Wearable gaming represents an emerging entrant into the digital entertainment market that is best defined from a mobile gaming perspective. Non-wearable mobile gaming is played on various wireless devices (smartphones, tablets, phablets, etc.), which have limited interface capabilities compared to desktop, laptop, or console gaming. In many ways, wearable technology causes even more limitations, but also opens the door to new levels of interactivity and personal gaming intimacy.
Scope of the Report:
Wearable gaming is played with small computing devices, which are body-mounted in some fashion, and seamlessly support game play with functionality not possible in traditional systems. Mind Commerce sees Headwear as a Platform, Eyewear as a Platform, Smartwatch as a Platform, and Body-wear as a Platform all as emerging areas for next generation digital entertainment.
The worldwide market for Wearable Gaming is expected to grow at a CAGR of roughly xx% over the next five years, will reach xx million US$ in 2023, from xx million US$ in 2017, according to a new GIR (Global Info Research) study.
This report focuses on the Wearable Gaming in global market, especially in North America, Europe and Asia-Pacific, South America, Middle East and Africa. This report categorizes the market based on manufacturers, regions, type and application.
Market Segment by Manufacturers, this report covers
Grand Theft Auto (GTA)
Nike
Fitbit
Wear Orbits
Elyland
Oculus
Sumsung
Vuzix
Technical Illusions
Market Segment by Regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia etc.)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
Market Segment by Type, covers
Augmented Reality and Virtual Reality (AR and VR)
Connected Wearable
Motion Sensing Technology Including Wearable 3D
Haptic Technology
Headwear Or Head Mounted Display (HMD)
Serious Gaming
Gamification
Market Segment by Applications, can be divided into
Household
Commercial
There are 15 Chapters to deeply display the global Wearable Gaming market.
Chapter 1, to describe Wearable Gaming Introduction, product scope, market overview, market opportunities, market risk, market driving force;
Chapter 2, to analyze the top manufacturers of Wearable Gaming, with sales, revenue, and price of Wearable Gaming, in 2016 and 2017;
Chapter 3, to display the competitive situation among the top manufacturers, with sales, revenue and market share in 2016 and 2017;
Chapter 4, to show the global market by regions, with sales, revenue and market share of Wearable Gaming, for each region, from 2013 to 2018;
Chapter 5, 6, 7, 8 and 9, to analyze the market by countries, by type, by application and by manufacturers, with sales, revenue and market share by key countries in these regions;
Chapter 10 and 11, to show the market by type and application, with sales market share and growth rate by type, application, from 2013 to 2018;
Chapter 12, Wearable Gaming market forecast, by regions, type and application, with sales and revenue, from 2018 to 2023;
Chapter 13, 14 and 15, to describe Wearable Gaming sales channel, distributors, traders, dealers, Research Findings and Conclusion, appendix and data source
The base year for the study has been considered 2019, historic year 2014 and 2018, the forecast period considered is from 2020 to 2027. The regions analyzed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. These regions are further analyzed at the country-level. The study also includes attractiveness analysis of type, application and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.
Market is segmented on the basis:
The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2019 to 2026.
The report provides company profile of the key players operating in the market and a comparative analysis based on their business overviews industry offering, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.
