Five years in, the virtual running and cycling game is already changing the way people run and ride. Since its founding in 2014, Zwift has established itself as a pioneer in the indoor fitness space, differentiating itself by ‘gamifying’ the fitness experience. The Zwift running and cycling app connects cyclists, runners and triathletes together in a virtual environment, creating a truly connected online community. All avatars in Zwift are being powered by real people from all corners of the globe.
Zwift CEO and Co-Founder, Eric Min recounts how he came up with the idea for Zwift: “Because of family commitments and work, I was doing the bulk of my riding indoors. It had dawned on me that the indoor cyclist was being underserved and that the indoor experience hadn’t really changed all these years. It still wasn’t fun or social! Then I had a moment of eureka. What if we could take something that was historically mind-numbing and turn it into entertainment? What if we could take advantage of video game technology, social networks, and friendly competition, and package that experience for the indoor cyclist?”
The idea proved to be the solid foundations of a successful business. Zwift has enjoyed strong growth year-on-year, and has established a strong reputation in the indoor fitness space amongst amateur and professional athletes alike. Zwift is developing an entirely new form of fitness, and it was therefore understandable that their users had questions. Zwift began a search for a technology that would help free up their agents to work on more specialized cases, and most importantly, to help their community of members efficiently gain access to the support they needed.