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  2. > Wearable Gaming Companies, Devices, and Solutions: Market Outlook and Forecasts 2015 - 2020

Overview:

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.

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.

This research assesses the current state and future outlook of wearable gaming technology and market. Mind Commerce findings indicate that the global wearable gaming market will reach $19 billion during the study period with a 67% market share for hardware and 33% for software. The report evaluates major players, platform, offerings, strategies, and market projections. The report also identifies the opportunities and timing for introduction of gaming into mainstream wearable technology. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Target Audience:
All types of gaming companies
Wireless device manufacturers
Wireless infrastructure providers
Consumer electronics companies
Wearable technology developers
Embedded computing companies
Regulatory bodies and governments
Wireless service providers of all types
Mobile marketing/commerce companies
Augmented reality and virtual reality companies

Report Benefits:
Wearable gaming forecasts through 2020
Identify leading companies and solutions
Understand challenges and opportunities
Recognize the future for wearable gaming
Understand benefits of different platforms
Identify wearable market drivers and constraints
Understand supporting capabilities and technologies

Table Of Contents

Wearable Gaming Companies, Devices, and Solutions: Market Outlook and Forecasts 2015 - 2020
Table of Contents:

1.0 WHAT IS WEARABLE GAMING? 10
2.0 HISTORY OF WEARABLE GAMING 11
3.0 OVERVIEW OF WEARABLE GAMING MARKET 12
3.1 WHY WEARABLE GAMING? 12
3.2 FUTURE OUTLOOK 13
3.3 ARE PRIVACY CONCERNS OVERDONE? 14
4.0 WEARABLE GAMING MARKET POTENTIAL 15
4.1 WEARABLE PHONES 15
4.2 WEARABLE ELECTRONICS 15
4.3 OPEN SOURCE VR GAMES AND SUCCESS MANTRA 16
5.0 ROLE OF WEARABLE PAYMENTS 17
6.0 WEARABLE GAMING MARKET TREND 18
6.1 AUGMENTED REALITY AND VIRTUAL REALITY (AR AND VR) 18
6.2 CONNECTED WEARABLE 18
6.3 MOTION SENSING TECHNOLOGY INCLUDING WEARABLE 3D 18
6.4 WEARABLE HEALTHCARE THROUGH GAMING 19
6.5 HAPTIC TECHNOLOGY 19
6.6 HEADWEAR OR HEAD MOUNTED DISPLAY (HMD) 19
6.7 SERIOUS GAMING 20
6.8 GAMIFICATION 20
7.0 WEARABLE GAMING MARKET PROJECTION 21
7.1 GLOBAL WEARABLE GAMING REVENUE 2015 - 2020 21
7.2 GLOBAL WEARABLE GAMING REVENUE BY HARDWARE AND SOFTWARE 2015 - 2020 21
7.2.1 HARDWARE VS. SOFTWARE REVENUE PERCENTAGE TREND 2015 - 2020 22
7.2.2 HARDWARE AND SOFTWARE REVENUE PERCENTAGE BY TYPES 2020 23
7.3 GLOBAL WEARABLE GAMING HARDWARE UNIT SALES 2015 - 2020 25
7.3.1 HARDWARE UNIT SALES PERCENTAGE BY TYPES 2020 26
7.4 ACTIVE WEARABLE GAMER PROJECTION 2015 - 2020 28
7.4.1 WEARABLE GAMER BY TYPE 2020 29
7.4.2 AVERAGE NUMBER OF GAMER PER DEVICE 2015 - 2020 30
