Cover Image
市場調查報告書

遊戲的穿戴式技術

Wearable Technology in Gaming 2014

出版商 Mind Commerce 商品編碼 317088
出版日期 內容資訊 英文 24 Pages
商品交期: 最快1-2個工作天內
價格
Back to Top
遊戲的穿戴式技術 Wearable Technology in Gaming 2014
出版日期: 2014年10月22日 內容資訊: 英文 24 Pages
簡介

穿戴式電腦在遊戲的世界有天然的據點。任天堂Wii的控制器已經有動作感測器,包含服裝,電玩遊戲機設備要成為更雙向性的設備,不會花太多的時間。未來的遊戲,預計從頭到腳,用戶能裝配的穿戴式設備將成為主角。

本報告提供遊戲的穿戴式技術的現狀及未來展望的相關調查、主要企業、產品及策略的評估、市場的機會及將遊戲投入穿戴式技術主流的時機等分析,為您概述為以下內容。

第1章 摘要整理

第2章 簡介

  • 穿戴式技術
  • 感測器、環境認識
  • 手機遊戲vs.傳統應用程式的開發

第3章 穿戴式遊戲

  • 穿戴式遊戲平台的智慧型手錶
  • 遊戲平台分析
  • 隱私的疑慮
  • 案例研究
  • 遊戲產品
    • NINTENDO WII
    • THE KINECT
    • LEAP MOTION CONTROLLER
    • SMART WATCH GAMING GADGETS
    • DUROVIS DIVE
    • GAME PLATFORM "WOVEN"
    • ELECTRONIC FIBERS
    • FROM IPHONE TO EYEPHONE
    • 其他遊戲設備
  • 主要企業
  • 市場潛力

圖表一覽

目錄

Wearable computing has a natural home in the world of gaming. Nintendo's Wii controller already has motion-sensors and it will not be long before more interactive gear, including clothing, become part of a video-game player's apparatus. Gaming in the future will be dominated by wearable devices that users can wear from head to foot.

There will also be head pieces, vests, sleeves, gloves among others. While early virtual reality attempts such as the Nintendo's Virtual Boy failed to change the gaming world, wearable technologies with augmented reality will. The drivers of growth will be the expansion of the broadband industry, efficient hardware compatibility and the development of wireless gaming. Of course, continuing increase in disposable incomes will be instrumental in propelling growth.

This research assesses the current state and future outlook of wearable technology in gaming. The report evaluates major players, offerings, and strategies. The report also identifies the opportunities and timing for introduction of gaming into mainstream wearable technology. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Target Audience:

  • Augmented reality companies
  • Wireless device manufacturers
  • Wireless infrastructure providers
  • Consumer electronics companies
  • Wearable technology developers
  • Embedded computing companies
  • Regulatory bodies and governments
  • Wireless service providers of all types
  • Mobile marketing/commerce companies

Report Benefits

  • Gain foundation knowledge about wearable tech
  • Identify major players and offerings in wearable gaming
  • Identify the advantages of different gaming development platforms
  • Understand advantages and challenges of different devices in gaming
  • Learn about important usability and fitness for use issues for wearable gaming
  • Understand the market dynamics for gaming industry relative to wearable technology
  • Recognize the difference between general purpose and standalone wearable devices in gaming

Table of Contents

1.0 EXECUTIVE SUMMARY

2.0 INTRODUCTION

  • 2.1 WEARABLE TECHNOLOGY
    • 2.1.1 BODY AREA NETWORKS (BAN)
    • 2.1.2 AUGMENTED REALITY (AR)
  • 2.2 SENSORS AND AMBIENT AWARENESS
  • 2.3 MOBILE GAME VS. CONVENTIONAL APPS DEVELOPMENT

3.0 WEARABLE GAMING

  • 3.1 SMARTWATCH AS WEARABLE GAMING PLATFORM
  • 3.2 GAMING PLATFORM ANALYSIS
    • 3.2.1 MIND PIRATE
    • 3.2.2 OBJE (OBSCENE INTERACTIVE)
    • 3.2.3 OCULUS RIFT
    • 3.2.4 SONY
  • 3.3 PRIVACY CONCERNS
  • 3.4 CASE STUDY
    • 3.4.1 GRAND THEFT AUTO (GTA)
    • 3.4.2 NIKE AND SPORTS GAME
    • 3.4.3 FITBIT CASUAL GAMING
  • 3.5 GAMING OFFERINGS
    • 3.5.1 NINTENDO WII
    • 3.5.2 THE KINECT
    • 3.5.3 LEAP MOTION CONTROLLER
    • 3.5.4 SMART WATCH GAMING GADGETS
    • 3.5.5 DUROVIS DIVE
    • 3.5.6 GAME PLATFORM "WOVEN"
    • 3.5.7 ELECTRONIC FIBERS
    • 3.5.8 FROM IPHONE TO EYEPHONE
    • 3.5.9 OTHER GAME DEVICES
  • 3.6 MAJOR MARKET PLAYERS
  • 3.7 MARKET POTENTIAL

Figures

  • Figure 1: Use Case from SixthSense
  • Figure 2: Hand as Dial Pad
  • Figure 3: GTA Running Interface
  • Figure 4: Nike Sports Point
  • Figure 5: FitBit Lifestyle Marketing
  • Figure 6: Nintendo Wii
  • Figure 7: Kinnect Functions without Controller
  • Figure 8: Oculus Rift Headset
  • Figure 9: Woven, E-wearable Game Platform built into Clothing
Back to Top