Wearable Gaming represents an emerging entrant into the digital entertainment market that is best defined from a mobile gaming perspective. Non-wearable mobile gaming is played on various wireless devices smartphones, tablets, phablets, etc. , which have limited interface capabilities compared to desktop, laptop, or console gaming. In many ways, wearable technology causes even more limitations, but also opens the door to new levels of interactivity and personal gaming intimacy.
Scope of the Report:
Wearable gaming is played with small computing devices, which are body-mounted in some fashion, and seamlessly support game play with functionality not possible in traditional systems. Mind Commerce sees Headwear as a Platform, Eyewear as a Platform, Smartwatch as a Platform, and Body-wear as a Platform all as emerging areas for next generation digital entertainment.
The worldwide market for Wearable Gaming is expected to grow at a CAGR of roughly xx% over the next five years, will reach xx million US$ in 2023, from xx million US$ in 2017, according to a new Planet Market Reports study.
This report focuses on the Wearable Gaming in global market, especially in North America, Europe and Asia-Pacific, South America, Middle East and Africa. This report categorizes the market based on manufacturers, regions, type and application.
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Market Segment by Manufacturers, this report covers
Grand Theft Auto GTA
Nike
Fitbit
Wear Orbits
Elyland
Oculus
Sumsung
Vuzix
Technical Illusions
Market Segment by Regions, regional analysis covers
North America United States, Canada and Mexico
Europe Germany, France, UK, Russia and Italy
Asia-Pacific China, Japan, Korea, India and Southeast Asia
South America Brazil, Argentina, Colombia etc.
Middle East and Africa Saudi Arabia, UAE, Egypt, Nigeria and South Africa
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Market Segment by Type, covers
Augmented Reality and Virtual Reality AR and VR
Connected Wearable
Motion Sensing Technology Including Wearable 3D
Haptic Technology
Headwear Or Head Mounted Display HMD
Serious Gaming
Gamification
Market Segment by Applications, can be divided into
Household
Commercial
There are 15 Chapters to deeply display the global Wearable Gaming market.
Chapter 1, to describe Wearable Gaming Introduction, product scope, market overview, market opportunities, market risk, market driving force;
Chapter 2, to analyze the top manufacturers of Wearable Gaming, with sales, revenue, and price of Wearable Gaming, in 2016 and 2017;
Chapter 3, to display the competitive situation among the top manufacturers, with sales, revenue and market share in 2016 and 2017;
Chapter 4, to show the global market by regions, with sales, revenue and market share of Wearable Gaming, for each region, from 2013 to 2018;
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