Global and Japan Wearable Gaming Market Size, Status and Forecast 2020-2026
1 Report Overview
- 1.1 Study Scope
- 1.2 Market Analysis by Type
- 1.2.1 Global Wearable Gaming Market Size Growth Rate by Type: 2020 VS 2026
- 1.2.2 AR and VR
- 1.2.3 Connected Wearable
- 1.2.4 Motion Sensing Technology Including Wearable 3D
- 1.2.5 Haptic Technology
- 1.2.6 Headwear Or Head Mounted Display (HMD)
- 1.2.7 Serious Gaming
- 1.2.8 Gamification
- 1.3 Market by Application
- 1.3.1 Global Wearable Gaming Market Share by Application: 2020 VS 2026
- 1.3.2 Household
- 1.3.3 Commercial
- 1.4 Study Objectives
- 1.5 Years Considered
2 Global Growth Trends
- 2.1 Global Wearable Gaming Market Perspective (2015-2026)
- 2.2 Global Wearable Gaming Growth Trends by Regions
- 2.2.1 Wearable Gaming Market Size by Regions: 2015 VS 2020 VS 2026
- 2.2.2 Wearable Gaming Historic Market Share by Regions (2015-2020)
- 2.2.3 Wearable Gaming Forecasted Market Size by Regions (2021-2026)
- 2.3 Industry Trends and Growth Strategy
- 2.3.1 Market Trends
- 2.3.2 Market Drivers
- 2.3.3 Market Challenges
- 2.3.4 Market Restraints
3 Competition Landscape by Key Players
- 3.1 Global Top Wearable Gaming Players by Market Size
- 3.1.1 Global Top Wearable Gaming Players by Revenue (2015-2020)
- 3.1.2 Global Wearable Gaming Revenue Market Share by Players (2015-2020)
- 3.2 Global Wearable Gaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
- 3.3 Players Covered: Ranking by Wearable Gaming Revenue
- 3.4 Global Wearable Gaming Market Concentration Ratio
- 3.4.1 Global Wearable Gaming Market Concentration Ratio (CR5 and HHI)
- 3.4.2 Global Top 10 and Top 5 Companies by Wearable Gaming Revenue in 2019
- 3.5 Key Players Wearable Gaming Area Served
- 3.6 Key Players Wearable Gaming Product Solution and Service
- 3.7 Date of Enter into Wearable Gaming Market
- 3.8 Mergers & Acquisitions, Expansion Plans
4 Wearable Gaming Breakdown Data by Type (2015-2026)
- 4.1 Global Wearable Gaming Historic Market Size by Type (2015-2020)
- 4.2 Global Wearable Gaming Forecasted Market Size by Type (2021-2026)
5 Wearable Gaming Breakdown Data by Application (2015-2026)
- 5.1 Global Wearable Gaming Historic Market Size by Application (2015-2020)
- 5.2 Global Wearable Gaming Forecasted Market Size by Application (2021-2026)
6 North America
- 6.1 North America Wearable Gaming Market Size (2015-2026)
- 6.2 North America Wearable Gaming Market Size by Type (2015-2020)
- 6.3 North America Wearable Gaming Market Size by Application (2015-2020)
- 6.4 North America Wearable Gaming Market Size by Country (2015-2020)
- 6.4.1 United States
- 6.4.2 Canada
7 Europe
- 7.1 Europe Wearable Gaming Market Size (2015-2026)
- 7.2 Europe Wearable Gaming Market Size by Type (2015-2020)
- 7.3 Europe Wearable Gaming Market Size by Application (2015-2020)
- 7.4 Europe Wearable Gaming Market Size by Country (2015-2020)
- 7.4.1 Germany
- 7.4.2 France
- 7.4.3 U.K.
