1 Preface
2 Scope and Methodology
2.1 Objectives of the Study
2.2 Stakeholders
2.3 Data Sources
2.3.1 Primary Sources
2.3.2 Secondary Sources
2.4 Market Estimation
2.4.1 Bottom-Up Approach
2.4.2 Top-Down Approach
2.5 Forecasting Methodology
3 Executive Summary
4 Introduction
4.1 Overview
4.2 Key Industry Trends
5 Global Wearable Computing Devices Market
5.1 Market Overview
5.2 Market Performance
5.3 Impact of COVID-19
5.4 Market Forecast
6 Market Breakup by Product Type
6.1 Smart Watches
6.1.1 Market Trends
6.1.2 Market Forecast
6.2 Head Mounted Displays
6.2.1 Market Trends
6.2.2 Market Forecast
6.3 Smart Clothing
6.3.1 Market Trends
6.3.2 Market Forecast
6.4 Ear Worn
6.4.1 Market Trends
6.4.2 Market Forecast
6.5 Fitness Trackers
6.5.1 Market Trends
6.5.2 Market Forecast
6.6 Body Worn Camera
6.6.1 Market Trends
6.6.2 Market Forecast
6.7 Exoskeleton
6.7.1 Market Trends
6.7.2 Market Forecast
6.8 Others
6.8.1 Market Trends
6.8.2 Market Forecast
7 Market Breakup by Connectivity Type
7.1 Bluetooth
7.1.1 Market Trends
7.1.2 Market Forecast
7.2 Wi-Fi
7.2.1 Market Trends
7.2.2 Market Forecast
7.3 4G/5G
7.3.1 Market Trends
7.3.2 Market Forecast
7.4 Others
7.4.1 Market Trends
7.4.2 Market Forecast
8 Market Breakup by Application
8.1 Fitness and Wellness
8.1.1 Market Trends
8.1.2 Market Forecast
8.2 Medical and Healthcare
8.2.1 Market Trends
8.2.2 Market Forecast
8.3 Infotainment
8.3.1 Market Trends
8.3.2 Market Forecast
8.4 Industrial and Defense
8.4.1 Market Trends
8.4.2 Market Forecast
8.5 Others
8.5.1 Market Trends
8.5.2 Market Forecast
9 Market Breakup by Region
9.1 North America
9.1.1 United States
9.1.1.1 Market Trends
9.1.1.2 Market Forecast
9.1.2 Canada
9.1.2.1 Market Trends
9.1.2.2 Market Forecast
9.2 Asia-Pacific
9.2.1 China
9.2.1.1 Market Trends
9.2.1.2 Market Forecast
9.2.2 Japan
9.2.2.1 Market Trends
9.2.2.2 Market Forecast
9.2.3 India
9.2.3.1 Market Trends
9.2.3.2 Market Forecast
9.2.4 South Korea
9.2.4.1 Market Trends
9.2.4.2 Market Forecast
9.2.5 Australia
9.2.5.1 Market Trends
9.2.5.2 Market Forecast
9.2.6 Indonesia
9.2.6.1 Market Trends
9.2.6.2 Market Forecast
9.2.7 Others
9.2.7.1 Market Trends
9.2.7.2 Market Forecast
9.3 Europe
9.3.1 Germany
9.3.1.1 Market Trends
9.3.1.2 Market Forecast
9.3.2 France
9.3.2.1 Market Trends
9.3.2.2 Market Forecast
9.3.3 United Kingdom
9.3.3.1 Market Trends
9.3.3.2 Market Forecast
9.3.4 Italy
9.3.4.1 Market Trends
9.3.4.2 Market Forecast
9.3.5 Spain
9.3.5.1 Market Trends
9.3.5.2 Market Forecast
9.3.6 Russia
9.3.6.1 Market Trends
9.3.6.2 Market Forecast
9.3.7 Others
9.3.7.1 Market Trends
9.3.7.2 Market Forecast
9.4 Latin America
9.4.1 Brazil
9.4.1.1 Market Trends
9.4.1.2 Market Forecast
9.4.2 Mexico
9.4.2.1 Market Trends
9.4.2.2 Market Forecast
9.4.3 Others
9.4.3.1 Market Trends
9.4.3.2 Market Forecast
9.5 Middle East and Africa
9.5.1 Market Trends
9.5.2 Market Breakup by Country
9.5.3 Market Forecast
10 SWOT Analysis
10.1 Overview
10.2 Strengths
10.3 Weaknesses
10.4 Opportunities
10.5 Threats
11 Value Chain Analysis
12 Porters Five Forces Analysis
12.1 Overview
12.2 Bargaining Power of Buyers
12.3 Bargaining Power of Suppliers
