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Newly Published Research on Wearable Technology in Industry Verticals 2014 - 2019

Wearable Technology in Industry Verticals 2014 - 2019 provides information on pricing, market analysis, shares, forecast, and company profiles for key industry participants.

 

Albany, NY -- (SBWIRE) -- 11/24/2014 -- Wearable technology presents the potential for massive transformation in many industries. The more obvious ones include consumer electronics and communications. Early adopter industries include clothing, healthcare, sports and fitness. However, we see many industries adopting wearable technologies as computing and wireless communications integrate wearable into virtually every aspect of products and services.

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This marketplace will initially be driven by practical solutions for healthcare, consumer wearables, and military applications. Despite the uncertainty of consumer receptivity, Mind Commerce estimates that global spending on wearable devices will grow from $9 billion in 2014 to reach $218 billion in 2019.

We see several factors converging to facilitate wearable technology integration including expanded wireless capacity due to pervasive wireless (WiFi, WiMAX, and LTE), cellular market saturation and the need for wireless companies to establish new revenue streams, continuously decreasing cost of data, and the significant backing from huge companies including Google, Apple, and others. We also see developments in key technologies such as Augmented Reality, Body Area Networks, Ambient Awareness, and Peer-to-Peer Communications as drivers for evolution in consumer perception of value and willingness to engage in new forms of communications, content, applications, and commerce.

Wearable Technology in Industry Verticals 2014 – 2019 evaluates the wearable technology marketplace with emphasis on drivers and adoption within various industry verticals including consumer electronics, gaming and entertainment, clothing, sports and fitness, healthcare, industrial and enterprise, and the military. The report evaluates market players, market potential and presents forecasts through 2019 for wearable technology adoption and revenue.

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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:

Augmented reality 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
Military, law enforcement, and public safety
Mobile marketing and commerce companies

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Report Benefits:

Wearable technology forecasts
Wearable wireless and computing analysis
Understand the impact of wearable technology
Identify key issues and constraints to market growth
Identify industry players, market positioning, and solutions
Understand the role of Body Area Networks (BAN) relative to wearable tech
Understand the relationship between wearable technology and communications
Identify the market potential for wearable technology in various industry sectors
Specific recommendations for various industry constituents including: industry sectors, consumer electronics providers, wireless service companies, embedded computing, augmented reality, regulatory bodies and government organizations

Related Reports

Wearable Technology In Gaming 2014

View Full Report at http://www.marketresearchreports.biz/analysis/226457

Wearable computing has a natural home in the world of gaming. Nintendo's Wii controller already has motion-sensors and it will not be long before more interactive gear, including clothing, become part of a video-game player's apparatus. Gaming in the future will be dominated by wearable devices that users can wear from head to foot. There will also be head pieces, vests, sleeves, gloves among others. While early virtual reality attempts such as the Nintendo's Virtual Boy failed to change the gaming world, wearable technologies with augmented reality will. The drivers of growth will be the expansion of the broadband industry, efficient hardware compatibility and the development of wireless gaming. Of course, continuing increase in disposable incomes will be instrumental in propelling growth.

Download Detail Report With Complete TOC at http://www.marketresearchreports.biz/sample/sample/226457

This research assesses the current state and future outlook of wearable technology in gaming. The report evaluates major players, offerings, and strategies. 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.

Next Generation Wearable Technology Business Models, Applications, And User Experiences

View Full Report at http://www.marketresearchreports.biz/analysis/224325

Wearable technology represents a monumental shift of business practices and even new business models for device manufacturers, content and application providers, and service providers. Wearable technology today represents an array of products including watches, wristbands, and various clothing items. While there is not yet a clear winner in terms of product or even product category, what is clear is that the future of wearable technology in terms of implementation and operations will be completely different than today.

Download Detail Report With Complete TOC at http://www.marketresearchreports.biz/sample/sample/224325

We see the future encompassing new business models and use cases that will present both huge challenges and opportunities, which will test alliances between various entities in the value chain including network operators, component suppliers, application developers, and industry intermediaries. One area of particular interest that crosses many industries is mobile commerce as we see an emerging Wearable Device Commerce (WDC) ecosystem.

Wearable Technology 2014-2024: Technologies, Markets, Forecasts

View Full Report at http://www.marketresearchreports.biz/analysis/189537

Wearable technology mainly concerns devices and apparel/textiles. Glasses, jewellery, headgear, belts, armwear, wristwear, legwear, footwear, skin patches, exoskeletons and e-textiles are involved and the device business is already large. As the wearable electronics business powers from over $14 billion in 2014 to over $70 billion in 2024, the dominant sector will remain the healthcare sector which merges medical, fitness and wellness. It has the largest number of big names such as Apple, Accenture, Adidas, Fujitsu, Nike, Philips, Reebock, Samsung, SAP and Roche behind the most promising new developments.

Download Detail Report With Complete TOC at http://www.marketresearchreports.biz/sample/sample/189537

By the end of the coming decade, advanced informatics as wearable electronics will match that healthcare market, with Google Glass and the best e-wristbands being among the most promising devices so far promising billion dollar sales potential. However, truly disruptive new technology, in the form of e-textiles, will also begin to establish major sales in a few years' time and fashion, industrial, commercial and military applications will burgeon as a consequence. On the other hand, wearable infotainment will be increasingly commoditised by China, following its commoditisation of basic electronics wristwatches and earphones.

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