Global Wearable Computing Market, By OS (Android, Wear OS by Google, Glass OS by Google, RTOS, Windows, Apple’s Watch OS, Others), Technical Functions (External Speaker, GPS, Heart Rate Sensor, Megapixels, Microphone, Skin & Body Temperature Sensor, Touchscreen, UV Sensor, Waterproofing), Operating (Tethered, Standalone, Both), Technology (Computing Technologies, Display Technologies, Networking Technologies, Others), Application (Fitness & Wellness Application, Medical & Healthcare, Enterprise & Industrial, Infotainment, Defense & Security, Home Automation, Others), End-Users (Consumer, Non-Consumer), Country (U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa) Industry Trends and Forecast to 2028
Market Analysis and Insights : Global Wearable Computing Market
The wearable computing market is expected to witness market growth at a rate of 20.3% in the forecast period of 2021 to 2028. Data Bridge Market Research report on wearable computing market provides analysis and insights regarding the various factors expected to be prevalent throughout the forecast period while providing their impacts on the market’s growth. The increase in the use of product in various industries globally is escalating the growth of wearable computing market.
Wearable computing refers to the integration of advanced technologies in smart wearable devices possessing the capability of small computers. This technology is adopted in various small-scale devices ranging from smart phones, smart watches and smart wearables such as footwear, clothing and eye wear among others.
The increase in the penetration of Internet of Things across the globe acts as one of the major factors driving the growth of wearable computing market. The increase in the focus towards communication, networking, and recognition technologies for wearables, and adoption of smartwatches and wristbands in consumer accelerate the market growth. The rise in trend of health consciousness amongst the global populous, medical features, such as ECG, heart rate fluctuation monitoring, and pulse rate tracking, and penetration of smart clothing in the European region with increased funding further influence the market. Additionally, ease in business processes, rise in digitization, expansion of end use industry and emergence of industry 4.0 positively affect the wearable computing market. Furthermore, adoption of wearables in multiple application areas and development of key enabling technologies extend profitable opportunities to the market players in the forecast period of 2021 to 2028.
On the other hand, high initial price range of body and eye wear, and power consumption and limited battery life are expected to obstruct the market growth. Technical difficulties and device protection and thermal consideration are projected to challenge the wearable computing market in the forecast period of 2021-2028.
This wearable computing market report provides details of new recent developments, trade regulations, import export analysis, production analysis, value chain optimization, market share, impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info wearable computing market contact Data Bridge Market Research for an Analyst Brief, our team will help you take an informed market decision to achieve market growth.
Global Wearable Computing Market Scope and Market Size
The wearable computing market is segmented on the basis of OS, technical functions, operating, technology, applications and end-users. The growth among segments helps you analyze niche pockets of growth and strategies to approach the market and determine your core application areas and the difference in your target markets.
- On the basis of OS, the wearable computing market is segmented into Android, wear OS by Google, Glass OS by Google, RTOS, Windows, Apple’s Watch OS and Others.
- On the basis of technical functions, the wearable computing market is segmented into external speaker, GPS, heart rate sensor, megapixels, microphone, skin & body temperature sensor, touchscreen, UV sensor and waterproofing.
- On the basis of operating, the wearable computing market is segmented into tethered, standalone, and both.
- On the basis of technology, the wearable computing market is segmented into computing technologies, display technologies, networking technologies and others.
- On the basis of application, the wearable computing market is segmented into fitness & wellness application, medical & healthcare, enterprise & industrial, infotainment, defense & security, home automation and others. Fitness & wellness application is further segmented into wristbands, smart clothing, footwear and others. Medical & healthcare is further segmented into continuous glucose monitors, drug delivery products, electrocardiography (ECG) monitoring and others. Enterprise & industrial is further segmented into hand-worn terminals, wearable cameras and others. Infotainment is further segmented into smartwatches, gaming devices and augmented reality (AR) devices. Augmented reality (AR) devices are further sub-segmented into head-up displays, head-mounted displays and smart glasses.
- On the basis of end-users, the wearable computing market is segmented into consumer and non-consumer.
Wearable Computing Market Country Level Analysis
The wearable computing market is analyzed and market size, volume information is provided by country, OS, technical functions, operating, technology, applications and end-users as referenced above.
The countries covered in the global wearable computing market report are the U.S., Canada and Mexico in North America, Brazil, Argentina and Rest of South America as part of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe in Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA).
North America dominates the wearable computing market due to the increase in disposable income and the accelerated adoption and demand for new technological gadgets within the region. Asia-Pacific is expected to witness significant growth during the forecast period of 2021 to 2028 because of the economic development in the region.
The country section of the report also provides individual market impacting factors and changes in regulation in the market domestically that impacts the current and future trends of the market. Data points like down-stream and upstream value chain analysis, technical trends and porter's five forces analysis, case studies are some of the pointers used to forecast the market scenario for individual countries. Also, the presence and availability of global brands and their challenges faced due to large or scarce competition from local and domestic brands, impact of domestic tariffs and trade routes are considered while providing forecast analysis of the country data.
Competitive Landscape and Wearable Computing Market Share Analysis
The wearable computing market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, regional presence, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies’ focus related to wearable computing market.
The major players covered in the wearable computing market report are LG Electronics, Motorola Mobility LLC, Nike, Inc., SAMSUNG, Sony Corporation, Medtronic, Contour, LLC, GoPro, Inc., Himax Technologies, Inc., TDK Corporation, Silicon Micro Display, Inc., AiQ Smart Clothing, CASIO COMPUTER CO., LTD., Siemens Healthcare GmbH, Koninklijke Philips N.V., Microsoft, LifeSense Group, Google, Xiaomi, Apple Inc., Fitbit, Inc., and Garmin Ltd., among other domestic and global players. Market share data is available for global, North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America separately. DBMR analysts understand competitive strengths and provide competitive analysis for each competitor separately.
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Research Methodology
Data collection and base year analysis are done using data collection modules with large sample sizes. The stage includes obtaining market information or related data through various sources and strategies. It includes examining and planning all the data acquired from the past in advance. It likewise envelops the examination of information inconsistencies seen across different information sources. The market data is analysed and estimated using market statistical and coherent models. Also, market share analysis and key trend analysis are the major success factors in the market report. To know more, please request an analyst call or drop down your inquiry.
The key research methodology used by DBMR research team is data triangulation which involves data mining, analysis of the impact of data variables on the market and primary (industry expert) validation. Data models include Vendor Positioning Grid, Market Time Line Analysis, Market Overview and Guide, Company Positioning Grid, Patent Analysis, Pricing Analysis, Company Market Share Analysis, Standards of Measurement, Global versus Regional and Vendor Share Analysis. To know more about the research methodology, drop in an inquiry to speak to our industry experts.
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