7.5 WEARABLE GAMING ARPPU 2015 - 2020 31
7.5.1 ARPPU BY HARDWARE AND SOFTWARE 2015 - 2020 32
7.6 AVERAGE RETAIL PRICE OF WEARABLE GAMING HARDWARE 2015 - 2020 32
7.7 WEARABLE GAMING REGIONAL MARKET SHARE 2020 33
8.0 WEARABLE GAME GENRE ANALYSIS 35
9.0 WEARABLE GAMING PLATFORM ANALYSIS 37
9.1 SMARTWATCH AS A PLATFORM 37
9.1.1 PERVASIVENESS 37
9.1.2 INTERFACE 37
9.1.3 ANDROID SMARTWATCH 37
9.1.4 APPLE WATCH 38
9.2 EYEWEAR AS A PLATFORM 38
9.2.1 GLU'S SPELLISTA 38
9.2.2 BRICKSIMPLE'S GLASSBATTLE 39
9.2.3 SAMSUNG SMART GLASS 39
9.3 HEADWEAR AS A PLATFORM 39
9.4 BODYWEAR AS A PLATORM 39
10.0 COMPANY AND HARDWARE ANALYSIS 40
10.1 VUZIX 40
10.1.1 VUZIX 1200DX-AR 40
10.1.2 VUZIX 1200DX-VR 41
10.1.3 VUZIX 1200DX 42
10.1.4 IWEAR 720 43
10.2 TECHNICAL ILLUSIONS 43
10.2.1 CASTAR 43
10.2.2 4D FORCE 44
10.3 MOFF 46
10.4 CARL ZEISS 47
10.5 IRON WILL INNOVATIONS CANADA 48
10.6 EMOTIV 50
10.7 INTELLIGENT HEADSET 51
10.8 TARSIER 52
10.9 GLASSUP 53
10.10 META 54
10.10.1 META PRO 54
10.10.2 META DEVELOPER EDITION 56
10.11 TN GAMES 57
10.12 THALMIC LABS 58
10.13 SONY 59
10.13.1 HMZ-T3W PERSONAL 3D VIEWER 59
10.13.2 PROJECT MORPHEUS 60
10.14 OCULUS RIFT 61
10.15 INFINITEEYE 62
10.16 AVEGANT 63
10.17 MIND PIRATE 64
10.18 OBJE (OBSCENE INTERACTIVE) 65
10.19 LEAP MOTION 65
10.20 MICROSOFT 66
10.20.1 KINECT 66
10.20.2 HOLOLENS 66
10.20.3 PROJECT FORTALEZA 66
10.20.4 XBOX ONE VR HEADSET 67
10.21 SHOOGEE'S DUROVIS DIVE 67
10.22 WOVEN 67
10.23 VALVE STEAMVR 68
10.24 SAMSUNG GEAR VR 68
10.25 HTC VIVE 69
10.26 STRIIV PEDOMETER 69
10.27 NIKE+ FUELBAND 70
10.28 CARL ZEISS VR ONE 70
10.29 RAZER OSVR 71
10.30 GOOGLE CARDBOARD 71
10.31 ARCHOS VR HEADSET 72
10.32 IMMERSION VRELIA VR 72
10.33 ANTVR 73
10.34 SEEBRIGHT 75
10.35 ALTERGAZE 75
10.36 PRIOVR 76
10.37 SIXENSE STEM SYSTEM 77
10.38 KOR-FX GAMING VEST 78
10.39 IMOTION 79
10.40 TACTICAL HAPTICS 79
10.41 VRCADE 80
10.42 SURVIOS 80
11.0 WEARABLE GAMING HARDWARE MARKET COMPETITION 82
12.0 WEARABLE GAMING CASE STUDY 84
12.1 GRAND THEFT AUTO (GTA) 84
12.2 NIKE AND SPORTS GAME 84
12.3 FITBIT CASUAL GAMING 85
12.4 WEAR ORBITS 85
12.5 MYLAND GAME 86
12.6 OCULUS RIFT GAMES 86
12.6.1 NAISSANCEE 86
12.6.2 PIXEL RIFT 87
12.6.3 SURGEON SIMULATOR 87
12.6.4 DOLPHINVR 88
12.6.5 CLASSROOM AQUATIC 88
12.6.6 WINDLANDS 89
12.6.7 SUPERHOT 89
12.6.8 VANGUARD V 90
12.6.9 LASERFACE 90
12.6.10 HALF-LIFE 2/TEAM FORTRESS 2 91
12.6.11 AAAA! FOR THE AWESOME 91
12.6.12 AMONG THE SLEEP 92
12.6.13 LUCKY'S TALE 92
12.6.14 THE WITNESS 93
12.7 SUMSUNG GEAR VR GAMES 94
12.7.1 HEROBOUND: FIRST STEPS 94
12.7.2 TEMPLE RUN VR 94
12.7.3 VRSE/FOR CARDBOARD APPS 95
12.7.4 ESPER 95
12.7.5 IKARUS 96
12.7.6 DREADHALLS 96
12.7.7 OCULUS 360 TOURS - WORLD, ICELAND 97
12.7.8 MATTERPORT VR 97
12.7.9 ANSHAR WARS 98
12.7.10 PLAYHEAD 99
12.7.11 TITANS OF SPACE 99
12.7.12 CIRQUE DU SOLEIL ZARKANA 100
12.7.13 DARKNET 100
12.7.14 THEBLUVR 101

