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This BCC Research report evaluates recent technology developments, growth drivers, industry challenges and market trends in the global wearable computing market. Revenue forecasts are provided from 2015 through 2021.

Use this report to:
- Evaluate the wearable computing market, including recent technology developments, growth drivers, industry challenges and market trends.
- Identify the critical growth drivers for the various consumer and non-consumer market segments.
- Review the history and current state of wearable computing, and the types of products and devices available.
- Analyzing key industry players and the patent landscape.

Highlights
- The global wearable computing market will grow from $16.9 billion in 2015 to $22.6 billion in 2016 and should reach more than $171.2 billion in 2021, with a compound annual growth rate (CAGR) of 50%.
- The consumer market should reach nearly $18.1 billion in 2016 and $104.7 billion in 2021, with a CAGR of 42.1% through 2021.
- The non-consumer market should reach nearly $4.5 billion by 2016 and $66.5 billion by 2021 with a CAGR of 71.6% through 2021.

INTRODUCTION & Scope

INTRODUCTION
Wearable computing devices are purported to be the next big thing in consumer technology products. Wearable or body-borne computers enable hands-free mobile
real-time data monitoring, logical calculation and network communication. Previously, wearable computing products, also known as wearables, were a fringe market of
curious devices that were bulky, unaesthetic and impractical for consumer applications. Traditional markets for wearable devices have been focused primarily on non-consumer niche applications, including those in the healthcare, defense/security, enterprise and industrial markets. However, recent advances in materials science,
electronics, photonics and software have enabled the emergence of a potentially vast range of new lightweight, wearable computing products. These technology advances
are not only growing traditional non-consumer markets but also enabling the emergence of a number of new consumer applications.

Wearable computing devices have potential benefits for any environment where information or communication is desired and the use of a hands-free interface is considered beneficial or essential. In addition to consumer products, many industry-specific applications in markets such as defense, healthcare, manufacturing and mining are also emerging. The potential for wearables to transform many global consumer and non-consumer markets in previously unimaginable ways is now very real.

STUDY GOALS AND OBJECTIVES
This report is an update of an earlier BCC Research market report published in 2014. The goal of this updated market report is to evaluate recent technology developments,
growth drivers, industry challenges and market trends in the global wearable computing market. Identifying the critical growth drivers for the various consumer and non-consumer market segments is a primary aim. For greater market clarity, the report develops accurate revenue forecasts for the global market from 2015 through 2021.
Analyzing key industry players and the patent landscape are additional goals. The primary objective of this systematic research is to quantify the projected impact of
both internal and external forces that affect the wearable computing industry today and will affect the industry for the next several years.

REASONS FOR DOING THE STUDY
The wearable computing market is evolving rapidly. Wearables are not only being integrated with smartphone technology but may also ultimately replace them in many
consumer environments. The key players in the smartphone industry will also play crucial roles in the consumer wearables market. Other applications will attract interest
and investment from non-smartphone industries such as fashion, gaming, healthcare, manufacturing, security and logistics. The potential for wide-range disruption and
change across multiple industries make it pertinent to comment on recent market and technological trends in wearable computing and to assess potential breakthroughs and
market developments in the near future.

SCOPE OF REPORT
The scope of this report is broad and covers several product areas and market segments. Global market trends are analyzed with global market revenue data from 2015, estimates for 2016, and projections of market developments through 2021. The report discusses recent technological advances in materials sciences, electronics, photonics and software that are enabling a potentially vast range of new lightweight wearable computing products to emerge.

The history and current state of the wearable computing market is reviewed and the types of devices available are discussed. An analysis of the industry structure, including major companies and their market shares and the major markets and their drivers is presented. This includes an examination of consumer markets (i.e., wearable cameras, sports and activity trackers, smart clothing and textiles, smart glasses, smartwatches, entertainment and gaming) and non-consumer markets (i.e., healthcare, defense, security, enterprise, industrial, warehouse and logistics). Potential future industry developments are discussed and the future evolution of the technology is predicted. Patent evaluation, including coverage of the current state of technology, new patent applications and newly issued patents is also included.

