2010 when a gaming software developer in Southern California named Jon Mayfield began tinkering with his kinetic trainer and finding ways for it to communicate with a virtual world he built, he had no idea how big this would become.
Hosted on Acast. See acast.com/privacy for more information.

3,617 Listeners

922 Listeners

531 Listeners

0 Listeners

136 Listeners

3,364 Listeners

100 Listeners

731 Listeners

119 Listeners

75 Listeners

40 Listeners

768 Listeners

267 Listeners

765 Listeners

292 Listeners

47 Listeners

109 Listeners

64 Listeners

9 Listeners

8 Listeners

15 Listeners