Figures

Figure 1: Pixel Miner Game on Pebble Smartwatch 13
Figure 2: Images Changing Colors from Red to Blues and Yellow to Green 16
Figure 3: Global Wearable Gaming Revenue 2015 - 2020 21
Figure 4: Global Wearable Gaming Hardware and Software Revenue 2015 - 2020 22
Figure 5: Global Wearable Gaming Hardware vs. Software Revenue 2015 - 2020 23
Figure 6: H/W vs. S/W Revenue by Hardcore, Serious and Gamification 24
Figure 7: H/W vs. S/W Revenue by Gaming Whales and Light Gamers 24
Figure 8: H/W vs. S/W Revenue Percentage by Adult Gamer and Kids 25
Figure 9: Software Revenue by Subscription Access vs. In-game Micro-transaction 25
Figure 10 Global Wearable Gaming Device Sales Projection 2015 - 2020 26
Figure 11: Wearable Gaming H/W Unit Sales by Hardcore, Serious and Gamification 27
Figure 12: Wearable Gaming H/W Unit Sales by Gaming Whales vs. Light Gamers 27
Figure 13: Wearable Gaming H/W Unit Sales by Adult Gamer vs. Kids 2020 28
Figure 14: Global Active Wearable Gamer Projection 2015 - 2020 28
Figure 15: Wearable Gamer by Hardcore, Serious, and Light Gamer 2020 29
Figure 16: Wearable Gamer Percentage Projection by Adult vs. Kids Gamer 2020 30
Figure 17: Wearable Gamer by Subscription Access vs. In-Game Micro-transaction 30
Figure 18: Average Number of Wearable Gamers by Device 2015 - 2020 31
Figure 19: Global Wearable Gaming Yearly ARPPU in US $ 2015 - 2020 31
Figure 20: Wearable Gaming ARPPU by H/W and S/W 2015 - 2020 32
Figure 21: Retail Price of Wearable Gaming Hardware Devices in US$ 2015 - 2020 33
Figure 22: Regional Market Share Projection of Wearable Gaming Market 2020 34
Figure 23: Lists of Wearable Games by Genre Categories: FPS, Simulation and RPG 36
Figure 24: PS One Game on Android Wear 38
Figure 25: Device Score of VUZIX 1200DX-AR 40
Figure 26: VUZIX 1200DX-AR Device 40
Figure 27: Device Score of VUZIX 1200DX-VR 41
Figure 28: VUZIX 1200DX-VR Device 41
Figure 29: Device Score of VUZIX 1200DX 42
Figure 30: VUZIX 1200DX Device 42
Figure 31: IWear 720 Device 43
Figure 32: Device Score of CastAR 44
Figure 33: CastAR Device 44
Figure 34: Device Score of 4D Force 45
Figure 35: 4D Force Device 45
Figure 36: Device Score of MOFF 46
Figure 37: MOFF Device 47
Figure 38: Device Score of Cinemizer OLED 48
Figure 39: Cinemizer OLED Device 48
Figure 40: Device Score of Peregrine 49
Figure 41: Peregrine Device 49
Figure 42: Device Score of EPOC Neuroheadset 50
Figure 43: EPOC Neuroheadset Device 51
Figure 44: Device Score of Intelligent Headset 52
Figure 45: Intelligent Headset Device 52
Figure 46: Device Score of Trasier Moveeye 53
Figure 47: Trasier Moveeye Device 53
Figure 48: Device Score of GlassUp 54
Figure 49: GlassUp Device 54
Figure 50: Device Score of META Pro 55
Figure 51: META Pro Device 55
Figure 52: Device Score of META Developer Edition 56
Figure 53: META Developer Edition Device 57