INTENDED AUDIENCE
The intended audience for this report includes developers, manufacturers, providers, suppliers, users, customers, commentators, analysts and investors of the following
products, markets and industries:
- Wearable computing devices and accessories.
- Smartphones, tablets and personal computers.
- Augmented reality (AR) and virtual reality (VR) platforms.
- Semiconductors and micro-computer components.
- Photonics and optical components.
- Mobile and wireless communications devices.
- Sports clothing, fashion clothing and general apparel.
- Sports, fitness and exercise equipment.
- Healthcare industry, including remote health monitoring.
- Elderly-care, patient-care and child-care industries.
- Military and security systems and equipment.
- Aerospace and defense contractors.
- Mobile enterprise and retail management.
- Multimedia marketing and gaming industries.
- Mobile wireless network operators.
- Cloud services, big-data services and internet service providers.
- Software application developers for mobile platforms and smartphones.
- Computer game and software simulation developers.
- Multimedia and video content developers.
- Consumer electronics merchandisers and vendors.

METHODOLOGY AND INFORMATION SOURCES
Both primary and secondary research sources were used in preparing this study. Primary information sources were obtained from key contacts at leading market players as well as end users. Secondary information sources included both printed publications and online resources. These sources include previously published market research reports, corporate documents, technology white papers, public company disclosure statements, press releases, patent documents and assorted industry reference sources.

