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市場調查報告書

穿戴式運算的全球市場預測 2020年:健身 & 健康、醫療 & 醫療保健、資訊娛樂

Wearable Computing Market by Application (Fitness and Wellness, Medical and Healthcare, Enterprise and Industrial, Infotainment, and Others), by Technology (Computing, Display, Networking, and Others), & Geography - Global Forecast to 2020

出版商 MarketsandMarkets 商品編碼 334117
出版日期 內容資訊 英文 175 Pages
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穿戴式運算的全球市場預測 2020年:健身 & 健康、醫療 & 醫療保健、資訊娛樂 Wearable Computing Market by Application (Fitness and Wellness, Medical and Healthcare, Enterprise and Industrial, Infotainment, and Others), by Technology (Computing, Display, Networking, and Others), & Geography - Global Forecast to 2020
出版日期: 2015年06月24日 內容資訊: 英文 175 Pages
簡介

全球穿戴式運算市場規模,預計從2015年到2020年之間以20.7%的年複合成長率發展,到2020年達到346億1,000萬美元。

本報告以全球穿戴式運算市場為主題,提供市場概要、市場發展促進、阻礙因素、市場上課題及機會、各用途、技術及地區的市場現況與展望相關調查分析、競爭環境、主要企業簡介、為您概述為以下內容。

第1章 簡介

第2章 調查手法

第3章 摘要整理

第4章 重要考察

  • 穿戴式運算中富有魅力的市場機會
  • 穿戴式運算市場:各應用領域
  • 亞太地區穿戴式運算市場
  • 穿戴式運算的健身、健康應用市場:各地區
  • 生命週期分析:各地區

第5章 市場概要

  • 市場區隔
    • 各應用領域
    • 各技術
    • 各地區
  • 市場發展
  • 市場動態
    • 推動因素
    • 阻礙因素
    • 機會
    • 課題
    • 緊急的問題
    • 成功的必要條件

第6章 產業趨勢

  • 簡介
  • 價值鏈分析
  • 波特的五力分析
  • 策略基準

第7章 穿戴式運算市場:各應用領域

  • 簡介
  • 健身、健康
    • 腕帶
    • 智慧服飾
    • 鞋子
    • 其他
  • 醫療、醫療保健
    • 持續的葡萄糖監測
    • 藥物遞輸產品
    • 心電圖監控
    • 其他
  • 企業、產業
    • 攜帶終端
    • 其他
  • 資訊娛樂
    • 智慧型手錶
    • AR設備
  • 其他

第8章 穿戴式運算市場:各技術

  • 簡介
    • 運算技術
    • 顯示器技術
    • 網路技術
    • 其他技術

第9章 地區隔析

  • 簡介
  • 南北美洲
  • 歐洲
  • 亞太地區
  • 其他 (ROW)

第10章 競爭情形

  • 概要
  • 穿戴式運算市場市場排行榜
  • 競爭情形
  • 近幾年的發展

第11章 企業簡介 (概要、財務、產品 & 服務、策略、發展趨勢)

  • 簡介
  • ADIDAS AG
  • APPLE INC.
  • BOSTON SCIENTIFIC CORPORATION
  • FITBIT INC.
  • GARMIN, LTD.
  • JAWBONE
  • LG ELECTRONICS, INC.
  • MOTOROLA MOBILITY HOLDINGS, INC.
  • NIKE, INC.
  • PEBBLE TECHNOLOGY, CORPORATION
  • SAMSUNG ELECTRONICS CO., LTD
  • SONY
  • ZEPHYR TECHNOLOGY CORPORATION

第12章 附錄

圖表清單

目錄
Product Code: SE 3530

Wearable computing refers to electronic technologies that are incorporated into clothing and accessories which are worn on the body comfortably. The wearable devices primarily perform most of the computing tasks as mobile phones or laptops; however in some cases these devices outperform the hand-held devices. The implication and uses of wearable technologies have a widespread influence in the field of healthcare and medical, fitness and wellness, infotainment, military, and industrial applications among others. In simple terms, wearable devices make things easier by offering several computing features in various day-to-day applicationsdue to the integration of computing and communication devices.

The global wearable computingmarket is expected to reach $34.61billion by 2020,at a CAGR of 20.7% between 2015and 2020.

The global wearable computingmarkethas been segmented into three categories that include application, technology, and geography. The application segment is classified into fitness and wellness, medical and healthcare, enterprise and industrial, infotainment and others. The application category is further segmented by various types of products,which include wristbands, smart clothing, foot wear, smart watches, and smart glasses among others. The technology segment is classified into computing technologies, display technologies, networking technologies, and others.The wearable computing market has also been segmented on the basis of geography which includes the Americas, Europe, APAC, and RoW.

