Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Wearable Gaming Market by Type (AR and VR, Connected Wearable, Motion Sensing Technology Including Wearable 3D, Haptic Technology, Headwear Or Head Mounted Display (HMD), Serious Gaming, Gamification), By Application (Household, Commercial) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Wearable Gaming Market by Type (AR and VR, Connected Wearable, Motion Sensing Technology Including Wearable 3D, Haptic Technology, Headwear Or Head Mounted Display (HMD), Serious Gaming, Gamification), By Application (Household, Commercial) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 296611 4200 Service & Software 377 141 Pages 4.8 (45)
                                          

Industry Growth Insights published a new data on “Wearable Gaming Market”. The research report is titled “Wearable Gaming Market research by Types (AR and VR, Connected Wearable, Motion Sensing Technology Including Wearable 3D, Haptic Technology, Headwear Or Head Mounted Display (HMD), Serious Gaming, Gamification), By Applications (Household, Commercial), By Players/Companies Grand Theft Auto (GTA), Nike, Fitbit, Wear Orbits, Elyland, Oculus, Sumsung, Vuzix, Technical Illusions”.

Scope Of The Report

Report Attributes

Report Details

Report Title

Wearable Gaming Market Research Report

By Type

AR and VR, Connected Wearable, Motion Sensing Technology Including Wearable 3D, Haptic Technology, Headwear Or Head Mounted Display (HMD), Serious Gaming, Gamification

By Application

Household, Commercial

By Companies

Grand Theft Auto (GTA), Nike, Fitbit, Wear Orbits, Elyland, Oculus, Sumsung, Vuzix, Technical Illusions

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

141

Number of Tables & Figures

99

Customization Available

Yes, the report can be customized as per your need.


Global Wearable Gaming Industry Outlook


Global Wearable Gaming Market Report Segments:

The global Wearable Gaming market is segmented on the basis of:

Types

AR and VR, Connected Wearable, Motion Sensing Technology Including Wearable 3D, Haptic Technology, Headwear Or Head Mounted Display (HMD), Serious Gaming, Gamification

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Household, Commercial

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Grand Theft Auto (GTA)
  2. Nike
  3. Fitbit
  4. Wear Orbits
  5. Elyland
  6. Oculus
  7. Sumsung
  8. Vuzix
  9. Technical Illusions

Global Wearable Gaming Market Overview


Highlights of The Wearable Gaming Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. AR and VR
    2. Connected Wearable
    3. Motion Sensing Technology Including Wearable 3D
    4. Haptic Technology
    5. Headwear Or Head Mounted Display (HMD)
    6. Serious Gaming
    7. Gamification
  1. By Application:

    1. Household
    2. Commercial
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Wearable Gaming Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Wearable Gaming Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Wearable gaming is a new form of gaming that involves players wearing devices, such as glasses or head-mounted displays (HMDs), that allow them to interact with games in a more immersive way. These devices can be used for both traditional console and mobile gaming, and they offer new ways for gamers to experience their favorite games.

Some of the key players operating in the wearable gaming market are Grand Theft Auto (GTA), Nike, Fitbit, Wear Orbits, Elyland, Oculus, Sumsung, Vuzix, Technical Illusions.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Wearable Gaming Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 Wearable Gaming Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Wearable Gaming Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the Wearable Gaming Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global Wearable Gaming Market Size & Forecast, 2018-2028       4.5.1 Wearable Gaming Market Size and Y-o-Y Growth       4.5.2 Wearable Gaming Market Absolute $ Opportunity

Chapter 5 Global Wearable Gaming Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2 Wearable Gaming Market Size Forecast by Type
      5.2.1 AR and VR
      5.2.2 Connected Wearable
      5.2.3 Motion Sensing Technology Including Wearable 3D
      5.2.4 Haptic Technology
      5.2.5 Headwear Or Head Mounted Display (HMD)
      5.2.6 Serious Gaming
      5.2.7 Gamification
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Wearable Gaming Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2 Wearable Gaming Market Size Forecast by Applications
      6.2.1 Household
      6.2.2 Commercial
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Wearable Gaming Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Wearable Gaming Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America Wearable Gaming Analysis and Forecast
   9.1 Introduction
   9.2 North America Wearable Gaming Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America Wearable Gaming Market Size Forecast by Type
      9.6.1 AR and VR
      9.6.2 Connected Wearable
      9.6.3 Motion Sensing Technology Including Wearable 3D
      9.6.4 Haptic Technology
      9.6.5 Headwear Or Head Mounted Display (HMD)
      9.6.6 Serious Gaming
      9.6.7 Gamification
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America Wearable Gaming Market Size Forecast by Applications
      9.10.1 Household
      9.10.2 Commercial
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe Wearable Gaming Analysis and Forecast
   10.1 Introduction
   10.2 Europe Wearable Gaming Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe Wearable Gaming Market Size Forecast by Type
      10.6.1 AR and VR
      10.6.2 Connected Wearable
      10.6.3 Motion Sensing Technology Including Wearable 3D
      10.6.4 Haptic Technology
      10.6.5 Headwear Or Head Mounted Display (HMD)
      10.6.6 Serious Gaming
      10.6.7 Gamification
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe Wearable Gaming Market Size Forecast by Applications
      10.10.1 Household
      10.10.2 Commercial
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific Wearable Gaming Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Wearable Gaming Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific Wearable Gaming Market Size Forecast by Type
      11.6.1 AR and VR
      11.6.2 Connected Wearable
      11.6.3 Motion Sensing Technology Including Wearable 3D
      11.6.4 Haptic Technology
      11.6.5 Headwear Or Head Mounted Display (HMD)
      11.6.6 Serious Gaming
      11.6.7 Gamification
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific Wearable Gaming Market Size Forecast by Applications
      11.10.1 Household
      11.10.2 Commercial
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America Wearable Gaming Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Wearable Gaming Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America Wearable Gaming Market Size Forecast by Type
      12.6.1 AR and VR
      12.6.2 Connected Wearable
      12.6.3 Motion Sensing Technology Including Wearable 3D
      12.6.4 Haptic Technology
      12.6.5 Headwear Or Head Mounted Display (HMD)
      12.6.6 Serious Gaming
      12.6.7 Gamification
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America Wearable Gaming Market Size Forecast by Applications
      12.10.1 Household
      12.10.2 Commercial
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA) Wearable Gaming Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Wearable Gaming Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA) Wearable Gaming Market Size Forecast by Type
      13.6.1 AR and VR
      13.6.2 Connected Wearable
      13.6.3 Motion Sensing Technology Including Wearable 3D
      13.6.4 Haptic Technology
      13.6.5 Headwear Or Head Mounted Display (HMD)
      13.6.6 Serious Gaming
      13.6.7 Gamification
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA) Wearable Gaming Market Size Forecast by Applications
      13.10.1 Household
      13.10.2 Commercial
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Wearable Gaming Market: Competitive Dashboard
   14.2 Global Wearable Gaming Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details â€“ Overview, Financials, Developments, Strategy) 
      14.3.1 Grand Theft Auto (GTA)
      14.3.2 Nike
      14.3.3 Fitbit
      14.3.4 Wear Orbits
      14.3.5 Elyland
      14.3.6 Oculus
      14.3.7 Sumsung
      14.3.8 Vuzix
      14.3.9 Technical Illusions

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