Table Of Contents

Wearable Computing: Technologies, Applications and Global Markets
CHAPTER 1 INTRODUCTION 2
STUDY GOALS AND OBJECTIVES 2
REASONS FOR DOING THE STUDY 2
SCOPE OF REPORT 3
INTENDED AUDIENCE 3
METHODOLOGY AND INFORMATION SOURCES 4
ANALYSTS' CREDENTIALS 4
RELATED BCC RESEARCH REPORTS 4
BCC RESEARCH WEBSITE 5
DISCLAIMER 5
CHAPTER 2 SUMMARY 8
SUMMARY TABLE GLOBAL MARKET FOR WEARABLE COMPUTING BY MARKET TYPE,
THROUGH 2021 ($ MILLIONS) 8
SUMMARY FIGURE GLOBAL MARKET TRENDS FOR WEARABLE COMPUTING BY
MARKET TYPE, 2015-2021 ($ MILLIONS) 9
CHAPTER 3 OVERVIEW 11
HISTORY OF THE WEARABLE COMPUTING INDUSTRY 11
THE IMPORTANCE OF WEARABLE COMPUTERS 13
CURRENT STATE OF THE WEARABLE COMPUTING INDUSTRY 14
PRODUCT LIFECYCLE 15
FIGURE 1 PRODUCT LIFECYCLE FOR WEARABLE COMPUTING INDUSTRY 15
TECHNOLOGY LIFECYCLE 15
INDUSTRY DRIVERS 16
MARKET DRIVERS 16
TECHNOLOGY DRIVERS 17
WEARABLE COMPUTING PRODUCTS 19
FIGURE 2 WEARABLE COMPUTING PRODUCT CATEGORIES 19
TABLE 1 CATEGORIES OF WEARABLE COMPUTING PRODUCTS 20
WEARABLE COMPUTING APPLICATIONS 20
FIGURE 3 APPLICATIONS OF WEARABLE COMPUTING 21
CONSUMER APPLICATIONS 21
TABLE 2 CONSUMER MARKETS AND APPLICATIONS 22
NON-CONSUMER APPLICATIONS 22
TABLE 3 NON-CONSUMER MARKETS AND APPLICATIONS 23
INDUSTRY CHALLENGES AND FUTURE DEVELOPMENTS 24
DISPLAY SIZE AND USER INTERFACE 24
AESTHETICS AND STYLE 24
PRIVACY AND PERSONAL SECURITY 24
USABILITY 25
PRICE 25
SOFTWARE APPLICATIONS 25
FIGURE 4 CENTRAL CONTROL SMARTWATCH CONCEPT 26
CHAPTER 4 WEARABLE COMPUTING PRODUCT CATEGORIES 29
PRODUCT SUMMARY MARKET OVERVIEW 29
SMARTWATCHES 29
AUGMENTED REALITY EYEWEAR 29
VIRTUAL REALITY EYEWEAR 30
SMART CLOTHING AND TEXTILES 30
ACTIVITY MONITORING DEVICES 30
WEARABLE CAMERAS 31
HEALTHCARE DEVICES AND SAFETY MONITORS 31
OTHER PRODUCTS 31
PRODUCT MARKET FORECASTS 32
TABLE 4 GLOBAL MARKET FOR WEARABLE COMPUTING BY PRODUCT CATEGORY,
THROUGH 2021 ($ MILLIONS) 32
FIGURE 5 GLOBAL MARKET TRENDS FOR WEARABLE COMPUTING BY PRODUCT
CATEGORY, 2015-2021 ($ MILLIONS) 33
FIGURE 6 GLOBAL MARKET SHARES FOR WEARABLE COMPUTING BY PRODUCT
CATEGORY, 2015 AND 2021 (%) 33
SMARTWATCHES 35
MODELS AND FEATURES 35
TABLE 5 COMMERCIALLY AVAILABLE SMARTWATCHES, 2015 35
Processors 39
Operating Systems 41
FIGURE 7 GLOBAL SMARTWATCH SALES BY OPERATING SYSTEM, 2015 (%) 41
WatchOS 41
Android Wear 42
Android 42
Pebble OS 43
Tizen 43
Linux 44
Real-time Operating System 44
Other Operating Systems 45
Other Features 45
Applications 45
Connectivity 45
Battery Life 46
Water Resistance 47
MANUFACTURERS 47
Shipments and Market Shares 47
FIGURE 8 GLOBAL SMARTWATCH SALES BY COMPANY, 2015 (NUMBER/PERCENT
OF ALL UNITS SHIPPED) 47
Geographical Distribution 48
FIGURE 9 GLOBAL DISTRIBUTION OF SMARTWATCH COMPANIES BY REGION, 2015
(%) 49
SMARTWATCH MARKET FORECASTS 50
TABLE 6 GLOBAL MARKET REVENUES FOR SMARTWATCHES, THROUGH 2021
(UNITS/$/$ MILLIONS) 50
FIGURE 10 GLOBAL MARKET REVENUES FOR SMARTWATCHES, 2015-2021 ($