The major players that offer various products in the wearable computingmarket are Adidas AG (Germany), Apple, Inc. (U.S.), Fitbit, Inc. (U.S.), Pebble Technology Corporation (U.S.), Garmin Ltd. (U.S.), Jawbone (U.S.), LG Electronics, Inc. (South Korea), Motorola Mobility Holdings, Inc. (U.S.), Sony Corporation (Japan), and Samsung Electronics Co., Ltd. (South Korea) among others.

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. STUDY OBJECTIVES
  • 1.2. MARKET DEFINITION
  • 1.3. STUDY SCOPE
    • 1.3.1. MARKETS COVERED
    • 1.3.2. YEARS CONSIDERED FOR THE STUDY
  • 1.4. CURRENCY
  • 1.5. LIMITATIONS
  • 1.6. STAKEHOLDERS

2. RESEARCH METHODOLOGY

  • 2.1. RESEARCH DATA
    • 2.1.1. SECONDARY DATA
      • 2.1.1.1. Key data from secondary sources
    • 2.1.2. PRIMARY DATA
      • 2.1.2.1. Key data from primary sources
      • 2.1.2.2. Key industry insights
      • 2.1.2.3. Breakdown of Primaries Interviews: By Company Type, Designation, and Region
  • 2.2. FACTOR ANALYSIS
    • 2.2.1. INTRODUCTION
    • 2.2.2. DEMAND-SIDE ANALYSIS
      • 2.2.2.1. Growing demand for wearable devices
    • 2.2.3. SUPPLY-SIDE ANALYSIS
      • 2.2.3.1. Increase in the number of product launches in the wearable computing market
      • 2.2.3.2. Growing usage of wearable devices in military
  • 2.3. MARKET SIZE ESTIMATION
    • 2.3.1. BOTTOM-UP APPROACH
    • 2.3.2. TOP-DOWN APPROACH
  • 2.4. MARKET BREAKDOWN AND DATA TRIANGULATION
  • 2.5. ASSUMPTIONS

3. EXECUTIVE SUMMARY

4. PREMIUM INSIGHTS

  • 4.1. ATTRACTIVE MARKET OPPORTUNITIES IN WEARABLE COMPUTING
  • 4.2. WEARABLE COMPUTING MARKET: BY APPLICATION
  • 4.3. WEARABLE COMPUTING MARKET IN THE ASIA-PACIFIC REGION
  • 4.4. WEARABLE COMPUTING FITNESS AND WELLNESS APPLICATION MARKET, BY GEOGRAPHY
  • 4.5. LIFE CYCLE ANALYSIS, BY GEOGRAPHY

5. MARKET OVERVIEW

  • 5.1. MARKET SEGMENTATION
    • 5.1.1. WEARABLE COMPUTING MARKET, BY APPLICATION
    • 5.1.2. WEARABLE COMPUTING MARKET, BY TECHNOLOGY
    • 5.1.3. WEARABLE COMPUTING MARKET, BY GEOGRAPHY
  • 5.2. MARKET EVOLUTION
  • 5.3. MARKET DYNAMICS
    • 5.3.1. DRIVERS
      • 5.3.1.1. Increasing adoption of smartwatches and wristbands in consumer market
      • 5.3.1.2. Rising focus towards communication, networking, and recognition technologies for wearables
      • 5.3.1.3. Growing popularity of Internet of Things
      • 5.3.1.4. Increasing popularity of wearable health and medical devices.
    • 5.3.2. RESTRAINTS
      • 5.3.2.1. High initial price range of body and eye wear
      • 5.3.2.2. Power consumption and limited battery life
      • 5.3.2.3. Social acceptance factor
    • 5.3.3. OPPORTUNITIES
      • 5.3.3.1. Penetration of Smart Clothing in the European region with increased funding
      • 5.3.3.2. Development of key enabling technologies
      • 5.3.3.3. Increasing adoption of wearables in multiple application areas
    • 5.3.4. CHALLENGES
      • 5.3.4.1. Technical difficulties
      • 5.3.4.2. Device protection and thermal consideration
    • 5.3.5. BURNING ISSUE
      • 5.3.5.1. Unaddressed regulatory issues
    • 5.3.6. WINNING IMPERATIVE
      • 5.3.6.1. Investment from major players such as Google, Microsoft, Apple, Motorola, and various fitness devices manufacturers

