When you think of Zwift, chances are you immediately think of cycling. And that makes sense.
Since its founding in 2015, the online training platform has reshaped the way cyclists perceive indoor training, and boasts an ever growing user base of athletes pursuing a better way to train indoors. For those in need of a refresher, here’s how Zwift works: Users log in, sync their indoor bike trainer to the Zwift app via a computer, iPad, or smart TV, and work out or compete alongside riders from around the globe in the app’s virtual world, Watopia. Zwift even syncs with other training apps like Strava and Training Peaks, so users can continue to enjoy those communities as well.
By gamifying indoor cycling and making the trainer an appealing option for riders, Zwift did what others had tried and failed to do forever. Now, they’re shifting their goals and resources towards once again doing the seemingly impossible: making the treadmill fun. Their hope now is that when you hear their name, you just might think of running, too—and so far, they’re succeeding.