MILLIONS) 51
FUTURE DEVELOPMENTS FOR SMARTWATCHES 51
AUGMENTED REALITY EYEWEAR MARKET 52
MODELS AND FEATURES 53
TABLE 7 NEXT-GENERATION LIGHTWEIGHT AUGMENTED REALITY EYESETS 53
AUGMENTED REALITY MARKET FORECASTS 55
TABLE 8 GLOBAL MARKET REVENUES FOR AUGMENTED REALITY EYEWEAR,
THROUGH 2021 (UNITS, $/$ MILLIONS) 56
FIGURE 1 PRODUCT LIFECYCLE FOR WEARABLE COMPUTING INDUSTRY 56
APPLICATION TRENDS FOR AUGMENTED REALITY EYEWEAR 58
Consumer Applications 58
Non-Consumer Applications 59
FUTURE DEVELOPMENTS FOR AUGMENTED REALITY 60
VIRTUAL REALITY EYEWEAR MARKET 61
MODELS AND FEATURES 61
TABLE 9 VIRTUAL REALITY EYESETS 62
PROCESSORS 65
Smartphones 65
Gaming Consoles 65
PC Processors 66
Onboard Processor 66
DISPLAY 66
CONTROLLERS 67
CONTENT 68
WORLDWIDE VIRTUAL REALITY MARKET FORECASTS 69
TABLE 10 GLOBAL VR HEADSET SHIPMENTS, 2014 (UNITS/$) 69
FIGURE 12 GLOBAL MARKET FOR WEARABLE VIRTUAL REALITY HEADSETS, 2015
(% OF TOTAL) 69
TABLE 11 GLOBAL MARKET REVENUES FOR VIRTUAL REALITY EYEWEAR, THROUGH
2021 ($ MILLIONS) 70
FIGURE 13 GLOBAL MARKET REVENUES FOR VIRTUAL REALITY EYEWEAR,
2015-2021 ($ MILLIONS) 71
APPLICATION TRENDS FOR VIRTUAL REALITY EYEWEAR 71
Training 71
Manufacturing 72
Communication 72
Other Application Areas 73
FUTURE DEVELOPMENTS FOR VIRTUAL REALITY 73
SMART CLOTHING MARKET 74
GLOBAL SMART-CLOTHING MARKET FORECASTS 74
TABLE 12 GLOBAL MARKET FOR SMART CLOTHING AND TEXTILES, THROUGH 2021
($ MILLIONS) 74
FIGURE 14 GLOBAL MARKET FOR SMART CLOTHING AND TEXTILES, 2015-2021 ($
MILLIONS) 75
APPLICATION TRENDS FOR SMART CLOTHING 75
FUTURE DEVELOPMENTS FOR SMART CLOTHING AND TEXTILES 76
FITNESS AND HEALTH SELF-MONITORING MARKET 76
MODELS AND FEATURES 76
FIGURE 15 WEARABLE HEALTH AND FITNESS MONITORING DEVICES BY FORM
FACTOR CATEGORY, 2015 (%) 77
TABLE 13 WEARABLE HEALTH AND FITNESS SELF-MONITORING DEVICES, 2015 78
COMPATIBLE MOBILE DEVICE OR COMPUTER OPERATING SYSTEMS 84
FIGURE 16 WEARABLE HEALTH AND FITNESS MONITORS BY TYPE OF HUB DEVICE
SUPPORTED, 2015 (NO. OF MONITORS) 84
COMPATIBLE SELF-MONITORING PLATFORMS 85
FIGURE 17 WEARABLE HEALTH AND FITNESS MONITORS BY COMPATIBLE
SELF-MONITORING PLATFORMS, 2015 85
OPERATING SYSTEMS 86
SENSORS 86
FIGURE 18 NUMBER OF PERIPHERALS CONTAINING SENSOR TYPES, 2015 86
VENDORS 87
FIGURE 19 GLOBAL MARKET SHARES OF MAJOR HEALTH AND FITNESS
SELF-MONITORING DEVICE VENDORS, 2015 (%) 88
GLOBAL WEARABLE HEALTH AND FITNESS SELF-MONITORING DEVICE
MARKET FORECASTS 88
TABLE 14 GLOBAL MARKET REVENUES FOR HEALTH AND FITNESS
SELF-MONITORING WEARABLE DEVICES, THROUGH 2021 ($ MILLIONS) 89
FIGURE 20 GLOBAL MARKET REVENUES FOR HEALTH AND FITNESS
SELF-MONITORING WEARABLE DEVICES, 2015-2021 ($ MILLIONS) 89
Hardware 89
TABLE 15 GLOBAL MARKET REVENUES FOR HEALTH AND FITNESS
SELF-MONITORING WEARABLE DEVICES, THROUGH 2021 90
Software 90
TABLE 16 GLOBAL MARKET REVENUES FOR WEARABLE HEALTH AND FITNESS