6. INDUSTRY TRENDS

  • 6.1. INTRODUCTION
  • 6.2. VALUE CHAIN ANALYSIS
  • 6.3. PORTER'S FIVE FORCES ANALYSIS
    • 6.3.1. INTENSITY OF COMPETITIVE RIVALRY
    • 6.3.2. THREAT OF SUBSTITUTES
    • 6.3.3. BARGAINING POWER OF BUYERS
    • 6.3.4. BARGAINING POWER OF SUPPLIERS
    • 6.3.5. THREAT OF NEW ENTRANTS
  • 6.4. STRATEGIC BENCHMARKING
    • 6.4.1. TECHNOLOGY INTEGRATION AND PRODUCT ENHANCEMENT

7. WEARABLE COMPUTING MARKET, BY APPLICATION

  • 7.1. INTRODUCTION
  • 7.2. FITNESS AND WELLNESS APPLICATION
    • 7.2.1. WRISTBANDS
    • 7.2.2. SMART CLOTHING
    • 7.2.3. FOOTWEAR
    • 7.2.4. OTHERS
  • 7.3. MEDICAL AND HEALTHCARE
    • 7.3.1. CONTINUOUS GLUCOSE MONITORS
    • 7.3.2. DRUG DELIVERY PRODUCTS
    • 7.3.3. ECG MONITORING
    • 7.3.4. OTHERS
  • 7.4. ENTERPRISE AND INDUSTRIAL
    • 7.4.1. HAND-WORN TERMINALS
    • 7.4.2. OTHERS
  • 7.5. INFOTAINMENT
    • 7.5.1. SMARTWATCHES
    • 7.5.2. AUGMENTED REALITY DEVICES
      • 7.5.2.1. HEAD-UP DISPLAYS
      • 7.5.2.2. HEAD-MOUNTED DISPLAYS
      • 7.5.2.3. SMART GLASSES
  • 7.6. OTHERS

8. WEARABLE COMPUTING MARKET, BY TECHNOLOGY

  • 8.1. INTRODUCTION
    • 8.1.1. COMPUTING TECHNOLOGIES
      • 8.1.1.1. WEARABLE COMPUTERS
    • 8.1.2. DISPLAY TECHNOLOGIES
      • 8.1.2.1. VIRTUAL REALITY
      • 8.1.2.2. AUGMENTED REALITY
    • 8.1.3. NETWORKING TECHNOLOGIES
      • 8.1.3.1. BLUETOOTH
      • 8.1.3.2. Wi-Fi
      • 8.1.3.3. OTHERS
    • 8.1.4. OTHER TECHNOLOGIES

9. GEOGRAPHIC ANALYSIS

  • 9.1. INTRODUCTION
  • 9.2. THE AMERICAS
    • 9.2.1. U.S.
    • 9.2.2. CANADA
    • 9.2.3. MEXICO
  • 9.3. EUROPE
    • 9.3.1. U.K.
    • 9.3.2. GERMANY
    • 9.3.3. FRANCE
    • 9.3.4. REST OF EUROPE
  • 9.4. ASIA-PACIFIC
    • 9.4.1. CHINA
    • 9.4.2. JAPAN
    • 9.4.3. SOUTH KOREA
    • 9.4.4. INDIA
    • 9.4.5. REST OF APAC
  • 9.5. REST OF THE WORLD (ROW)
    • 9.5.1. MIDDLE EAST
    • 9.5.2. AFRICA

10. COMPETITIVE LANDSCAPE

  • 10.1. OVERVIEW
  • 10.2. MARKET RANKING FOR WEARABLE COMPUTING MARKET, 2014
  • 10.3. COMPETITIVE SCENARIO
  • 10.4. RECENT DEVELOPMENTS
    • 10.4.1. NEW PRODUCT LAUNCHES
    • 10.4.2. PARTNERSHIPS, AGREEMENTS, AND CONTRACTS & COLLABORATIONS
    • 10.4.3. MERGERS AND ACQUISITIONS

11. COMPANY PROFILES (Overview, Products and Services, Financials, Strategy & Development)*

  • 11.1. INTRODUCTION
  • 11.2. ADIDAS AG
  • 11.3. APPLE INC.
  • 11.4. BOSTON SCIENTIFIC CORPORATION
  • 11.5. FITBIT INC.
  • 11.6. GARMIN, LTD.
  • 11.7. JAWBONE
  • 11.8. LG ELECTRONICS, INC.
  • 11.9. MOTOROLA MOBILITY HOLDINGS, INC.
  • 11.10. NIKE, INC.
  • 11.11. PEBBLE TECHNOLOGY, CORPORATION
  • 11.12. SAMSUNG ELECTRONICS CO., LTD
  • 11.13. SONY CORPORATION
  • 11.14. ZEPHYR TECHNOLOGY CORPORATION

*Details on Overview, Products and Services, Financials, Strategy & Development might not be Captured in case of Unlisted Companies.

