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市場調查報告書

智慧穿戴式娛樂設備、服務的全球市場:2016年∼2020年

Global Smart Wearable Entertainment Devices and Services Market 2016-2020

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 326316
出版日期 內容資訊 英文 60 Pages
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智慧穿戴式娛樂設備、服務的全球市場:2016年∼2020年 Global Smart Wearable Entertainment Devices and Services Market 2016-2020
出版日期: 2016年08月16日 內容資訊: 英文 60 Pages
簡介

智慧穿戴式娛樂設備,用於娛樂和遊戲。全球智慧穿戴式娛樂設備市場,預計2016年∼2020年以22.64%的年複合成長率成長,全球智慧穿戴式娛樂服務市場,預計2016年∼2020年以22.35%的年複合成長率成長。

本報告提供全球智慧穿戴式娛樂設備、服務市場相關調查分析,市場規模與成長率,市場趨勢,市場的推動要素與課題,市場機會驗證,主要供應商等相關的系統性資訊。

第1章 摘要整理

第2章 調查範圍

  • 市場概要
  • 主要的產品與服務

第3章 市場調查手法

  • 調查手法
  • 經濟指標

第4章 簡介

第5章 市場形勢

  • 市場概要
  • 市場規模與預測:設備
  • 市場規模與預測:服務
  • 波特的五力分析

第6章 市場區隔:各產品

  • 全球智慧穿戴式娛樂設備、服務市場區隔:各產品
  • 智慧型手錶市場
  • 智慧眼鏡市場
  • 穿戴式遊戲主機市場
  • 在音樂會會場使用的穿戴式設備市場

第7章 地區區分

  • 全球智慧穿戴式娛樂設備、服務市場區隔:各地區
  • 北美
  • 西歐
  • 亞太地區及全球其他地區

第8章 推動市場成長要素

第9章 成長推動因素的影響

第10章 市場課題

第11章 成長推動因素與課題的影響

第12章 市場趨勢

第13章 業者情勢

  • 競爭模式

第14章 主要供應商分析:產品

  • Apple
  • Garmin
  • Google
  • Samsung
  • SONY

第15章 主要供應商分析:服務

  • AT&T
  • EE
  • Sprint
  • Telefonica
  • 新興供應商
  • 其他的有力供應商

第16章 附錄

  • 簡稱清單

第17章 關於Technavio

圖表

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目錄
Product Code: IRTNTR9894

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.

Technavio's 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

Technavio's 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
  • Telefonica

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 driver

  • Augmented use of smart glasses for entertainment and gaming
  • For a full, detailed list, view our report

Market challenge

  • High initial cost of wearable entertainment devices
  • For a full, detailed list, view our report

Market trend

  • Decline in cost of smart wearable entertainment devices
  • For a full, detailed list, view our 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 our analyst's time when you purchase this market report. Details are provided within the report.

Table of Contents

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
  • Telefonica
  • Emerging vendors
  • Other prominent vendors

PART 16: Appendix

  • List of abbreviations

PART 17: Explore Technavio

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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