12.4 Degree of Competition
12.5 Threat of New Entrants
12.6 Threat of Substitutes
13 Price Analysis
14 Competitive Landscape
14.1 Market Structure
14.2 Key Players
14.3 Profiles of Key Players
14.3.1 Apple Inc.
14.3.1.1 Company Overview
14.3.1.2 Product Portfolio
14.3.1.3 Financials
14.3.1.4 SWOT Analysis
14.3.2 Ekso Bionics Holdings Inc.
14.3.2.1 Company Overview
14.3.2.2 Product Portfolio
14.3.2.3 Financials
14.3.3 Fossil Group Inc.
14.3.3.1 Company Overview
14.3.3.2 Product Portfolio
14.3.4 Garmin Ltd.
14.3.4.1 Company Overview
14.3.4.2 Product Portfolio
14.3.4.3 Financials
14.3.4.4 SWOT Analysis
14.3.5 GoPro Inc.
14.3.5.1 Company Overview
14.3.5.2 Product Portfolio
14.3.5.3 Financials
14.3.6 Huawei Technologies Co. Ltd.
14.3.6.1 Company Overview
14.3.6.2 Product Portfolio
14.3.6.3 Financials
14.3.7 LG Electronics Inc.
14.3.7.1 Company Overview
14.3.7.2 Product Portfolio
14.3.7.3 Financials
14.3.7.4 SWOT Analysis
14.3.8 OMRON Corporation
14.3.8.1 Company Overview
14.3.8.2 Product Portfolio
14.3.9 Samsung Electronics Co. Ltd.
14.3.9.1 Company Overview
14.3.9.2 Product Portfolio
14.3.9.3 Financials
14.3.9.4 SWOT Analysis
14.3.10 Sony Corporation
14.3.10.1 Company Overview
14.3.10.2 Product Portfolio
14.3.10.3 Financials
14.3.10.4 SWOT Analysis
14.3.11 Transcend Information Inc.
14.3.11.1 Company Overview
14.3.11.2 Product Portfolio
14.3.11.3 Financials
世界のウェアラブルコンピューティングデバイス市場予測2023年-2028年 |
【英語タイトル】Wearable Computing Devices Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028 | |
・商品コード:IMARC23FE0170 ・発行会社(調査会社):IMARC ・発行日:2023年2月1日 ・ページ数:145 ・レポート言語:英語 ・レポート形式:PDF ・納品方法:Eメール ・調査対象地域:グローバル ・産業分野:技術&メディア |
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IMARC社の調査レポートによると、世界のウェアラブルコンピューティングデバイス市場規模は2022年542億ドルに達しました。今後、2028年には1,626億ドルまで拡大し、2023年から2028年の間に年平均17.3%で成長すると予測されます。本レポートでは、ウェアラブルコンピューティングデバイスの世界市場について調査・分析し、序論、範囲・手法、エグゼクティブサマリー、イントロダクション、製品別(スマートウォッチ、ヘッドマウントディスプレイ、スマート衣類、フィットネストラッカー、その他)分析、接続タイプ別(ブルートゥース、Wi-Fi、4G/5G、その他)分析、用途別(フィットネス&ウェルネス、医療&ヘルスケア、インフォテインメント、工業&防衛、その他)分析、地域別(北米、アジア太平洋、ヨーロッパ、中南米、中東・アフリカ)分析、SWOT分析、バリューチェーン分析、ファイブフォース分析、価格分析、競争状況など、以下の構成でお届けします。なお、本書には、LG Electronics Inc., Samsung Electronics Co., Ltd, Innolux Corporation, AU Optronics Corp., Sharp Corporation, etc.などの企業情報が含まれています。 ・序論 ・範囲・手法 ・エグゼクティブサマリー ・イントロダクション ・世界のウェアラブルコンピューティングデバイス市場規模:製品別 - スマートウォッチの市場規模 - ヘッドマウントディスプレイの市場規模 - スマート衣類の市場規模 - フィットネストラッカーの市場規模 - その他製品の市場規模 ・世界のウェアラブルコンピューティングデバイス市場規模:接続タイプ別 - ブルートゥースの市場規模 - Wi-Fiの市場規模 - 4G/5Gの市場規模 - その他接続の市場規模 ・世界のウェアラブルコンピューティングデバイス市場規模:用途別 - フィットネス&ウェルネス用ウェアラブルコンピューティングデバイスの市場規模 - 医療&ヘルスケア用ウェアラブルコンピューティングデバイスの市場規模 - インフォテインメント用ウェアラブルコンピューティングデバイスの市場規模 - 工業&防衛用ウェアラブルコンピューティングデバイスの市場規模 - その他用途の市場規模 ・世界のウェアラブルコンピューティングデバイス市場規模:地域別 - 北米のウェアラブルコンピューティングデバイス市場規模 - アジア太平洋のウェアラブルコンピューティングデバイス市場規模 - ヨーロッパのウェアラブルコンピューティングデバイス市場規模 - 中南米のウェアラブルコンピューティングデバイス市場規模 - 中東・アフリカのウェアラブルコンピューティングデバイス市場規模 ・SWOT分析 ・バリューチェーン分析 ・ファイブフォース分析 ・価格分析 ・競争状況 |
The global wearable computing devices market size reached US$ 54.2 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 162.6 Billion by 2028, exhibiting a growth rate (CAGR) of 17.3% during 2023-2028.
