The global wearable entertainment devices market is expected to grow at a CAGR of over 30% during the forecast period. The growth in this market can be attributed to the increasing demand for smartwatches, smart glasses, and wearable gaming devices. The increasing adoption of these devices in retail stores and specialty stores is also driving the growth of this market. The global wearable entertainment devices market by type is segmented into smartwatches, smart glasses, wearables used in concerts, and other types. Smartwatches are expected to dominate the global wearable entertainment device market with a share of over 50%. This can be attributed to their wide range of applications such as fitness tracking, navigation assistance, and social media interaction among others. Smart glasses are expected to witness significant growth during the forecast period owing to their ability to provide augmented reality experiences which are not possible on smartphones or tablets. Wearable gaming devices are also witnessing significant growth owing to their ability-to-provide immersive gaming experience which cannot be replicated on any other device type or platform.
- The growth in the market is attributed to the increasing demand for wearable devices, which are being used by consumers as an extension of their smartphones and tablets.
- Wearable entertainment devices are also being used by enterprises as a means of engaging with customers and employees, thereby improving customer experience and employee productivity respectively.
- The increasing adoption of wearables in healthcare will also drive the growth in this market during the forecast period.
- Increasing use of wearables in sports will also fuel this market's growth.
Industry Growth Insights published a new data on “Wearable Entertainment Devices Market”. The research report is titled “Wearable Entertainment Devices Market research by Types (Smartwatches, Smart Glasses, Wearable Gaming Devices, Wearable Devices Used in Concerts, Other), By Applications (Retail Stores, Specialty Stores, Online Stores), By Players/Companies Apple, Google, Samsung, Sony, Garmin, TE Connectivity, Adidas, Nike, Fitbit, Samsung Electronics, LG Electronics, Xiaomi”.
Scope Of The Report
Report Attributes
Report Details
Report Title
Wearable Entertainment Devices Market Research Report
By Type
Smartwatches, Smart Glasses, Wearable Gaming Devices, Wearable Devices Used in Concerts, Other
By Application
Retail Stores, Specialty Stores, Online Stores
By Companies
Apple, Google, Samsung, Sony, Garmin, TE Connectivity, Adidas, Nike, Fitbit, Samsung Electronics, LG Electronics, Xiaomi
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
237
Number of Tables & Figures
166
Customization Available
Yes, the report can be customized as per your need.
Global Wearable Entertainment Devices Market Report Segments:
The global Wearable Entertainment Devices market is segmented on the basis of:
Types
Smartwatches, Smart Glasses, Wearable Gaming Devices, Wearable Devices Used in Concerts, Other
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
Retail Stores, Specialty Stores, Online Stores
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:
- Apple
- Samsung
- Sony
- Garmin
- TE Connectivity
- Adidas
- Nike
- Fitbit
- Samsung Electronics
- LG Electronics
- Xiaomi
Highlights of The Wearable Entertainment Devices Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Smartwatches
- Smart Glasses
- Wearable Gaming Devices
- Wearable Devices Used in Concerts
- Other
- By Application:
- Retail Stores
- Specialty Stores
- Online Stores
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Wearable Entertainment Devices 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.
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Wearable entertainment devices are electronic devices that can be worn on the body, such as watches, glasses, or earphones. They allow people to enjoy digital content and interact with other users through mobile apps.
Some of the key players operating in the wearable entertainment devices market are Apple, Google, Samsung, Sony, Garmin, TE Connectivity, Adidas, Nike, Fitbit, Samsung Electronics, LG Electronics, Xiaomi.
The wearable entertainment devices market is expected to register a CAGR of 30%.
