Global Smart Wearable Entertainment Devices and Services Market 2016-2020

  • ID: 3829452
  • Report
  • Region: Global
  • 60 pages
  • TechNavio
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FEATURED COMPANIES

  • 4D Force
  • Brilliant Services
  • Emotiv Systems
  • Gameband Minecraft
  • Neptune
  • Sprint
  • MORE

About Wearable Devices

Wearable devices allow consumers to play virtual reality games, watch augmented reality videos, and listen to music. Individuals can also use these devices for measuring the distance traveled, calorie intake, and heart rate. These devices help in the prevention and control of many health-related issues such as obesity, heart disorders, and respiratory diseases.

The analysts forecast the global smart wearable entertainment devices and services market to grow at a CAGR of 22.64% and 22.35% respectively during the period 2016-2020.

Covered in this report
The report covers the present scenario and the growth prospects of the global smart wearable entertainment devices and services market for 2016-2020. To calculate the market size, the report considers the smart wearable entertainment devices and revenue generated by telecommunication operators.

The market is divided into the following segments based on geography:
- APAC
- Europe
- North America
- ROW

The report, Global Smart Wearable Entertainment Devices and Services Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
- AT&T
- EE
- Sprint
- Telefónica

Other prominent vendors
- 4D Force
- Atheer Labs
- Brilliant Services
- Carl Zeiss
- Emotiv Systems
- Fat Shark
- Fin Robotics
- Gameband Minecraft
- Glassup
- Infiniteye Intelligent Headset
- Iron Will Innovations Canada
- Logbar
- Neptune
- Oculus
- Skully Helmets
- Xbox

Market drivers
- Augmented use of smart glasses for entertainment and gaming
- For a full, detailed list, view the full report

Market challenges
- High initial cost of wearable entertainment devices
- For a full, detailed list, view the full report

Market trends
- Decline in cost of smart wearable entertainment devices
- For a full, detailed list, view the full report

Key questions answered in this report
- What will the market size be in 2020 and what will the growth rate be?
- What are the key market trends?
- What is driving this market?
- What are the challenges to market growth?
- Who are the key vendors in this market space?
- What are the market opportunities and threats faced by the key vendors?
- What are the strengths and weaknesses of the key vendors?

You can request one free hour of the analyst’s time when you purchase this market report. Details are provided within the report.

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Note: Product cover images may vary from those shown
2 of 5

FEATURED COMPANIES

  • 4D Force
  • Brilliant Services
  • Emotiv Systems
  • Gameband Minecraft
  • Neptune
  • Sprint
  • MORE
PART 01: Executive summary
  • Highlights
PART 02: Scope of the report
  • Market overview
  • Top-vendor offerings
PART 03: Market research methodology
  • Research methodology
  • Economic indicators
PART 04: Introduction
  • Key market highlights
PART 05: Market landscape
  • Market overview
  • Market size and forecast: Devices
  • Market size and forecast: Services
  • Five forces analysis
PART 06: Market segmentation by products
  • Global smart wearable entertainment devices market by products
  • Smartwatches
  • Smart glasses
  • Wearable gaming devices
  • Wearable devices used in concerts
PART 07: Geographical segmentation
  • Global smart wearable entertainment services market by geography
  • North America
  • Western Europe
  • APAC and ROW
PART 08: Market drivers

PART 09: Impact of drivers

PART 10: Market challenges

PART 11: Impact of drivers and challenges

PART 12: Market trends

PART 13: Vendor landscape
  • Competitive scenario
PART 14: Key vendor analysis: Products
  • Apple
  • Garmin
  • Google
  • Samsung
  • Sony
PART 15: Key vendor analysis: Services
  • AT&T
  • EE
  • Sprint
  • Telefónica
  • Emerging vendors
  • Other prominent vendors
PART 16: Appendix
  • List of abbreviations
PART 17: About the Author

