Zwift

From Wikipedia, the free encyclopedia
Jump to navigation Jump to search
Company logo

Zwift is a massively multiplayer online cycling and running videogame and physical training program that enables users to interact, train and compete in a virtual world.[1] The company responsible for Zwift, Zwift Inc., was cofounded by Jon Mayfield, Eric Min, Scott Barger and Alarik Myrin in California, United States, in 2014.[2][3] The Zwift game was released in its beta version in September 2014[4] and became a paid product with a fee of $10 per month in October 2015.[5]

Zwift allows players to ride their bicycles on turbo trainers while navigating through five virtual worlds (Watopia, Richmond, London, Innsbruck, and New York). Players may cycle freely around the game world and join organised group rides, races or workouts with other users. Zwift uses ANT+ or Bluetooth SMART technologies to transmit data that, in combination with athlete weight and equipment choices, is used to convert the athlete's efforts as speed and power (watts). "Smart" trainers, which include a built-in power meter, permit accuracy in the measurement of watts as well as enabling an immersive technology experience, where resistance is applied or lessened to simulate the gradient encountered on the virtual course. Zwift estimates the power of users on conventional trainers via the user's cadence and the power curve of a wide range of specified trainers.

Zwift was originally available only for users with personal computers. In December 2016 Zwift launched on iOS,[6] and in November 2017, the application became available via Apple TV.[7] Zwift also includes a mobile app which allows users to change direction, take screenshots, communicate via messaging, use power-ups and follow other athletes.[8] As of January 2018, there were over 550,000 accounts.[9]

Early history[edit]

In 2012/13 Zwift co-founder Eric Min had recently sold his previous company, Sakonnet Technology.[10] Min, a lifelong cyclist, found himself confined to riding indoors, and dissatisfied with current interactive options, he believed he could improve on them by "making cycling social".[11] Around this time, Min saw an online post by programmer Jon Mayfield describing a "3D trainer program" he was developing as a hobby project. Min promptly contacted Mayfield, making arrangements to fly to Los Angeles to speak to him; the two agreed to co-found a company around the project.[12]

Beta[edit]

The first virtual world, Zwift Island, was released as an invite-only beta product on September 30, 2014.[13] The product proved unexpectedly popular, and more than 13,000 applications were received for 1,000 beta places.[14] The launch took place simultaneously in Rapha Clubhouses in London, New York City and San Francisco.[15] By May 2015 Zwift had moved into open beta.[16] A virtual version of the Richmond (Virginia) 2015 UCI Road World Championships Course was introduced on September 3, 2015.[17]

On October 30, 2015, Zwift launched as a fully fledged product with a $10 monthly subscription fee.[18]

Courses[edit]

There are five courses, or maps, in Zwift: Watopia, London, Innsbruck, New York and Richmond. The latter is a realistic depiction of the course used by professional riders in the 2015 UCI Road World Championships in Richmond, Virginia, United States. The course is urban and the first "real world" map Zwift attempted.[19]

Community[edit]

As of 2017, Zwift had more than 100,000 fans on the social media site Facebook. Facebook chief executive Mark Zuckerberg used the platform to help continue training after suffering a broken arm.[20] An article in La Velocita called the game's fans "Zwifters“.[21] An early partnership between Zwift and ride-sharing site Strava[22] has led to integration with Zwift rides being automatically uploaded to Strava if users enable the function. One of the earliest groups to offer established racing on Zwift was KISS, which started races in late 2015 and had grown by 2018 to become one of the largest organizers on the platform.[23]

Zwift Academy[edit]

In early 2016 Zwift launched the Zwift Academy program, which utilises the platform to test would-be riders for their suitability for professional bicycle racing. In the inaugural competition, 1,200 cyclists entered, with former marathon runner Leah Thorvilson being crowned the winner and securing a contract with the Canyon–SRAM team for 2017.[24] The Academy expanded for 2017, adding a men's competition: that year the women's competition was won by ex-triathlete Tanja Erath, who finished first in a field of 2,100 entrants and won a contract with Canyon-SRAM for 2018,[25] whilst the first men's competition was won by former speed skater Ollie Jones, who beat 9,200 other cyclists to secure a place with the Dimension Data for Qhubeka team.[26] The Academy initially centers on an eight-week training program incorporating 16 events, with interval training and virtual group rides and races, before ten riders are selected for the semi-final stage and then a final three are chosen to compete against each other in real life.[27]