Table of Contents
1 Market Overview
1.1 Wearable Gaming Introduction
1.2 Market Analysis by Type
1.2.1 Augmented Reality and Virtual Reality (AR and VR)
1.2.2 Connected Wearable
1.2.3 Motion Sensing Technology Including Wearable 3D
1.2.4 Haptic Technology
1.2.5 Headwear Or Head Mounted Display (HMD)
1.2.6 Serious Gaming
1.2.7 Gamification
1.3 Market Analysis by Applications
1.3.1 Household
1.3.2 Commercial
1.4 Market Analysis by Regions
1.4.1 North America (United States, Canada and Mexico)
1.4.1.1 United States Market States and Outlook (2013-2023)
1.4.1.2 Canada Market States and Outlook (2013-2023)
1.4.1.3 Mexico Market States and Outlook (2013-2023)
1.4.2 Europe (Germany, France, UK, Russia and Italy)
1.4.2.1 Germany Market States and Outlook (2013-2023)
1.4.2.2 France Market States and Outlook (2013-2023)
1.4.2.3 UK Market States and Outlook (2013-2023)
1.4.2.4 Russia Market States and Outlook (2013-2023)
1.4.2.5 Italy Market States and Outlook (2013-2023)
1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
1.4.3.1 China Market States and Outlook (2013-2023)
1.4.3.2 Japan Market States and Outlook (2013-2023)
1.4.3.3 Korea Market States and Outlook (2013-2023)
1.4.3.4 India Market States and Outlook (2013-2023)
1.4.3.5 Southeast Asia Market States and Outlook (2013-2023)
1.4.4 South America, Middle East and Africa
1.4.4.1 Brazil Market States and Outlook (2013-2023)
1.4.4.2 Egypt Market States and Outlook (2013-2023)
1.4.4.3 Saudi Arabia Market States and Outlook (2013-2023)
1.4.4.4 South Africa Market States and Outlook (2013-2023)
1.4.4.5 Nigeria Market States and Outlook (2013-2023)
1.5 Market Dynamics
1.5.1 Market Opportunities
1.5.2 Market Risk
1.5.3 Market Driving Force
2 Manufacturers Profiles
2.1 Grand Theft Auto (GTA)
2.1.1 Business Overview
2.1.2 Wearable Gaming Type and Applications
2.1.2.1 Product A
2.1.2.2 Product B
2.1.3 Grand Theft Auto (GTA) Wearable Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.2 Nike
2.2.1 Business Overview
2.2.2 Wearable Gaming Type and Applications
2.2.2.1 Product A
2.2.2.2 Product B
2.2.3 Nike Wearable Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.3 Fitbit
2.3.1 Business Overview
2.3.2 Wearable Gaming Type and Applications
2.3.2.1 Product A
2.3.2.2 Product B
2.3.3 Fitbit Wearable Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.4 Wear Orbits
2.4.1 Business Overview
2.4.2 Wearable Gaming Type and Applications
2.4.2.1 Product A
2.4.2.2 Product B
2.4.3 Wear Orbits Wearable Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.5 Elyland
2.5.1 Business Overview
2.5.2 Wearable Gaming Type and Applications
2.5.2.1 Product A
2.5.2.2 Product B
2.5.3 Elyland Wearable Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.6 Oculus
2.6.1 Business Overview
2.6.2 Wearable Gaming Type and Applications
2.6.2.1 Product A
2.6.2.2 Product B
2.6.3 Oculus Wearable Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.7 Sumsung
2.7.1 Business Overview
2.7.2 Wearable Gaming Type and Applications
2.7.2.1 Product A
2.7.2.2 Product B
2.7.3 Sumsung Wearable Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.8 Vuzix
2.8.1 Business Overview
2.8.2 Wearable Gaming Type and Applications
2.8.2.1 Product A
2.8.2.2 Product B
2.8.3 Vuzix Wearable Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.9 Technical Illusions
2.9.1 Business Overview
2.9.2 Wearable Gaming Type and Applications
2.9.2.1 Product A
2.9.2.2 Product B
2.9.3 Technical Illusions Wearable Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