Figure 54: Device Score of 3RD Space Vest 57
Figure 55: 3RD Space Vest Device 58
Figure 56: Device Score of MYO armband 58
Figure 57: MYO Armband Device 59
Figure 58: Device Score of HMZ-T3W personal 3D viewer 59
Figure 59: HMZ-T3W personal 3D viewer Device 60
Figure 60: Project Morpheus Device 61
Figure 61: Device Score of Oculus Rift 62
Figure 62: Oculus Rift Device 62
Figure 63: Device Score of InfiniteEye 63
Figure 64: InfiniteEye Device 63
Figure 65: Device Score of GLYPH 64
Figure 66: GLYPH Device 64
Figure 67: Callisto Platform Operational Ecosystem 65
Figure 68: Xbox One VR Device 67
Figure 69: Valve's SteamVR Hardware System 68
Figure 70: Samsung Gear VR Device 69
Figure 71 HTC Vive Device 69
Figure 72: Striiv Pedometer 70
Figure 73: Car Zeiss VR One Device 70
Figure 74: Razer OSVR Device 71
Figure 75: Google Cardboard Device 72
Figure 76: Archos VR Headset 72
Figure 77: ImmersiON VRelia VR Headset 73
Figure 78: How ANTR is Different from Oculus and Morpheus? 74
Figure 79: ANTVR Device 74
Figure 80: Seebright Waveâ„¢ HMD 75
Figure 81: Altergaze Device 76
Figure 82: PrioVR Body Trakcing Device 77
Figure 83: STEM System Motion Tracking Platform 78
Figure 84: KOR - FX Gaming Vest 79
Figure 85: iMotion Device 79
Figure 86: Reactive Grip Device 80
Figure 87: HMD Devices (Integrated vs. Development Stage 82
Figure 88: Controller Devices vs. Development Stage 83
Figure 89 GTA Running Interface 84
Figure 90: Nike Sports Point 84
Figure 91: FitBit Lifestyle Marketing 85
Figure 92: Wear Orbits Arcade Game Apps 85
Figure 93: Myland Game based on Fitness Pedometer 86
Figure 94: Underground City of NaissanceE 87
Figure 95: Pixel Rift Game Interface 87
Figure 96: Nigel Burke's Operation on Bob 88
Figure 97: DolphinVR Emulator on Rift 88
Figure 98: Underwater Classroom Environment 89
Figure 99: Windland's Technicolor World 89
Figure 100: Superhot Prototype 90
Figure 101: Vanguard V Interface 90
Figure 102: Leaserface Game 91
Figure 103: Half-Life 2 Interface 91
Figure 104: Aaaa! For the Awesome Game Interface 92
Figure 105: 'un's House in Among the Sleep 92
Figure 106: Lucky's Tale Game Interface 93
Figure 107: The Witness's Abandoned Island 93
Figure 108: Herobound Game Interface 94
Figure 109: Temple Run Game for Samsung VR 95
Figure 110: VRSE - Cardboard Apps for VR 95
Figure 111: Esper Demo 96
Figure 112: Ikarus Demo 96
Figure 113: Dreadhalls Game 97
Figure 114: Oculus 360 virtual tourism 97
Figure 115: Matterport VR Games 98
Figure 116: Anshar Wars Game Interface 98
Figure 117: Playhead Game Shoot 99
Figure 118: Earth vs, Moon 100
Figure 119: Cirque du Soleil Zarkana Game Interface 100
Figure 120: Darknet Game Interface 101
Figure 121: Shark Passing in the Game 101

Tables

Table 1: Wearable Gaming Devices 1984 - 2008 11

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