List of Exhibits
Exhibit 01: Product offerings
Exhibit 02: Service offerings
Exhibit 03: Global smart wearable entertainment devices and services: Market overview
Exhibit 04: Applications of wearable technology
Exhibit 05: History of wearable devices market
Exhibit 06: Components of smart wearable devices
Exhibit 07: Value chain of smart wearables
Exhibit 08: Linking devices to cloud
Exhibit 09: Global smart wearable entertainment devices market 2015-2020 ($ billions)
Exhibit 10: ASP of smart wearable entertainment devices
Exhibit 11: Shipment of smart wearable entertainment devices (units)
Exhibit 12: Global smart wearable entertainment services market 2015-2020 ($ billions)
Exhibit 13: Five forces analysis
Exhibit 14: Global smart wearable entertainment devices market by products 2015 (%)
Exhibit 15: Global smart wearable entertainment devices market by products 2015-2020 ($ billions)
Exhibit 16: Smart wearable entertainment services market by smartwatches 2015-2020 ($ billions)
Exhibit 17: Smart wearable entertainment services market by smart glasses 2015-2020 ($ billions)
Exhibit 18: Smart wearable entertainment services market by wearable gaming devices 2015-2020 ($ millions)
Exhibit 19: Smart wearable entertainment services market by wearable devices used in concerts 2015-2020 ($ millions)
Exhibit 20: Global smart wearable entertainment services by geography 2015 (%)
Exhibit 21: Global smart wearable entertainment services by geography 2015-2020 ($ billions)
Exhibit 22: Smart wearable entertainment services market in North America 2015-2020 ($ billions)
Exhibit 23: Smart wearable entertainment services market in Western Europe 2015-2020 ($ millions)
Exhibit 24: Smart wearable entertainment services market in APAC and ROW 2015-2020 ($ millions)
Exhibit 25: Impact of drivers
Exhibit 26: Impact of drivers and challenges
Exhibit 27: M&A
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FEATURED COMPANIES

  • 4D Force
  • Brilliant Services
  • Emotiv Systems
  • Gameband Minecraft
  • Neptune
  • Sprint
  • MORE
New Report Released: – Global Smart Wearable Entertainment Devices and Services Market 2016-2020

The author of the report recognizes the following companies as the key players in the global smart wearable entertainment devices and services market: AT&T, EE, Sprint, and Telefónica.

Other Prominent Vendors in the market are: 4D Force, Atheer Labs, Brilliant Services, Carl Zeiss, Emotiv Systems, Fat Shark, Fin Robotics, Gameband Minecraft, Glassup, Infiniteye Intelligent Headset, Iron Will Innovations Canada, Logbar, Neptune, Oculus, Skully Helmets, and Xbox.

Commenting on the report, an analyst from the research team said: “Decline in cost of smart wearable entertainment devices will be a key trend for market growth. A significant decline in the ASP of smart wearable devices in the developed countries will eventually increase the adoption rate of these devices. In 2012, the ASP of most of the devices that were sampled was recorded to be $800, depending on the application. The price has reduced to $250-$300 in 2016. This significant decline in the cost of wearable devices will increase the adoption rate of these devices both in developed and developing countries. Initially, the adoption of these devices was confined to developed countries because of the high cost. However, with the decline in cost, vendors have shifted their focus to developing countries to increase their revenue and market base.”

According to the report, growing popularity of entertainment devices among youth will be a key driver for market growth. The popularity of entertainment and gaming devices that provide a real-time virtual experience has increased over the years. These devices enable virtual 3D movies and HD gaming experience. The adoption of these devices is high among the age group of 18-24. The smart wearable entertainment devices provide easy access to movies and games on wearable screens. Devices such as Oculus Rift, iTVGoggles, and Sony's head-mounted display, HMZ-T3, use virtual reality technology to provide real-time music, video streaming, and video gaming experience to users. Therefore, the increased adaptability of these entertainment devices has increased the growth of the market.

Further, the report states that high power consumption of devices will be a challenge for the market. Most of the wearable entertainment devices function on GPS, wireless networks, and M2M technology. The battery life of the entertainment devices is very low because the power consumption of the technologies used in these devices is very high. This high power consumption starkly affects the duration of usage. The lifespan of Google Glass battery is 4-8 hours while in intensive use. Wearable devices' short battery life and high power consumption act as a restraint in its use and adoption having a negative impact on the growth prospects. Therefore, high power consumption coupled with low battery life will reduce the demand for smart wearable devices.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
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- AT&T
- EE
- Sprint
- Telefónica
- 4D Force
- Atheer Labs
- Brilliant Services
- Carl Zeiss
- Emotiv Systems
- Fat Shark
- Fin Robotics
- Gameband Minecraft
- Glassup
- Infiniteye Intelligent Headset
- Iron Will Innovations Canada
- Logbar
- Neptune
- Oculus
- Skully Helmets
- Xbox.
Note: Product cover images may vary from those shown
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Note: Product cover images may vary from those shown
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