12. APPENDIX

  • 12.1. INSIGHTS OF INDUSTRY EXPERTS
  • 12.2. DISCUSSION GUIDE
  • 12.3. INTRODUCING RT: REAL TIME MARKET INTELLIGENCE
  • 12.4. AVAILABLE CUSTOMIZATIONS
  • 12.5. RELATED REPORTS

LIST OF TABLES

  • TABLE 1: ADOPTION OF SMARTWATCHES AND WRISTBANDS IN THE CONSUMER MARKET PROPELS THE GROWTH OF WEARABLE COMPUTING MARKET
  • TABLE 2: HIGH INITIAL PRICE S ACT AS A HINDRANCE TO THE WEARABLE COMPUTING MARKET
  • TABLE 3: PENETRATION OF SMART CLOTHING IN THE EUROPEAN REGION WITH INCREASED FUNDING, IS A HUGE OPPORTUNITY FOR THE WEARABLE COMPUTING MARKET
  • TABLE 4: LIST OF PROJECTS FUNDED BY THE EUROPEAN UNION
  • TABLE 5: THE PORTER'S FIVE FORCES ANALYSIS: HIGH DEGREE OF COMPETITION IS LIKELY TO HAVE MAXIMUM IMPACT ON THE OVERALL MARKET,2014
  • TABLE 6: WEARABLE COMPUTING MARKET, BY APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 7: WEARABLE COMPUTING MARKET, BY APPLICATION, 2013 - 2020 (MILLION UNITS)
  • TABLE 8: WEARABLE FITNESS & WELLNESS COMPUTING APPLICATION MARKET, 2013 - 2020 ($MILLION)
  • TABLE 9: WEARABLE FITNESS & WELLNESS COMPUTING APPLICATION MARKET, 2013 - 2020 (MILLION UNITS)
  • TABLE 10: WEARABLE FITNESS & WELLNESS COMPUTING MARKET, BY GEOGRAPHY, 2013 - 2020 ($MILLION)
  • TABLE 11: WEARABLE FITNESS & WELLNESS COMPUTING MARKET, BY GEOGRAPHY, 2013 - 2020 (MILLION UNITS)
  • TABLE 12: WEARABLE MEDICAL & HEALTHCARE APPLICATION MARKET, 2013 - 2020 ($MILLION)
  • TABLE 13: WEARABLE MEDICAL & HEALTHCARE APPLICATION MARKET, 2013 - 2020 (THOUSAND UNITS)
  • TABLE 14: WEARABLE MEDICAL & HEALTHCARE APPLICATION MARKET, BY GEOGRAPHY, 2013 - 2020 ($MILLION)
  • TABLE 15: WEARABLE MEDICAL & HEALTHCARE APPLICATION MARKET, BY GEOGRAPHY, 2013 - 2020 (THOUSAND UNITS)
  • TABLE 16: WEARABLE ENTERPRISE & INDUSTRIAL APPLICATION MARKET, 2013 - 2020 ($MILLION)
  • TABLE 17: WEARABLE ENTERPRISE & INDUSTRIAL APPLICATION MARKET, 2013 - 2020 (THOUSAND UNITS)
  • TABLE 18: WEARABLE ENTERPRISE & INDUSTRIAL MARKET, BY GEOGRAPHY, 2013 - 2020 ($MILLION)
  • TABLE 19: WEARABLE ENTERPRISE & INDUSTRIAL MARKET, BY GEOGRAPHY, 2013 - 2020 (THOUSAND UNITS)
  • TABLE 20: WEARABLE INFOTAINMENT APPLICATION MARKET, 2013 - 2020 ($MILLION)
  • TABLE 21: WEARABLE INFOTAINMENT APPLICATION MARKET, 2013 - 2020 (MILLION UNITS)
  • TABLE 22: WEARABLE INFOTAINMENT APPLICATION MARKET, BY AUGMENTED REALITY DEVICES, 2013 - 2020 ($MILLION)
  • TABLE 23: WEARABLE INFOTAINMENT APPLICATION MARKET, BY AUGMENTED REALITY DEVICES, 2013 - 2020 (THOUSAND UNITS)
  • TABLE 24: WEARABLE INFOTAINMENT APPLICATION MARKET, BY GEOGRAPHY, 2013 - 2020 ($MILLION)
  • TABLE 25: WEARABLE INFOTAINMENT APPLICATION MARKET, BY GEOGRAPHY, 2013 - 2020 (MILLION UNITS)
  • TABLE 26: WEARABLE COMPUTING OTHERS APPLICATION MARKET, 2013 - 2020 ($MILLION)
  • TABLE 27: WEARABLE COMPUTING OTHERS APPLICATION MARKET, 2013 - 2020 (MILLION UNITS)
  • TABLE 28: WEARABLE COMPUTING OTHERS APPLICATION MARKET, BY GEOGRAPHY, 2013 - 2020 ($MILLION)
  • TABLE 29: WEARABLE COMPUTING OTHERS APPLICATION MARKET, BY GEOGRAPHY, 2013 - 2020 (THOUSAND UNITS)
  • TABLE 30: WEARABLE COMPUTING MARKET, BY GEOGRAPHY, 2013 - 2020 ($MILLION)
  • TABLE 31: WEARABLE COMPUTING MARKET, BY GEOGRAPHY, 2013 - 2020 (MILLION UNITS)
  • TABLE 32: THE AMERICAS WEARABLE COMPUTING MARKET, BY REGION, 2013 - 2020 ($MILLION)
  • TABLE 33: THE AMERICAS WEARABLE COMPUTING MARKET, BY REGION, 2013 - 2020 (MILLION UNITS)
  • TABLE 34: THE AMERICAS WEARABLE COMPUTING MARKET, BY COUNTRY, 2013 - 2020 ($MILLION)
  • TABLE 35: THE AMERICAS WEARABLE COMPUTING MARKET, BY COUNTRY, 2013 - 2020 (MILLION UNITS)
