Eternity Insights has published a new study on Global Wearable Gaming Market focusing on key segments as by Type (AR and VR, Connected Wearable, Motion Sensing Technology Including Wearable 3D, Haptic Technology, Headwear Or Head Mounted Display (HMD), Serious Gaming, Gamification), by Application (Household, Commercial, Other), and by region. This deep dive re-search report highlights the market and competitive intelligence across the key segments of the mar-ket. The report also considers the impact of COVID-19 on the global Wearable Gaming Market.
The report considers 2018-2020 as historic period, 2021 as base year, and 2022-2028 as forecast period. The report includes quantitative analysis of the market supported by the market drivers, challenges, and trends to accurately map the market scenario and competition. Moreover, key insights related to market having direct impact on the market will also be covered.
Wearable Gaming Market report is based on robust research methodology designed using blend of research ap-proaches developed using secondary/desk research and validated through the primary research and expert insights. Eternity Insights also uses paid data bases such as FACIVA, Hoovers, and other bench-marking and forecasting tools to provide accurate statistical analysis of supply and demand trends.
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Geographically, the market is categorized in to five regions as North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. North America region dominates the global Wearable Gaming market in terms of demand generation. The Wearable Gaming market in Asia Pacific region is expected to grow at significantly high growth rate. The regional market is further sub-segmented and analyzed at granular level across key countries. The report will include market size and forecast for Wearable Gaming market for below listed coun-tries across each region.
North America (U.S. and Canada), Europe (Germany, France, Italy, UK, Spain, and Rest of Europe), Asia Pacific (China, India, Japan, Australia, and Rest of Asia Pacific region); Latin America (Brazil, Mexico, and rest of the Latin America); Middle East and Africa (GCC, South Africa, and Rest of the Middle East and Africa).
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The global Wearable Gaming market analysis report covers detailed analysis of competitive scenario across globe. The report includes profiles of leading players covering below details
Report Attributes | Details |
The market size value in 2021 | USD XX.XX Million |
CAGR (2021 - 2028) | XX.XX % |
The Revenue forecast in 2028 | USD XX.XX Million |
Base year for estimation | 2021 |
Historical data | 2018-2019 |
Forecast period | 2022-2028 |
Quantitative units |
|
Report coverage | Revenue forecast, company ranking, competitive landscape, growth factors, and trends |
Segments covered | By Type Outlook, Application Outlook, Regional Outlook |
By Type Outlook | AR and VR, Connected Wearable, Motion Sensing Technology Including Wearable 3D, Haptic Technology, Headwear Or Head Mounted Display (HMD), Serious Gaming, Gamification |
By Application Outlook | Household, Commercial, Other |
Regional scope | North America, Europe, Asia Pacific, Latin America, Middle East & Africa |
Country scope | U.S., Canada, U.K., Germany, France, BENELUX, China, India, Japan, South Korea, Brazil, Saudi Arabia, UAE, Turkey |
Key companies profiled | Grand Theft Auto (GTA), Nike, Fitbit, Wear Orbits, Elyland, Oculus, Sumsung, Vuzix, Technical Illusions |
Customization Available | Yes, the report can be tailored to meet your specific requirements. |
Table of Contents
1 Industry Overview of Wearable Gaming
1.1 Wearable Gaming Market Overview
1.1.1 Wearable Gaming Product Scope
1.1.2 Market Status and Outlook
1.2 Global Wearable Gaming Market Size and Analysis by Regions
1.2.1 North America
1.2.2 Europe
1.2.3 China
1.2.4 Rest of Asia Pacific
1.2.5 Central & South America
1.2.6 Middle East & Africa
1.3 Wearable Gaming Market by Type
1.3.1 Global Wearable Gaming Revenue (Million US$) and Growth Comparison by Type (2017-2028)
1.3.2 Global Wearable Gaming Revenue Market Share by Type in 2018
1.3.3 VR Headset
1.3.4 Eyewear and Smart Glasses
1.3.5 Wearable Gaming Body Suit/Bodywear
1.3.6 Wearable Controller/Handwear
1.3.7 Software/Content
1.4 Wearable Gaming Market by End Users/Application
1.4.1 Under 15 Years Old
1.4.2 15-30 Years Old
1.4.3 30-45 Years Old
1.4.4 Above 45 Years Old
2 Global Wearable Gaming Competition Analysis by Players
2.1 Global Wearable Gaming Market Size (Million US$) by Players (2017-2020)
2.2 Competitive Status
2.2.1 Market Concentration Rate
2.2.2 Product/Service Differences
2.2.3 Mergers & Acquisitions, Expansion Plans
3 Company (Top Players) Profiles and Key Data
3.1 Microsoft
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 Wearable Gaming Revenue (Value) (2017-2020)
3.1.5 Recent Developments
3.2 Sony
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 Wearable Gaming Revenue (Value) (2017-2020)
3.2.5 Recent Developments
3.3 Microsoft
3.3.1 Company Profile
3.3.2 Main Business/Business Overview
