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Wearable Gaming Market

Wearable Gaming Market Share, Size, Regional Outlook, Industry Analysis, Growth, Segmentation and Forecast To 2028

  • No of Pages: 150
  • Published On: Oct 2021
  • Format: PDF
  • Report ID : 12925

Report Summary

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.

Global Wearable Gaming Market Size, 2018-2028 (USD Million)

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Global Wearable Gaming Market Segmentation:

Wearable Gaming Market, By Type

  • AR and VR
  • Connected Wearable
  • Motion Sensing Technology Including Wearable 3D
  • Haptic Technology
  • Headwear Or Head Mounted Display (HMD)
  • Serious Gaming
  • Gamification

Wearable Gaming Market, By Application

  • Household
  • Commercial
  • Other

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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).

Global Wearable Gaming Market Taxonomy:

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Global Wearable Gaming Market Competitive Landscape

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

  • Company Overview
  • Financial Analysis
  • Product Portfolio Analysis
  • Strategic Overview
  • SWOT Analysis

List of Companies Profiled in the report:

  • Grand Theft Auto (GTA)
  • Nike
  • Fitbit
  • Wear Orbits
  • Elyland
  • Oculus
  • Sumsung
  • Vuzix
  • Technical Illusions
  • Other Players of Specific Interest can be added based on requirement

Market Segmentation

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
  • Revenue in USD Million
  • CAGR from 2021 to 2028
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.

Key Benefits to the stake holders

  • Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
  • Provision of market value (USD Billion) and volume (Tons) data for each segment and sub-segment
  • Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
  • Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
  • Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions and acquisitions in the past five years of companies profiled
  • Extensive company profiles comprising of company overview, company insights, product benchmarking and SWOT analysis for the major market players
  • The current as well as the future market outlook of the industry with respect to recent developments (which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
  • Includes an in-depth analysis of the market of various perspectives through Porter’s five forces analysis
  • Provides insight into the market through Value Chain
  • Market dynamics scenario, along with growth opportunities of the market in the years to come

Table Of Contents

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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Frequently Asked Questions on this Report

The Wearable Gaming Market is segmented based on Type, Application, and by region.

Grand Theft Auto (GTA), Nike, Fitbit, Wear Orbits, Elyland, Oculus, Sumsung, Vuzix and Technical Illusions are the leading players of global Wearable Gaming market.

The forecast period would be from 2022 to 2030 in the market report with year 2021 as a base year.

Factors such as competitive strength and market positioning are key areas considered while selecting top companies to be profiled.
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