  • TABLE 36: THE AMERICAS WEARABLE COMPUTING MARKET, BY APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 37: THE AMERICAS WEARABLE COMPUTING MARKET, BY APPLICATION, 2013 - 2020 (MILLION UNITS)
  • TABLE 38: THE AMERICAS WEARABLE COMPUTING MARKET, BY FITNESS & WELLNESS APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 39: THE AMERICAS WEARABLE COMPUTING MARKET, BY MEDICAL & HEALTHCARE APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 40: THE AMERICAS WEARABLE COMPUTING MARKET, BY ENTERPRISE & INDUSTRIAL APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 41: THE AMERICAS WEARABLE COMPUTING MARKET, BY INFOTAINMENT APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 42: THE AMERICAS WEARABLE COMPUTING MARKET, BY OTHERS APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 43: EUROPE WEARABLE COMPUTING MARKET, BY COUNTRY, 2013 - 2020 ($MILLION)
  • TABLE 44: EUROPE WEARABLE COMPUTING MARKET, BY COUNTRY, 2013 - 2020 (MILLION UNITS)
  • TABLE 45: EUROPE WEARABLE COMPUTING MARKET, BY APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 46: EUROPE WEARABLE COMPUTING MARKET, BY APPLICATION, 2013 - 2020 (THOUSAND UNITS)
  • TABLE 47: EUROPE WEARABLE COMPUTING MARKET, BY FITNESS & WELLNESS APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 48: EUROPE WEARABLE COMPUTING MARKET, BY MEDICAL & HEALTHCARE APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 49: EUROPE WEARABLE COMPUTING MARKET, BY ENTERPRISE & INDUSTRIAL APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 50: EUROPE WEARABLE COMPUTING MARKET, BY INFOTAINMENT APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 51: EUROPE WEARABLE COMPUTING MARKET, BY OTHERS APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 52: APAC WEARABLE COMPUTING MARKET, BY COUNTRY, 2013 - 2020 ($MILLION)
  • TABLE 53: APAC WEARABLE COMPUTING MARKET, BY COUNTRY, 2013 - 2020 (MILLION UNITS)
  • TABLE 54: APAC WEARABLE COMPUTING MARKET, BY APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 55: APAC WEARABLE COMPUTING MARKET, BY APPLICATION, 2013 - 2020 (THOUSAND UNITS)
  • TABLE 56: APAC WEARABLE COMPUTING MARKET, BY FITNESS & WELLNESS APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 57: APAC WEARABLE COMPUTING MARKET, BY MEDICAL & HEALTHCARE APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 58: APAC WEARABLE COMPUTING MARKET, BY ENTERPRISE & INDUSTRIAL APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 59: APAC WEARABLE COMPUTING MARKET, BY INFOTAINMENT APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 60: APAC WEARABLE COMPUTING MARKET, BY OTHERS APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 61: ROW WEARABLE COMPUTING MARKET, BY REGION, 2013 - 2020 ($MILLION)
  • TABLE 62: ROW WEARABLE COMPUTING MARKET, BY REGION, 2013 - 2020 (MILLION UNITS)
  • TABLE 63: ROW WEARABLE COMPUTING MARKET, BY APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 64: ROW WEARABLE COMPUTING MARKET, BY APPLICATION, 2013 - 2020 (THOUSAND UNITS)
  • TABLE 65: ROW WEARABLE COMPUTING MARKET, BY FITNESS & WELLNESS APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 66: ROW WEARABLE COMPUTING MARKET, BY MEDICAL & HEALTHCARE APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 67: ROW WEARABLE COMPUTING MARKET, BY ENTERPRISE & INDUSTRIAL APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 68: ROW WEARABLE COMPUTING MARKET, BY INFOTAINMENT APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 69: ROW WEARABLE COMPUTING MARKET, BY OTHERS APPLICATION, 2013 - 2020 ($MILLION)
  • TABLE 70: MARKET RANKING OF THE TOP 5 PLAYERS IN THE WEARABLE COMPUTING MARKET, 2014
  • TABLE 71: NEW PRODUCT LAUNCHES, 2013-2015