SELF-MONITORING SOFTWARE, THROUGH 2021 ($ MILLIONS) 91
TABLE 17 GLOBAL MARKET FOR SELF-MONITORING SOFTWARE APPS, THROUGH
2019 ($ MILLIONS) 91
APPLICATION TRENDS FOR ACTIVITY MONITORING 92
FUTURE DEVELOPMENTS FOR HEALTH AND FITNESS MONITORING 92
Skin-Mounted Sensors 92
Smart Contact Lenses 93
Tooth Sensors 93
E-Buttons 93
Weight-Tracking Insoles 94
WEARABLE CAMERA MARKET 94
GLOBAL WEARABLE CAMERA AND ACCESSORIES MARKET FORECASTS 95
TABLE 18 GLOBAL MARKET REVENUES FOR WEARABLE CAMERAS, THROUGH 2021 95
FIGURE 21 GLOBAL MARKET REVENUES FOR WEARABLE CAMERAS, 2015-2021 ($
MILLIONS) 95
APPLICATION TRENDS FOR WEARABLE CAMERAS 96
FUTURE DEVELOPMENTS FOR WEARABLE CAMERAS 96
HEALTHCARE AND SAFETY MONITORING DEVICE MARKET 96
GLOBAL WEARABLE HEALTHCARE AND SAFETY MONITORING DEVICE
MARKET FORECASTS 97
TABLE 19 GLOBAL MARKET REVENUES FOR HEALTHCARE AND SAFETY
MONITORING DEVICES, THROUGH 2021 (NUMBER/$/$ MILLIONS) 98
FIGURE 22 GLOBAL MARKET REVENUES FOR WEARABLE HEALTHCARE AND SAFETY
MONITORING DEVICES, 2015-2021 ($ MILLIONS) 98
APPLICATION TRENDS FOR HEALTHCARE AND SAFETY MONITORING
DEVICES 98
FUTURE DEVELOPMENTS FOR HEALTHCARE AND SAFETY MONITORING 99
CHAPTER 5 WEARABLE COMPUTING APPLICATIONS 101
TABLE 20 GLOBAL MARKET FOR WEARABLE COMPUTING BY APPLICATION TYPE,
THROUGH 2021 ($ MILLIONS) 101
FIGURE 23 GLOBAL MARKET SHARES FOR WEARABLE COMPUTING BY APPLICATION
TYPE, 2015 AND 2021 (%) 101
CONSUMER APPLICATIONS 102
GENERAL CONSUMER APPLICATIONS 103
FITNESS AND SPORTS APPLICATIONS 103
FASHION AND APPAREL APPLICATIONS 103
HOME AUTOMATION AND REMOTE ID APPLICATIONS 103
GAMING AND RECREATIONAL APPLICATIONS 104
NON-CONSUMER APPLICATIONS 104
HEALTHCARE 104
DEFENSE AND SECURITY 104
ENTERPRISE AND INDUSTRIAL APPLICATIONS 105
CHAPTER 6 WEARABLE COMPUTING TECHNOLOGY 107
EVOLUTION OF COMPUTER TECHNOLOGY 107
FIGURE 24 EVOLUTION OF COMPUTER TECHNOLOGY 108
CURRENT STATE OF WEARABLE COMPUTING TECHNOLOGY 109
AVAILABLE TECHNOLOGIES FOR WEARABLE COMPUTING 110
Low-power ICs 110
Next-generation Photonics 110
Nanotechnology 110
Big Data and Cloud Services 110
Software Platforms and Applications 110
SMARTWATCH PATENT REVIEW 111
Early Patents 111
Pebble 111
HOT Smartwatch 111
Samsung 112
LG Electronics 112
Sony 112
Google 113
Microsoft 113
Nokia 113
Apple 114
AUGMENTED REALITY PATENT REVIEW 114
Vusix 114
Google 114
FIGURE 25 GOOGLE GLASS PATENT DRAWING WITH LASER-PROJECTED
USER-CONTROL INTERFACE 115
Microsoft 115
Osterhout Design Group 116
Innovega 116
Recon 116
Other AR Eyewear Patents 116
PATENT REVIEW OF OTHER WEARABLE TECHNOLOGIES 117
VR Eyewear 117
Smart Clothing and Textiles 117
Activity Monitors 118
Wearable Cameras 118
Healthcare Devices and Safety Monitors 119
Remote Control and Identification Devices 119
SUMMARY OF PATENT REVIEW 119
CHAPTER 7 INDUSTRY STRUCTURE AND COMPETITIVE ANALYSIS 122
FIGURE 26 MARKET AND TECHNOLOGY DRIVERS AFFECTING THE WEARABLE
COMPUTING INDUSTRY 122
