Wearable Gaming Market 2018–2023 : Global Growth Drivers, Opportunities, Trends, and Forecasts

“Wearable Gaming Market”
WiseGuyReports.Com Publish a New Market Research Report On –“ Wearable Gaming Market 2018–2023 : Global Growth Drivers, Opportunities, Trends, and Forecasts”.

 

Description:-

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 GIR (Global Info Research) study.

 

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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.

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)

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;

Continued……

 

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Table Of Contents – Major Key Points

1 Market Overview

1.1 Wearable Gaming Introduction

1.2 Market Analysis by Type

1.2.1 Augmented Reality and Virtual Reality (AR and VR)

1.2.2 Connected Wearable

1.2.3 Motion Sensing Technology Including Wearable 3D

1.2.4 Haptic Technology

1.2.5 Headwear Or Head Mounted Display (HMD)

1.2.6 Serious Gaming

1.2.7 Gamification

1.3 Market Analysis by Applications

1.3.1 Household

1.3.2 Commercial

1.4 Market Analysis by Regions

1.4.1 North America (United States, Canada and Mexico)

1.4.1.1 United States Market States and Outlook (2013-2023)

1.4.1.2 Canada Market States and Outlook (2013-2023)

1.4.1.3 Mexico Market States and Outlook (2013-2023)

1.4.2 Europe (Germany, France, UK, Russia and Italy)

1.4.2.1 Germany Market States and Outlook (2013-2023)

1.4.2.2 France Market States and Outlook (2013-2023)

1.4.2.3 UK Market States and Outlook (2013-2023)

1.4.2.4 Russia Market States and Outlook (2013-2023)

1.4.2.5 Italy Market States and Outlook (2013-2023)

1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia)

1.4.3.1 China Market States and Outlook (2013-2023)

1.4.3.2 Japan Market States and Outlook (2013-2023)

1.4.3.3 Korea Market States and Outlook (2013-2023)

1.4.3.4 India Market States and Outlook (2013-2023)

1.4.3.5 Southeast Asia Market States and Outlook (2013-2023)

1.4.4 South America, Middle East and Africa

1.4.4.1 Brazil Market States and Outlook (2013-2023)

1.4.4.2 Egypt Market States and Outlook (2013-2023)

1.4.4.3 Saudi Arabia Market States and Outlook (2013-2023)

1.4.4.4 South Africa Market States and Outlook (2013-2023)

1.4.4.5 Nigeria Market States and Outlook (2013-2023)

1.5 Market Dynamics

1.5.1 Market Opportunities

1.5.2 Market Risk

1.5.3 Market Driving Force

2 Manufacturers Profiles

2.1 Grand Theft Auto (GTA)

2.1.1 Business Overview

2.1.2 Wearable Gaming Type and Applications

2.1.2.1 Product A

2.1.2.2 Product B

2.1.3 Grand Theft Auto (GTA) Wearable Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)

2.2 Nike

2.2.1 Business Overview

2.2.2 Wearable Gaming Type and Applications

2.2.2.1 Product A

2.2.2.2 Product B

2.2.3 Nike Wearable Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)

2.3 Fitbit

2.3.1 Business Overview

2.3.2 Wearable Gaming Type and Applications

2.3.2.1 Product A

2.3.2.2 Product B

2.3.3 Fitbit Wearable Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)

2.4 Wear Orbits

2.4.1 Business Overview

2.4.2 Wearable Gaming Type and Applications

2.4.2.1 Product A

2.4.2.2 Product B

2.4.3 Wear Orbits Wearable Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)

2.5 Elyland

2.5.1 Business Overview

2.5.2 Wearable Gaming Type and Applications

2.5.2.1 Product A

2.5.2.2 Product B

2.5.3 Elyland Wearable Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)

2.6 Oculus

2.6.1 Business Overview

2.6.2 Wearable Gaming Type and Applications

2.6.2.1 Product A

2.6.2.2 Product B

2.6.3 Oculus Wearable Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)

2.7 Sumsung

2.7.1 Business Overview

2.7.2 Wearable Gaming Type and Applications

2.7.2.1 Product A

2.7.2.2 Product B

2.7.3 Sumsung Wearable Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)

Continued……

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