LIST OF FIGURES

  • FIGURE 1: RESEARCH DESIGN
  • FIGURE 2: WEARABLE DEVICES MARKET SIZE, 2010-2012
  • FIGURE 3: PRODUCT LAUNCHES IN THE WEARABLE COMPUTING MARKET, 2013-2015
  • FIGURE 4: MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH
  • FIGURE 5: MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH
  • FIGURE 6: ASSUMPTIONS FOR THE RESEARCH STUDY
  • FIGURE 7: INFOTAINMENT APPLICATION ACCOUNTED FOR THE MAXIMUM MARKET SHARE IN WEARABLE COMPUTING MARKET IN 2014
  • FIGURE 8: SMARTWATCHES SEGMENT IS EXPECTED TO WITNESS HIGHER GROWTH RATE IN COMPARISON TO AUGMENTED REALITY DEVICES SEGMENT
  • FIGURE 9: HAND-WORN TERMINALS SEGMENT IS ESTIMATED TO ACCOUNT FOR THE HIGHEST MARKET VALUE IN THE ENTERPRISE AND INDUSTRIAL APPLICATION DURING THE FORECAST PERIOD
  • FIGURE 10: APAC REGION WEARABLE COMPUTING MARKET ANALYSIS, BY COUNTRY, 2014
  • FIGURE 11: GLOBAL WEARABLE COMPUTING MARKET SHARE, BY GEOGRAPHY, 2014
  • FIGURE 12: INCREASING ADOPTION OF SMARTWATCHES, FITNESS BANDS, AND SMART CLOTHING PROVIDE OPPORTUNITIES IN WEARABLE COMPUTING
  • FIGURE 13: THE ENTERPRISE AND INDUSTRIAL SEGMENT IS EXPECTED TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD
  • FIGURE 14: WRISTBANDS MARKET FOR WEARABLE COMPUTING IS ESTIMATED TO CAPTURE THE LION'S SHARE IN THE EMERGING ASIA-PACIFIC MARKET, 2015
  • FIGURE 15: APAC IS PROJECTED TO GROW AT THE HIGHEST CAGR AS COMPARED TO OTHER REGIONS FROM 2015 TO 2020
  • FIGURE 16: THE WEARABLE COMPUTING MARKET IS IN GROWING STAGE IN THE APAC REGION, 2015
  • FIGURE 17: WEARABLE COMPUTING MARKET: SEGMENTATION
  • FIGURE 18: BY APPLICATION
  • FIGURE 19: BY TECHNOLOGY
  • FIGURE 20: BY GEOGRAPHY
  • FIGURE 21: EVOLUTION OF THE WEARABLE COMPUTING MARKET
  • FIGURE 22: MARKET DYNAMICS: OVERVIEW
  • FIGURE 23: SMARTWATCH SHIPMENTS BY COMPANY, 2014
  • FIGURE 24: SHARE OF AMERICANS, WHO OWNED DIFFERENT MEDICAL AND HEALTH WEARABLE DEVICES IN 2014
  • FIGURE 25: AVERAGE MARKET PRICES FOR VARIOUS WEARABLE DEVICES
  • FIGURE 26: LIFE CYCLE OF WEARABLE PRODUCTS, 2014
  • FIGURE 27: VALUE CHAIN ANALYSIS: MAJOR VALUE IS ADDED DURING THE ASSEMBLY AND DISTRIBUTION PHASES
  • FIGURE 28: THE PORTER'S FIVE FORCES ANALYSIS:
  • FIGURE 29: WEARABLE COMPUTING MARKET: PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 30: INTENSITY OF COMPETITIVE RIVALRY: HIGH COMPETITION IN THE MARKET DUE TO THE NEW PRODUCT LAUNCHES AND INNOVATIONS
  • FIGURE 31: THREAT OF SUBSTITUTES WILL BE HIGH DUE TO AVAILABILITY OF SUBSTITUTE PRODUCTS