MARKET DRIVERS 122
OVERALL MARKET DRIVERS 123
Smartphone Industry Competition 123
Dependence on Big Data and Cloud Services 123
Demand in the Sports and Fitness Industry 123
Demand for Location-based Services 123
Potential for Home Automation and Remote ID 124
Demand in the Gaming Market 124
Demand in Non-consumer Markets 124
TECHNOLOGY-BASED DRIVERS 124
Innovation from Crowdfunding 125
Nanotechnology and Graphene 125
New Energy Technologies 125
Low-power Wireless Communications 125
Wireless Sensor and Near-field Technologies 126
Cloud Technologies 126
User-interface Technologies 126
Dependence on Software Applications 126
IMPORTANT ISSUES FOR SUCCESS 127
Display Size and User Interface 127
Aesthetics and Style 127
Privacy and Personal Security 127
Usability 128
Price 128
Software Applications 128
INDUSTRY CYCLES 128
COMPETITIVE LANDSCAPE 129
CHAPTER 8 COMPANY PROFILES 131
9SOLUTIONS LTD. 131
ADIDAS AG 131
AIQ SMART CLOTHING INC. 132
ALIPHCOM INC. 132
ALIVECOR INC. 132
APPLE INC. 133
ARCHOS 133
ASUSTEK COMPUTER INC. 133
ASCENSION TECHNOLOGY CORP. 134
AVEGANT INC. 134
BAE SYSTEMS PLC 134
BIOSENSICS LLC 135
BODYTEL SCIENTIFIC INC. 135
BROTHER INDUSTRIES 135
BURTON CORP. 136
CANON INC. 136
CARL ZEISS INC. 136
CASIO COMPUTER COMPANY LTD. 137
CITIZEN HOLDINGS CO. LTD. 137
CITYZEN SCIENCES 137
CONNECTEDEVICE LTD. 138
DUPONT 138
ELBIT SYSTEMS LTD. 139
EPSON CORP. 139
EXMOVERE LLC 139
FITBIT INC. 140
FITBUG HOLDINGS PLC 140
FITLINXX INC. 140
GARMIN LTD. 141
GE HEALTHCARE 141
GLASSUP 141
GOOGLE INC. 142
GOPRO 142
HEXOSKIN 142
HOT SMART WATCH, USA 143
HTC CORP. 143
HUAWEI TECHNOLOGIES CO. LTD. 143
IMPACT SPORTS TECHNOLOGIES 143
IMMERSION 144
INTERACTIVE WEAR AG 144
INTELLIGENT CLOTHING 144
JARV 145
KOPIN CORP. 145
LG ELECTRONICS 145
LUMO BODYTECH INC. 146
MAPMYFITNESS INC. 146
MARTIAN WATCHES 147
MEDIATEK INC. 147
MEDTRONIC INC. 147
META WATCH LTD. 148
MICROSOFT 148
MICROVISION INC. 148
MIO GLOBAL 149
MISFIT 149
MOTOROLA MOBILITY LLC 149
NIKE INC. 150
NUUBO 150
NYX DEVICES LLC 150
OAKLEY INC. 151
OCULUS VR LLC 151
OMRON 151
OMSIGNAL INC. 152
ORBITAL RESEARCH 152
ORYON TECHNOLOGIES LLC 152
OUTLAST TECHNOLOGIES 153
PANASONIC CORP. 153
PEBBLE TECHNOLOGY INC. 153
PHILIPS HEALTHCARE 154
POLAR ELECTRO OY 154
QUALCOMM INC. 155
RALPH LAUREN CORP. 155
RAZER USA LTD. 155
RECON INSTRUMENTS 155
RUNTASTIC GMBH 156
SALUTRON INC. 156
SAMSUNG ELECTRONICS 157
SCHOELLER TEXTILES AG 157
SEIKO EPSON CORP. 157
SERAPHIM SENSE LTD. 158
SIEMENS HEALTHCARE 158
SILICON MICRO DISPLAY INC. 158
SMARTLIFE INC. LTD. 159
SOLEUS RUNNING 159
SONY CORP. 159
SPORTLINE 160
STBL MEDICAL RESEARCH AG 160
STRIIV INC. 160
TASER 160
TEMPDROP LTD. 161
TIMEX GROUP USA INC. 161
TORAY INDUSTRIES 162
UNDER ARMOUR INC. 162
VALENCELL INC. 162
VALVE CORP. 163
VIRTALIS LIMITED 163
VUZIX 163
WAHOO FITNESS 164
WELLOGRAPH INC. 164
WITHINGS SAS 164
XMREALITY 165
ZEAL OPTICS INC. 165
ZEPHYR TECHNOLOGY CORP. 165