- 7.4.4 Italy
- 7.4.5 Russia
- 7.4.6 Nordic
- 7.4.7 Rest of Europe
8 China
- 8.1 China Wearable Gaming Market Size (2015-2026)
- 8.2 China Wearable Gaming Market Size by Type (2015-2020)
- 8.3 China Wearable Gaming Market Size by Application (2015-2020)
- 8.4 China Wearable Gaming Market Size by Region (2015-2020)
- 8.4.1 China
- 8.4.2 Japan
- 8.4.3 South Korea
- 8.4.4 Southeast Asia
- 8.4.5 India
- 8.4.6 Australia
- 8.4.7 Rest of Asia-Pacific
9 Japan
- 9.1 Japan Wearable Gaming Market Size (2015-2026)
- 9.2 Japan Wearable Gaming Market Size by Type (2015-2020)
- 9.3 Japan Wearable Gaming Market Size by Application (2015-2020)
- 9.4 Japan Wearable Gaming Market Size by Country (2015-2020)
- 9.4.1 Mexico
- 9.4.2 Brazil
10 Southeast Asia
- 10.1 Southeast Asia Wearable Gaming Market Size (2015-2026)
- 10.2 Southeast Asia Wearable Gaming Market Size by Type (2015-2020)
- 10.3 Southeast Asia Wearable Gaming Market Size by Application (2015-2020)
- 10.4 Southeast Asia Wearable Gaming Market Size by Country (2015-2020)
- 10.4.1 Turkey
- 10.4.2 Saudi Arabia
- 10.4.3 UAE
- 10.4.4 Rest of Middle East & Africa
11 Key Players Profiles
- 11.1 Grand Theft Auto (GTA)
- 11.1.1 Grand Theft Auto (GTA) Company Details
- 11.1.2 Grand Theft Auto (GTA) Business Overview
- 11.1.3 Grand Theft Auto (GTA) Wearable Gaming Introduction
- 11.1.4 Grand Theft Auto (GTA) Revenue in Wearable Gaming Business (2015-2020))
- 11.1.5 Grand Theft Auto (GTA) Recent Development
- 11.2 Nike
- 11.2.1 Nike Company Details
- 11.2.2 Nike Business Overview
- 11.2.3 Nike Wearable Gaming Introduction
- 11.2.4 Nike Revenue in Wearable Gaming Business (2015-2020)
- 11.2.5 Nike Recent Development
- 11.3 Fitbit
- 11.3.1 Fitbit Company Details
- 11.3.2 Fitbit Business Overview
- 11.3.3 Fitbit Wearable Gaming Introduction
- 11.3.4 Fitbit Revenue in Wearable Gaming Business (2015-2020)
- 11.3.5 Fitbit Recent Development
- 11.4 Wear Orbits
- 11.4.1 Wear Orbits Company Details
- 11.4.2 Wear Orbits Business Overview
- 11.4.3 Wear Orbits Wearable Gaming Introduction
- 11.4.4 Wear Orbits Revenue in Wearable Gaming Business (2015-2020)
- 11.4.5 Wear Orbits Recent Development
- 11.5 Elyland
- 11.5.1 Elyland Company Details
- 11.5.2 Elyland Business Overview
- 11.5.3 Elyland Wearable Gaming Introduction
- 11.5.4 Elyland Revenue in Wearable Gaming Business (2015-2020)
- 11.5.5 Elyland Recent Development
- 11.6 Oculus
- 11.6.1 Oculus Company Details
- 11.6.2 Oculus Business Overview
- 11.6.3 Oculus Wearable Gaming Introduction
- 11.6.4 Oculus Revenue in Wearable Gaming Business (2015-2020)
- 11.6.5 Oculus Recent Development
- 11.7 Sumsung
- 11.7.1 Sumsung Company Details
- 11.7.2 Sumsung Business Overview
- 11.7.3 Sumsung Wearable Gaming Introduction
- 11.7.4 Sumsung Revenue in Wearable Gaming Business (2015-2020)
- 11.7.5 Sumsung Recent Development
- 11.8 Vuzix
- 11.8.1 Vuzix Company Details
- 11.8.2 Vuzix Business Overview
- 11.8.3 Vuzix Wearable Gaming Introduction
- 11.8.4 Vuzix Revenue in Wearable Gaming Business (2015-2020)
- 11.8.5 Vuzix Recent Development
- 11.9 Technical Illusions
- 11.9.1 Technical Illusions Company Details
- 11.9.2 Technical Illusions Business Overview
- 11.9.3 Technical Illusions Wearable Gaming Introduction
- 11.9.4 Technical Illusions Revenue in Wearable Gaming Business (2015-2020)
- 11.9.5 Technical Illusions Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
- 13.1 Research Methodology
- 13.1.1 Methodology/Research Approach
- 13.1.2 Data Source
- 13.2 Disclaimer
Global Wearable Gaming Scope and Market Size
Wearable Gaming market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Wearable Gaming market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.
Market segment by Type, the product can be split into
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 Application, split into
Household
Commercial
Based on regional and country-level analysis, the Wearable Gaming market has been segmented as follows:
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Nordic
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia-Pacific
Latin America
Mexico
Brazil
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of Middle East & Africa
In the competitive analysis section of the report, leading as well as prominent players of the global Wearable Gaming market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
The key players covered in this study
Grand Theft Auto (GTA)
Nike
Fitbit
Wear Orbits
Elyland
Oculus
Sumsung
Vuzix
Technical Illusions