  • FIGURE 32: BARGAINING POWER OF BUYERS: AS THE ADOPTION RATE OF BUYERS IS HIGH, THEY WILL HAVE A HIGH BARGAINING POWER
  • FIGURE 33: BARGAINING POWER OF SUPPLIERS: TECHNOLOGICAL FACTORS IN WEARABLES WILL DRIVE THE MARKET FOR SUPPLIERS DURING THE FORECAST PERIOD
  • FIGURE 34: THREAT OF NEW ENTRANTS: WITH INNOVATIVE PRODUCT DEVELOPMENTS NEW ENTRANTS ARE LIKELY TO ENTER THIS MARKET
  • FIGURE 35: STRATEGIC BENCHMARKING: KEY PLAYERS LARGELY ADOPTED ORGANIC GROWTH STRATEGIES SUCH AS NEW PRODUCT LAUNCHES
  • FIGURE 36: SEGMENTATION OF THE WEARABLE COMPUTING MARKET: BY APPLICATION
  • FIGURE 37: INFOTAINMENT APPLICATION: LARGEST MARKET SHARE IN THE WEARABLE COMPUTING MARKET BETWEEN 2014 AND 2020
  • FIGURE 38: SEGMENTATION OF THE WEARABLE COMPUTING MARKET: BY FITNESS AND WELLNESS APPLICATION
  • FIGURE 39: SMART CLOTHING IS EXPECTED TO GROW AT THE HIGHEST CAGR IN FITNESS AND WELLNESS APPLICATION MARKET FROM 2014 TO 2020
  • FIGURE 40: THE AMERICAS: EXPECTED TO GROW AT A HIGHEST MARKET VALUE IN THE FITNESS AND WELLNESS MARKET BETWEEN 2014 AND 2020
  • FIGURE 41: SEGMENTATION OF THE WEARABLE COMPUTING MARKET: BY MEDICAL AND HEALTHCARE APPLICATION
  • FIGURE 42: ECG MONITORS: EXPECTED TO GROW AT THE HIGHEST CAGR IN THE MEDICAL AND HEALTHCARE APPLICATION MARKET BETWEEN 2014 AND 2020
  • FIGURE 43: THE AMERICAS: EXPECTED TO GROW AT THE HIGHEST MARKET VALUE IN THE MEDICAL AND HEALTHCARE APPLICATION MARKET BETWEEN 2014 AND 2020
  • FIGURE 44: SEGMENTATION OF THE WEARABLE COMPUTING MARKET: BY ENTERPRISE AND INDUSTRIAL APPLICATION
  • FIGURE 45: HAND-WORN TERMINALS SEGMENT IS EXPECTED TO GROW AT THE HIGHEST MARKET VALUE IN THE ENTERPRISE AND INDUSTRIAL MARKET FROM 2014 TO 2020
  • FIGURE 46: APAC REGION IS EXPECTED TO GROW AT THE HIGHEST RATE IN THE ENTERPRISE AND INDUSTRIAL APPLICATION MARKET BETWEEN 2014 AND 2020
  • FIGURE 47: SEGMENTATION OF THE WEARABLE COMPUTING MARKET: BY INFOTAINMENT APPLICATION
  • FIGURE 48: SEGMENTATION OF THE WEARABLE COMPUTING AUGMENTED REALITY DEVICES
  • FIGURE 49: SMARTWATCHES ARE PROJECTED TO INCREASE AT THE HIGHEST CAGR IN THE INFOTAINMENT APPLICATION MARKET BETWEEN 2014 AND 2020
  • FIGURE 50: SMART GLASSES ARE EXPECTED TO GROW AT THE HIGHEST MARKET VALUE IN THE AUGMENTED REALITY DEVICES MARKET FROM 2014 TO 2020
  • FIGURE 51: THE AMERICAS ARE EXPECTED TO GROW AT THE HIGHEST MARKET VALUE BETWEEN 2014 AND 2020 IN THE INFOTAINMENT APPLICATION MARKET
  • FIGURE 52: SEGMENTATION OF THE WEARABLE COMPUTING MARKET: BY OTHER APPLICATION