References[edit]

  1. ^ Tilin, Andrew (19 September 2016). "Boredom Is Indoor Cycling's Biggest Enemy. Can Zwift Defeat It?". Outside Online.
  2. ^ Bailey, Mark (3 November 2017). "Zwift: the story behind the indoor cycling phenomenon". The Telegraph. ISSN 0307-1235 – via www.telegraph.co.uk.
  3. ^ Petri, Jon (24 February 2017). "This Technology Makes Riding a Bike Indoors a Lot Less Awful". Bloomberg.com.
  4. ^ "Zwift launches multiplayer online training videogame". BikeRadar. Retrieved 2018-01-03.
  5. ^ "Strava and Zwift take the edge off winter training". BikeRadar. Retrieved 2018-01-04.
  6. ^ "Zwift for iOS available now". Zwift Insider. 2016-12-10. Retrieved 2018-01-03.
  7. ^ "Zwift Releases Apple TV App: Everything you need to know | DC Rainmaker". www.dcrainmaker.com. Retrieved 2018-01-03.
  8. ^ Atkinson, Dave (27 November 2017). "Video: how to use your phone as a Zwift controller". Retrieved 30 December 2017.
  9. ^ Bonnington, Christina (2018-01-01). "Indoor Cycling Is No Longer Excruciatingly Boring". Slate. ISSN 1091-2339. Retrieved 2018-01-17.
  10. ^ "Sakonnet Technology, LLC: Private Company Information - Bloomberg". www.bloomberg.com. Retrieved 2018-01-03.
  11. ^ "Zwift | News - CEO Eric Min shares his story". Zwift. Retrieved 2018-01-03.
  12. ^ "Zwiftcast - Episode One - How to listen - Zwiftcast". Zwiftcast. 2015-11-29. Retrieved 2018-01-03.
  13. ^ "Software startup blends gaming and riding". Bicycle Retailer and Industry News. Retrieved 2018-01-03.
  14. ^ "Zwift beta receives 13,000 sign-ups - have you made the list? - Cycling Weekly". Cycling Weekly. 2014-10-13. Retrieved 2018-01-03.
  15. ^ "Zwift launches multiplayer online training video game". BikeRadar. Retrieved 2018-01-03.
  16. ^ "Zwift online training game now open to all | Cyclingnews.com". Cyclingnews.com. Retrieved 2018-01-03.
  17. ^ "Ride the World Championship course without leaving home". road.cc. 2015-09-03. Retrieved 2018-01-03.
  18. ^ "Monthly Subscriptions and Structured Training Coming to Zwift". Bicycling. 2015-10-15. Retrieved 2018-01-03.
  19. ^ "Zwift rolls out first real-world course: UCI 2015 Road World Championships in Richmond | DC Rainmaker". www.dcrainmaker.com. Retrieved 2018-01-04.
  20. ^ Shivakumar, Felicia. "Zwift merges indoor fitness with massive multi-player online gaming". TechCrunch. Retrieved 2018-01-04.
  21. ^ "What type of Zwifter are you?". LA VELOCITA. Retrieved 2018-01-03.
  22. ^ "Strava and Zwift take the edge off winter training". BikeRadar. Retrieved 2018-01-04.
  23. ^ "Indoor cycling apps compared: which is best for you? - Cycling Weekly". Cycling Weekly. 2018-01-05. Retrieved 2018-01-18.
  24. ^ Glass, Aoife (1 August 2017). "Zwift Academy transforms a rider from amateur to pro with Canyon//SRAM". cyclingnews.com. Retrieved 18 August 2018.
  25. ^ "Zwift Academy winner Tanja Erath earns Canyon-SRAM contract". cyclingnews.com. 8 January 2018. Retrieved 18 August 2018.
  26. ^ "Kiwi Jones selected as Zwift Academy winner". sbs.com.au. 22 November 2017. Retrieved 18 August 2018.
  27. ^ Bonnington, Christina (18 August 2018). "The Unusual Contest That Gives Everyday Cyclists a Chance at Going Pro". Slate (magazine). Retrieved 18 August 2018.

External links[edit]

Official website