Indoor cycling, facing a wall, straining to hear your favourite playlist over the deafening whirl of your turbo has long proven a greater mental battle than the physical. But, as the likes of elite triathletes Lucy Charles, Jan Frodeno and Jonny Brownlee have shown, indoor training, specifically the gamification of indoor training, is losing its reputation as a necessary evil.
Instead, these virtual-riding packages, specifically Zwift in the case of Charles, Frodeno and Brownlee, have captured the imagination of triathletes around the world. So has gamification truly taken a foothold or do we have another Nintendo Wii on our hands?
This piece uses Zwift as the exemplar because, well, it’s the industry leader. A snapshot of its popularity, as of February 2018, reveals over 500,000 users had used Zwift from…