LIST OF TABLES
SUMMARY TABLE GLOBAL MARKET FOR WEARABLE COMPUTING BY MARKET TYPE,
THROUGH 2021 ($ MILLIONS) 8
TABLE 1 CATEGORIES OF WEARABLE COMPUTING PRODUCTS 20
TABLE 2 CONSUMER MARKETS AND APPLICATIONS 22
TABLE 3 NON-CONSUMER MARKETS AND APPLICATIONS 23
TABLE 4 GLOBAL MARKET FOR WEARABLE COMPUTING BY PRODUCT CATEGORY,
THROUGH 2021 ($ MILLIONS) 32
TABLE 5 COMMERCIALLY AVAILABLE SMARTWATCHES, 2015 35
TABLE 6 GLOBAL MARKET REVENUES FOR SMARTWATCHES, THROUGH 2021
(UNITS/$/$ MILLIONS) 50
TABLE 7 NEXT-GENERATION LIGHTWEIGHT AUGMENTED REALITY EYESETS 53
TABLE 8 GLOBAL MARKET REVENUES FOR AUGMENTED REALITY EYEWEAR,
THROUGH 2021 (UNITS, $/$ MILLIONS) 56
TABLE 9 VIRTUAL REALITY EYESETS 62
TABLE 10 GLOBAL VR HEADSET SHIPMENTS, 2014 (UNITS/$) 69
TABLE 11 GLOBAL MARKET REVENUES FOR VIRTUAL REALITY EYEWEAR, THROUGH
2021 ($ MILLIONS) 70
TABLE 12 GLOBAL MARKET FOR SMART CLOTHING AND TEXTILES, THROUGH 2021
($ MILLIONS) 74
TABLE 13 WEARABLE HEALTH AND FITNESS SELF-MONITORING DEVICES, 2015 78
TABLE 14 GLOBAL MARKET REVENUES FOR HEALTH AND FITNESS
SELF-MONITORING WEARABLE DEVICES, THROUGH 2021 ($ MILLIONS) 89
TABLE 15 GLOBAL MARKET REVENUES FOR HEALTH AND FITNESS
SELF-MONITORING WEARABLE DEVICES, THROUGH 2021 90
TABLE 16 GLOBAL MARKET REVENUES FOR WEARABLE HEALTH AND FITNESS
SELF-MONITORING SOFTWARE, THROUGH 2021 ($ MILLIONS) 91
TABLE 17 GLOBAL MARKET FOR SELF-MONITORING SOFTWARE APPS, THROUGH
2019 ($ MILLIONS) 91
TABLE 18 GLOBAL MARKET REVENUES FOR WEARABLE CAMERAS, THROUGH 2021 95
TABLE 19 GLOBAL MARKET REVENUES FOR HEALTHCARE AND SAFETY MONITORING
DEVICES, THROUGH 2021 (NUMBER/$/$ MILLIONS) 98
TABLE 20 GLOBAL MARKET FOR WEARABLE COMPUTING BY APPLICATION TYPE,
THROUGH 2021 ($ MILLIONS) 101