3 Global Wearable Gaming Sales, Revenue, Market Share and Competition by Manufacturer (2016-2017)
3.1 Global Wearable Gaming Sales and Market Share by Manufacturer (2016-2017)
3.2 Global Wearable Gaming Revenue and Market Share by Manufacturer (2016-2017)
3.3 Market Concentration Rate
3.3.1 Top 3 Wearable Gaming Manufacturer Market Share in 2017
3.3.2 Top 6 Wearable Gaming Manufacturer Market Share in 2017
3.4 Market Competition Trend
4 Global Wearable Gaming Market Analysis by Regions
4.1 Global Wearable Gaming Sales, Revenue and Market Share by Regions
4.1.1 Global Wearable Gaming Sales and Market Share by Regions (2013-2018)
4.1.2 Global Wearable Gaming Revenue and Market Share by Regions (2013-2018)
4.2 North America Wearable Gaming Sales and Growth Rate (2013-2018)
4.3 Europe Wearable Gaming Sales and Growth Rate (2013-2018)
4.4 Asia-Pacific Wearable Gaming Sales and Growth Rate (2013-2018)
4.5 South America Wearable Gaming Sales and Growth Rate (2013-2018)
4.6 Middle East and Africa Wearable Gaming Sales and Growth Rate (2013-2018)
5 North America Wearable Gaming by Countries
5.1 North America Wearable Gaming Sales, Revenue and Market Share by Countries
5.1.1 North America Wearable Gaming Sales and Market Share by Countries (2013-2018)
5.1.2 North America Wearable Gaming Revenue and Market Share by Countries (2013-2018)
5.2 United States Wearable Gaming Sales and Growth Rate (2013-2018)
5.3 Canada Wearable Gaming Sales and Growth Rate (2013-2018)
5.4 Mexico Wearable Gaming Sales and Growth Rate (2013-2018)
6 Europe Wearable Gaming by Countries
6.1 Europe Wearable Gaming Sales, Revenue and Market Share by Countries
6.1.1 Europe Wearable Gaming Sales and Market Share by Countries (2013-2018)
6.1.2 Europe Wearable Gaming Revenue and Market Share by Countries (2013-2018)
6.2 Germany Wearable Gaming Sales and Growth Rate (2013-2018)
6.3 UK Wearable Gaming Sales and Growth Rate (2013-2018)
6.4 France Wearable Gaming Sales and Growth Rate (2013-2018)
6.5 Russia Wearable Gaming Sales and Growth Rate (2013-2018)
6.6 Italy Wearable Gaming Sales and Growth Rate (2013-2018)
7 Asia-Pacific Wearable Gaming by Countries
7.1 Asia-Pacific Wearable Gaming Sales, Revenue and Market Share by Countries
7.1.1 Asia-Pacific Wearable Gaming Sales and Market Share by Countries (2013-2018)
7.1.2 Asia-Pacific Wearable Gaming Revenue and Market Share by Countries (2013-2018)
7.2 China Wearable Gaming Sales and Growth Rate (2013-2018)
7.3 Japan Wearable Gaming Sales and Growth Rate (2013-2018)
7.4 Korea Wearable Gaming Sales and Growth Rate (2013-2018)
7.5 India Wearable Gaming Sales and Growth Rate (2013-2018)
7.6 Southeast Asia Wearable Gaming Sales and Growth Rate (2013-2018)
8 South America Wearable Gaming by Countries
8.1 South America Wearable Gaming Sales, Revenue and Market Share by Countries
8.1.1 South America Wearable Gaming Sales and Market Share by Countries (2013-2018)
8.1.2 South America Wearable Gaming Revenue and Market Share by Countries (2013-2018)
8.2 Brazil Wearable Gaming Sales and Growth Rate (2013-2018)
8.3 Argentina Wearable Gaming Sales and Growth Rate (2013-2018)
8.4 Colombia Wearable Gaming Sales and Growth Rate (2013-2018)
9 Middle East and Africa Wearable Gaming by Countries
9.1 Middle East and Africa Wearable Gaming Sales, Revenue and Market Share by Countries
9.1.1 Middle East and Africa Wearable Gaming Sales and Market Share by Countries (2013-2018)
9.1.2 Middle East and Africa Wearable Gaming Revenue and Market Share by Countries (2013-2018)