3.3.3 Products, Services and Solutions
3.3.4 Wearable Gaming Revenue (Value) (2017-2020)
3.3.5 Recent Developments
3.4 Oculus VR (Facebook)
3.4.1 Company Profile
3.4.2 Main Business/Business Overview
3.4.3 Products, Services and Solutions
3.4.4 Wearable Gaming Revenue (Value) (2017-2020)
3.4.5 Recent Developments
3.5 Samsung
3.5.1 Company Profile
3.5.2 Main Business/Business Overview
3.5.3 Products, Services and Solutions
3.5.4 Wearable Gaming Revenue (Value) (2017-2020)
3.5.5 Recent Developments
3.6 HTC Vive
3.6.1 Company Profile
3.6.2 Main Business/Business Overview
3.6.3 Products, Services and Solutions
3.6.4 Wearable Gaming Revenue (Value) (2017-2020)
3.6.5 Recent Developments
3.7 Machina Wearable Technology
3.7.1 Company Profile
3.7.2 Main Business/Business Overview
3.7.3 Products, Services and Solutions
3.7.4 Wearable Gaming Revenue (Value) (2017-2020)
3.7.5 Recent Developments
3.8 Razer Inc
3.8.1 Company Profile
3.8.2 Main Business/Business Overview
3.8.3 Products, Services and Solutions
3.8.4 Wearable Gaming Revenue (Value) (2017-2020)
3.8.5 Recent Developments
3.9 Teslasuit
3.9.1 Company Profile
3.9.2 Main Business/Business Overview
3.9.3 Products, Services and Solutions
3.9.4 Wearable Gaming Revenue (Value) (2017-2020)
3.9.5 Recent Developments
3.10 Avegant Corp
3.10.1 Company Profile
3.10.2 Main Business/Business Overview
3.10.3 Products, Services and Solutions
3.10.4 Wearable Gaming Revenue (Value) (2017-2020)
3.10.5 Recent Developments
3.11 ICAROS GmbH
3.12 Cyberith GmbH
3.13 Zero Latency
3.14 Apple
3.15 Tencent
3.16 Vuzix
3.17 SubPac
3.18 Activision Blizzard
3.19 Capcom
3.20 CD Projekt S.A
3.21 Colopl
3.22 Com2us
3.23 CyberAgent
3.24 DeNA Co., Ltd
3.25 Electronic Arts
3.26 Beijing ELEX Technology
3.27 EveryWear Games
3.28 Vivendi(Gameloft)
3.29 Glu Mobile Inc
3.30 NetEase Games
3.31 Kabam
3.32 Ketchapp
3.33 Nexon
3.34 Nintendo
3.35 Rovio
3.36 Scopely
3.37 Sega Games
3.38 Supercell
3.39 Tactical Haptics
3.40 Walt Disney
4 Global Wearable Gaming Market Size by Type and Application (2017-2020)
4.1 Global Wearable Gaming Market Size by Type (2017-2020)
4.2 Global Wearable Gaming Market Size by Application (2017-2020)
4.3 Potential Application of Wearable Gaming in Future
4.4 Top Consumer/End Users of Wearable Gaming
5 North America Wearable Gaming Development Status and Outlook
5.1 North America Wearable Gaming Market Size (2017-2020)
5.2 North America Wearable Gaming Market Size and Market Share by Players (2017-2020)
5.3 North America Wearable Gaming Market Size by Application (2017-2020)
6 Europe Wearable Gaming Development Status and Outlook
6.1 Europe Wearable Gaming Market Size (2017-2020)
6.2 Europe Wearable Gaming Market Size and Market Share by Players (2017-2020)
6.3 Europe Wearable Gaming Market Size by Application (2017-2020)
7 China Wearable Gaming Development Status and Outlook
7.1 China Wearable Gaming Market Size (2017-2020)
7.2 China Wearable Gaming Market Size and Market Share by Players (2017-2020)
7.3 China Wearable Gaming Market Size by Application (2017-2020)
8 Rest of Asia Pacific Wearable Gaming Development Status and Outlook
8.1 Rest of Asia Pacific Wearable Gaming Market Size (2017-2020)
8.2 Rest of Asia Pacific Wearable Gaming Market Size and Market Share by Players (2017-2020)
8.3 Rest of Asia Pacific Wearable Gaming Market Size by Application (2017-2020)
9 Central & South America Wearable Gaming Development Status and Outlook
9.1 Central & South America Wearable Gaming Market Size (2017-2020)
9.2 Central & South America Wearable Gaming Market Size and Market Share by Players (2017-2020)
9.3 Central & South America Wearable Gaming Market Size by Application (2017-2020)
10 Middle East & Africa Wearable Gaming Development Status and Outlook
10.1 Middle East & Africa Wearable Gaming Market Size (2017-2020)
10.2 Middle East & Africa Wearable Gaming Market Size and Market Share by Players (2017-2020)
10.3 Middle East & Africa Wearable Gaming Market Size by Application (2017-2020)
11 Market Forecast by Regions, Type and Application (2021-2028)
11.1 Global Wearable Gaming Market Size by Regions (2021-2028)
11.1.1 North America Wearable Gaming Revenue and Growth Rate (2021-2028)
11.1.2 Europe Wearable Gaming Revenue and Growth Rate (2021-2028)
11.1.3 China Wearable Gaming Revenue and Growth Rate (2021-2028)
11.1.4 Rest of Asia Pacific Wearable Gaming Revenue and Growth Rate (2021-2028)
11.1.5 Central & South America Wearable Gaming Revenue and Growth Rate (2021-2028)
11.1.6 Middle East & Africa Wearable Gaming Revenue and Growth Rate (2021-2028)
11.2 Global Wearable Gaming Market Size by Type (2021-2028)
11.3 Global Wearable Gaming Market Size by Application (2021-2028)
12 Wearable Gaming Market Dynamics
12.1 Industry Trends
12.2 Market Drivers
12.3 Market Challenges
12.4 Porter’s Five Forces Analysis
13 Research Finding /Conclusion
14 Methodology and Data Source
14.1 Methodology/Research Approach
14.1.1 Research Programs/Design
14.1.2 Market Size Estimation
14.1.3 Market Breakdown and Data Triangulation
14.2 Data Source
14.2.1 Secondary Sources
14.2.2 Primary Sources
14.3 Disclaimer
14.4 Author List
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