LIST OF FIGURES
SUMMARY FIGURE GLOBAL MARKET TRENDS FOR WEARABLE COMPUTING BY
MARKET TYPE, 2015-2021 ($ MILLIONS) 9
FIGURE 1 PRODUCT LIFECYCLE FOR WEARABLE COMPUTING INDUSTRY 15
FIGURE 2 WEARABLE COMPUTING PRODUCT CATEGORIES 19
FIGURE 3 APPLICATIONS OF WEARABLE COMPUTING 21
FIGURE 4 CENTRAL CONTROL SMARTWATCH CONCEPT 26
FIGURE 5 GLOBAL MARKET TRENDS FOR WEARABLE COMPUTING BY PRODUCT
CATEGORY, 2015-2021 ($ MILLIONS) 33
FIGURE 6 GLOBAL MARKET SHARES FOR WEARABLE COMPUTING BY PRODUCT
CATEGORY, 2015 AND 2021 (%) 33
FIGURE 7 GLOBAL SMARTWATCH SALES BY OPERATING SYSTEM, 2015 (%) 41
FIGURE 8 GLOBAL SMARTWATCH SALES BY COMPANY, 2015 (NUMBER/PERCENT OF
ALL UNITS SHIPPED) 47
FIGURE 9 GLOBAL DISTRIBUTION OF SMARTWATCH COMPANIES BY REGION, 2015
(%) 49
FIGURE 10 GLOBAL MARKET REVENUES FOR SMARTWATCHES, 2015-2021 ($
MILLIONS) 51
FIGURE 1 PRODUCT LIFECYCLE FOR WEARABLE COMPUTING INDUSTRY 56
FIGURE 12 GLOBAL MARKET FOR WEARABLE VIRTUAL REALITY HEADSETS, 2015 (%
OF TOTAL) 69
FIGURE 13 GLOBAL MARKET REVENUES FOR VIRTUAL REALITY EYEWEAR, 2015-2021
($ MILLIONS) 71
FIGURE 14 GLOBAL MARKET FOR SMART CLOTHING AND TEXTILES, 2015-2021 ($
MILLIONS) 75
FIGURE 15 WEARABLE HEALTH AND FITNESS MONITORING DEVICES BY FORM
FACTOR CATEGORY, 2015 (%) 77
FIGURE 16 WEARABLE HEALTH AND FITNESS MONITORS BY TYPE OF HUB DEVICE
SUPPORTED, 2015 (NO. OF MONITORS) 84
FIGURE 17 WEARABLE HEALTH AND FITNESS MONITORS BY COMPATIBLE
SELF-MONITORING PLATFORMS, 2015 85
FIGURE 18 NUMBER OF PERIPHERALS CONTAINING SENSOR TYPES, 2015 86
FIGURE 19 GLOBAL MARKET SHARES OF MAJOR HEALTH AND FITNESS
SELF-MONITORING DEVICE VENDORS, 2015 (%) 88
FIGURE 20 GLOBAL MARKET REVENUES FOR HEALTH AND FITNESS
SELF-MONITORING WEARABLE DEVICES, 2015-2021 ($ MILLIONS) 89
FIGURE 21 GLOBAL MARKET REVENUES FOR WEARABLE CAMERAS, 2015-2021 ($
MILLIONS) 95
FIGURE 22 GLOBAL MARKET REVENUES FOR WEARABLE HEALTHCARE AND SAFETY
MONITORING DEVICES, 2015-2021 ($ MILLIONS) 98
FIGURE 23 GLOBAL MARKET SHARES FOR WEARABLE COMPUTING BY APPLICATION
TYPE, 2015 AND 2021 (%) 101
FIGURE 24 EVOLUTION OF COMPUTER TECHNOLOGY 108
FIGURE 25 GOOGLE GLASS PATENT DRAWING WITH LASER-PROJECTED
USER-CONTROL INTERFACE 115
FIGURE 26 MARKET AND TECHNOLOGY DRIVERS AFFECTING THE WEARABLE
COMPUTING INDUSTRY 122

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