Wearable computing devices comprise watches, strips, hats, exoskeletons, vests, shirts, bags, and head-up displays (HUDs) that are worn on the body to monitor calories burnt, sleeping pattern and heart rate of the user. These devices have microchips, wireless communication capabilities, and various sensors for collecting data and enhancing the overall user experience. They also enable the wearer to take calls, browse different internet applications, and read emails and text messages. Besides this, as they offer flexibility, portability, and hands-free use, the demand for wearable computing devices is escalating across the globe.
Wearable Computing Devices Market Trends:
Rising digitalization across the globe represents one of the key factors propelling the growth of the market. Moreover, wearable computing devices can provide remote assistance and expertise to field workers through digital data, audio, and image. These devices are utilized by sports personnel for activity tracking, goal monitoring, direction, data and location sharing, and optimum performance management. Besides this, wearable computing devices, such as biosensors, fitness trackers, smart health watches, electrocardiography (ECG) and blood pressure monitors, find extensive application in the healthcare industry. They offer a convenient and noninvasive alternative to medical care in clinical settings and enable remote health monitoring of patients. This, coupled with the increasing geriatric population, is positively influencing the market. Apart from this, there is a significant rise in the use of wearable smart glasses in the education sector, which aid in telemonitoring, documentation of lectures, preparing an on-site report, capturing essential points as images, and evaluating student concentration. Furthermore, the rapid expansion of information and communications technology (ICT) is projected to stimulate the growth of the market in the coming years.
Key Market Segmentation:
IMARC Group provides an analysis of the key trends in each sub-segment of the global wearable computing devices market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on product type, connectivity type and application.
Breakup by Product Type:
Smart Watches
Head Mounted Displays
Smart Clothing
Ear Worn
Fitness Trackers
Body Worn Camera
Exoskeleton
Others
Breakup by Connectivity Type:
Bluetooth
Wi-Fi
4G/5G
Others
Breakup by Application:
Fitness and Wellness
Medical and Healthcare
Infotainment
Industrial and Defense
Others
Breakup by Region:
North America
United States
Canada
Asia-Pacific
China
Japan
India
South Korea
Australia
Indonesia
Others
Europe
Germany
France
United Kingdom
Italy
Spain
Russia
Others
Latin America
Brazil
Mexico
Others
Middle East and Africa
Competitive Landscape:
The competitive landscape of the industry has also been examined along with the profiles of the key players being Apple Inc., Ekso Bionics Holdings Inc., Fossil Group Inc., Garmin Ltd., GoPro Inc., Huawei Technologies Co. Ltd., LG Electronics Inc., OMRON Corporation, Samsung Electronics Co. Ltd., Sony Corporation and Transcend Information Inc.
Key Questions Answered in This Report:
How has the global wearable computing devices market performed so far and how will it perform in the coming years?
What has been the impact of COVID-19 on the global wearable computing devices market?
What are the key regional markets?
What is the breakup of the market based on the product type?
What is the breakup of the market based on the connectivity type?
What is the breakup of the market based on the application?
What are the various stages in the value chain of the industry?
What are the key driving factors and challenges in the industry?
What is the structure of the global wearable computing devices market and who are the key players?
What is the degree of competition in the industry?
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