9.2 Saudi Arabia Wearable Gaming Sales and Growth Rate (2013-2018)
9.3 UAE Wearable Gaming Sales and Growth Rate (2013-2018)
9.4 Egypt Wearable Gaming Sales and Growth Rate (2013-2018)
9.5 Nigeria Wearable Gaming Sales and Growth Rate (2013-2018)
9.6 South Africa Wearable Gaming Sales and Growth Rate (2013-2018)
10 Global Wearable Gaming Market Segment by Type
10.1 Global Wearable Gaming Sales, Revenue and Market Share by Type (2013-2018)
10.1.1 Global Wearable Gaming Sales and Market Share by Type (2013-2018)
10.1.2 Global Wearable Gaming Revenue and Market Share by Type (2013-2018)
10.2 Augmented Reality and Virtual Reality (AR and VR) Sales Growth and Price
10.2.1 Global Augmented Reality and Virtual Reality (AR and VR) Sales Growth (2013-2018)
10.2.2 Global Augmented Reality and Virtual Reality (AR and VR) Price (2013-2018)
10.3 Connected Wearable Sales Growth and Price
10.3.1 Global Connected Wearable Sales Growth (2013-2018)
10.3.2 Global Connected Wearable Price (2013-2018)
10.4 Motion Sensing Technology Including Wearable 3D Sales Growth and Price
10.4.1 Global Motion Sensing Technology Including Wearable 3D Sales Growth (2013-2018)
10.4.2 Global Motion Sensing Technology Including Wearable 3D Price (2013-2018)
10.5 Haptic Technology Sales Growth and Price
10.5.1 Global Haptic Technology Sales Growth (2013-2018)
10.5.2 Global Haptic Technology Price (2013-2018)
10.6 Headwear Or Head Mounted Display (HMD) Sales Growth and Price
10.6.1 Global Headwear Or Head Mounted Display (HMD) Sales Growth (2013-2018)
10.6.2 Global Headwear Or Head Mounted Display (HMD) Price (2013-2018)
10.7 Serious Gaming Sales Growth and Price
10.7.1 Global Serious Gaming Sales Growth (2013-2018)
10.7.2 Global Serious Gaming Price (2013-2018)
10.8 Gamification Sales Growth and Price
10.8.1 Global Gamification Sales Growth (2013-2018)
10.8.2 Global Gamification Price (2013-2018)
11 Global Wearable Gaming Market Segment by Application
11.1 Global Wearable Gaming Sales Market Share by Application (2013-2018)
11.2 Household Sales Growth (2013-2018)
11.3 Commercial Sales Growth (2013-2018)
12 Wearable Gaming Market Forecast (2018-2023)
12.1 Global Wearable Gaming Sales, Revenue and Growth Rate (2018-2023)
12.2 Wearable Gaming Market Forecast by Regions (2018-2023)
12.2.1 North America Wearable Gaming Market Forecast (2018-2023)
12.2.2 Europe Wearable Gaming Market Forecast (2018-2023)
12.2.3 Asia-Pacific Wearable Gaming Market Forecast (2018-2023)
12.2.4 South America Wearable Gaming Market Forecast (2018-2023)
12.2.5 Middle East and Africa Wearable Gaming Market Forecast (2018-2023)
12.3 Wearable Gaming Market Forecast by Type (2018-2023)
12.3.1 Global Wearable Gaming Sales Forecast by Type (2018-2023)
12.3.2 Global Wearable Gaming Market Share Forecast by Type (2018-2023)
12.4 Wearable Gaming Market Forecast by Application (2018-2023)
12.4.1 Global Wearable Gaming Sales Forecast by Application (2018-2023)
12.4.2 Global Wearable Gaming Market Share Forecast by Application (2018-2023)
13 Sales Channel, Distributors, Traders and Dealers
13.1 Sales Channel
13.1.1 Direct Marketing
13.1.2 Indirect Marketing
13.1.3 Marketing Channel Future Trend
13.2 Distributors, Traders and Dealers
14 Research Findings and Conclusion
15 Appendix
15.1 Methodology
15.2 Data Source
List of Tables and Figures
Figure Wearable Gaming Picture
Table Product Specifications of Wearable Gaming
Figure Global Sales Market Share of Wearable Gaming by Types in 2017
Table Weara