Wearable Computing Market & Geography - Global Forecast to 2020

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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.

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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.

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Table of content
1 INTRODUCTION 15
1.1 STUDY OBJECTIVES 15
1.2 MARKET DEFINITION 16
1.3 STUDY SCOPE 16
1.3.1 MARKETS COVERED 16
1.3.2 YEARS CONSIDERED FOR THE STUDY 17
1.4 CURRENCY 17
1.5 LIMITATIONS 17
1.6 STAKEHOLDERS 17
2 RESEARCH METHODOLOGY 18
2.1 RESEARCH DATA 18
2.1.1 SECONDARY DATA 19
2.1.1.1 Key data from secondary sources 19
2.1.2 PRIMARY DATA 19
2.1.2.1 Key data from primary sources 20
2.1.2.2 Key industry insights 20
2.1.2.3 Breakdown of Primaries Interviews: By Company Type, Designation, and Region 21
2.2 FACTOR ANALYSIS 21
2.2.1 INTRODUCTION 21
2.2.2 DEMAND-SIDE ANALYSIS 22
2.2.2.1 Growing demand for wearable devices 22
2.2.3 SUPPLY-SIDE ANALYSIS 23
2.2.3.1 Increase in the number of product launches in the wearable computing market 23
2.2.3.2 Growing usage of wearable devices in military 24
2.3 MARKET SIZE ESTIMATION 24
2.3.1 BOTTOM-UP APPROACH 25
2.3.2 TOP-DOWN APPROACH 26
2.4 MARKET BREAKDOWN AND DATA TRIANGULATION 27
2.5 ASSUMPTIONS 28
3 EXECUTIVE SUMMARY 29

4 PREMIUM INSIGHTS 35
4.1 ATTRACTIVE MARKET OPPORTUNITIES IN WEARABLE COMPUTING 35
4.2 WEARABLE COMPUTING MARKET: BY APPLICATION 35
4.3 WEARABLE COMPUTING MARKET IN THE ASIA-PACIFIC REGION 36
4.4 WEARABLE COMPUTING FITNESS AND WELLNESS APPLICATION MARKET, BY GEOGRAPHY 37
4.5 LIFE CYCLE ANALYSIS, BY GEOGRAPHY 38
 

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