  • FIGURE 53: TIES AND COLLARS SEGMENT IS PROJECTED TO GROW AT THE HIGHEST MARKET VALUE IN OTHERS APPLICATION MARKET BETWEEN 2014 AND 2020
  • FIGURE 54: THE AMERICAS ARE PROJECTED TO GROW AT THE HIGHEST MARKET VALUE IN OTHERS APPLICATION MARKET FROM 2014 TO 2020
  • FIGURE 55: SEGMENTATION OF THE WEARABLE COMPUTING MARKET: BY TECHNOLOGY
  • FIGURE 56: SEGMENTATION OF THE DISPLAY TECHNOLOGY
  • FIGURE 57: SEGMENTATION OF THE NETWORKING TECHNOLOGY
  • FIGURE 58: WEARABLE COMPUTING MARKET, BY REGION
  • FIGURE 59: GEOGRAPHIC SNAPSHOT (2014) - APAC REGION IS ESTIMATED TO REGISTER THE HIGHEST GROWTH RATE DURING THE FORECAST PERIOD
  • FIGURE 60: AMONG ALL COUNTRIES, THE U.S. IS CONSIDERED TO DOMINATE IN THE WEARABLE COMPUTING MARKET BETWEEN 2014 AND 2020
  • FIGURE 61: THE AMERICAS MARKET SNAPSHOT: THE MARKET WOULD BE DRIVEN BY THE GROWING DEMAND FROM MEDICAL AND HEALTHCARE APPLICATIONS DURING THE FORECAST PERIOD
  • FIGURE 62: SEGMENTATION: AMERICAS
  • FIGURE 63: EUROPE MARKET SNAPSHOT: THE DEMAND FOR WEARABLE COMPUTING WOULD BE DRIVEN BY WIDE OPPORTUNITIES COMING UP IN THE VARIOUS APPLICATION MARKETS
  • FIGURE 64: SEGMENTATION: EUROPE
  • FIGURE 65: APAC MARKET SNAPSHOT: THE DEMAND WOULD BE DRIVEN BY THE PRESENCE OF VARIOUS MAJOR PLAYERS IN THE REGION AND THE GROWING REGIONAL ECONOMY
  • FIGURE 66: SEGMENTATION: APAC
  • FIGURE 67: SEGMENTATION: ROW
  • FIGURE 68: KEY GROWTH STRATEGIES ADOPTED BY THE TOP COMPANIES BETWEEN 2012 AND 2015
  • FIGURE 69: MARKET EVALUATION FRAMEWORK: NEW PRODUCT LAUNCHES FUELLED GROWTH AND INNOVATION IN 2013 AND 2014
  • FIGURE 70: BATTLE FOR MARKET SHARE: NEW PRODUCT LAUNCHES WAS THE KEY STRATEGY
  • FIGURE 71: GEOGRAPHIC REVENUE MIX OF MAJOR MARKET PLAYERS
  • FIGURE 72: ADIDAS AG: COMPANY SNAPSHOT
  • FIGURE 73: APPLE INC.: COMPANY SNAPSHOT
  • FIGURE 74: BOSTON SCIENTIFIC CORP.: COMPANY SNAPSHOT
  • FIGURE 75: GARMIN LTD.: COMPANY SNAPSHOT
  • FIGURE 76: GARMIN, LTD.: SWOT ANALYSIS
  • FIGURE 77: LG ELECTRONICS INC.: COMPANY SNAPSHOT
  • FIGURE 78: LG ELECTRONICS, INC.: SWOT ANALYSIS
  • FIGURE 79: MOTOROLA MOBILITY HOLDINGS, INC.: SWOT ANALYSIS
  • FIGURE 80: NIKE, INC.: COMPANY SNAPSHOT
  • FIGURE 81: PEBBLE TECHNOLOGY CORP.: SWOT ANALYSIS
  • FIGURE 82: SAMSUNG ELECTRONICS CO., LTD.: COMPANY SNAPSHOT
  • FIGURE 83: SAMSUNG ELECTRONICS CO., LTD.: SWOT ANALYSIS
  • FIGURE 84: SONY CORPORATION: COMPANY SNAPSHOT
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