Wearable Computing Market Report 2021: Increased Investments, Product Launches, and Collaborations to Spur Growth – Forecast to 2026
The global Wearable Computing market is segregated on the basis of Technology as Computing, Display, Networking, and Others. Based on Application the global Wearable Computing market is segmented in Fitness and Wellness, Medical and Healthcare, Enterprise and Industrial, Infotainment, and Others.
The Wearable Computing Market is expected to reach up to US$ 40.92 Billion by 2024, growing at a CAGR of 28.03% between 2018 and 2024.
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The global Wearable Computing market report provides geographic analysis covering regions, such as North America, Europe, Asia-Pacific, and Rest of the World. The Wearable Computing market for each region is further segmented for major countries including the U.S., Canada, Germany, the U.K., France, Italy, China, India, Japan, Brazil, South Africa, and others.
The report scope includes detailed competitive outlook covering market shares and profiles key participants in the global Wearable Computing market share. Major industry players with significant revenue share include Adidas AG,Apple Inc. (NASDAQ:AAPL), Boston Scientific Corporation (NYSE:BSX),Fitbit Inc. (NYSE:FIT), Garmin, Ltd., Jawbone, LG Electronics, Inc., Motorola Mobility Holdings, Inc., Nike, Inc., Zephyr Technology Corporation, and others.
Basically, wearable computing is a dimension of mobile computing. A wearable computer is an electronic device capable of storing and processing data that is incorporated into a person’s clothing or personal accessories. Wearable computing devices can range from providing very specific, limited features like heart rate monitoring and pedometer capabilities to advanced smart functions and features similar to those smartphone or smartwatch offers. wearable computing devices can typically enable the wearer to perform advance task like, to take and view pictures or video, read text messages and emails, answer calls, respond to voice commands, browse the web and more. It is widely used for media and healthcare purpose.
Adidas AG, Apple Inc., Boston Scientific Corporation, Fitbit Inc., Garmin, Ltd., Jawbone, LG Electronics, Inc., Motorola Mobility Holdings, Inc., Nike, Inc., Zephyr Technology Corporation, and others are among the major players in the global Wearable Computing market. The companies are involved in several growth and expansion strategies to gain a competitive advantage. Industry participants also follow value chain integration with business operations in multiple stages of the value chain.
The Wearable Computing Market has been segmented as below:
The Wearable Computing Marketis segmented on the lines ofWearable Computing Market, By Technology, Wearable Computing Market, By Application, Wearable Computing Market, By Region and Wearable Computing Market, By Company.
Wearable Computing Market, By Technologythis market is segmented on the basis ofComputing, Display, Networking and Others. Wearable Computing Market, By Applicationthis market is segmented on the basis ofFitness and Wellness, Medical and Healthcare, Enterprise and Industrial, Infotainment and Others. Wearable Computing Market, By Regionthis market is segmented on the basis ofNorth America, Europe, Asia-Pacific and Rest of the World. Wearable Computing Market, By Companythis market is segmented on the basis ofAdidas AG, Apple Inc., Boston Scientific Corporation, Fitbit Inc., Garmin, Ltd., Jawbone, LG Electronics, Inc., Motorola Mobility Holdings, Inc., Nike, Inc. and Zephyr Technology Corporation.
The report covers:
The global Wearable Computing market report scope includes detailed study covering underlying factors influencing the industry trends.
The report covers analysis on regional and country level market dynamics. The scope also covers competitive overview providing company market shares along with company profiles for major revenue contributing companies.
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