1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Wearable Entertainment Devices Market Overview
4.1. Introduction
4.1.1. Market Taxonomy
4.1.2. Market Definition
4.2. Macro-Economic Factors
4.2.1. Industry Outlook
4.3. Wearable Entertainment Devices Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Opportunity
4.3.4. Market Trends
4.4. Wearable Entertainment Devices Market - Supply Chain
4.5. Global Wearable Entertainment Devices Market Forecast
4.5.1. Wearable Entertainment Devices Market Size (US$ Mn) and Y-o-Y Growth
4.5.2. Wearable Entertainment Devices Market Size (000 Units) and Y-o-Y Growth
4.5.3. Wearable Entertainment Devices Market Absolute $ Opportunity
5. Global Wearable Entertainment Devices Market Analysis and Forecast by Type
5.1. Market Trends
5.2. Introduction
5.2.1. Basis Point Share (BPS) Analysis by Type
5.2.2. Y-o-Y Growth Projections by Type
5.3. Wearable Entertainment Devices Market Size and Volume Forecast by Type
5.3.1. Smartwatches
5.3.2. Smart Glasses
5.3.3. Wearable Gaming Devices
5.3.4. Wearable Devices Used in Concerts
5.3.5. Other
5.4. Absolute $ Opportunity Assessment by Type
5.5. Market Attractiveness/Growth Potential Analysis by Type
6. Global Wearable Entertainment Devices Market Analysis and Forecast by Application
6.1. Market Trends
6.2. Introduction
6.2.1. Basis Point Share (BPS) Analysis by Application
6.2.2. Y-o-Y Growth Projections by Application
6.3. Wearable Entertainment Devices Market Size and Volume Forecast by Application
6.3.1. Retail Stores
6.3.2. Specialty Stores
6.3.3. Online Stores
6.4. Absolute $ Opportunity Assessment by Application
6.5. Market Attractiveness/Growth Potential Analysis by Application
7. Global Wearable Entertainment Devices Market Analysis and Forecast by Sales Channel
7.1. Market Trends
7.2. Introduction
7.2.1. Basis Point Share (BPS) Analysis by Sales Channel
7.2.2. Y-o-Y Growth Projections by Sales Channel
7.3. Wearable Entertainment Devices Market Size and Volume Forecast by Sales Channel
7.3.1. Manufacturer/Distributor/Service Provider
7.3.2. Aftermarket
7.4. Absolute $ Opportunity Assessment by Sales Channel
7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel
8. Global Wearable Entertainment Devices Market Analysis and Forecast by Region
8.1. Market Trends
8.2. Introduction
8.2.1. Basis Point Share (BPS) Analysis by Region
8.2.2. Y-o-Y Growth Projections by Region
8.3. Wearable Entertainment Devices Market Size and Volume Forecast by Region
8.3.1. North America
8.3.2. Latin America
8.3.3. Europe
8.3.4. Asia Pacific
8.3.5. Middle East and Africa (MEA)
8.4. Absolute $ Opportunity Assessment by Region
8.5. Market Attractiveness/Growth Potential Analysis by Region
8.6. Global Wearable Entertainment Devices Demand Share Forecast, 2019-2026
9. North America Wearable Entertainment Devices Market Analysis and Forecast
9.1. Introduction
9.1.1. Basis Point Share (BPS) Analysis by Country
9.1.2. Y-o-Y Growth Projections by Country
9.2. North America Wearable Entertainment Devices Market Size and Volume Forecast by Country
9.2.1. U.S.
9.2.2. Canada
9.3. Absolute $ Opportunity Assessment by Country
9.4. North America Wearable Entertainment Devices Market Size and Volume Forecast by Application
9.4.1. Retail Stores
9.4.2. Specialty Stores
9.4.3. Online Stores
9.5. Basis Point Share (BPS) Analysis by Application
9.6. Y-o-Y Growth Projections by Application
9.7. North America Wearable Entertainment Devices Market Size and Volume Forecast by Type
9.7.1. Smartwatches
9.7.2. Smart Glasses
9.7.3. Wearable Gaming Devices
9.7.4. Wearable Devices Used in Concerts
9.7.5. Other
9.8. Basis Point Share (BPS) Analysis by Type
9.9. Y-o-Y Growth Projections by Type
9.10. Market Attractiveness/Growth Potential Analysis
9.10.1. By Country
9.10.2. By Product Type
9.10.3. By Application
9.10.4. By Sales Channel
9.11. North America Wearable Entertainment Devices Demand Share Forecast, 2019-2026
10. Latin America Wearable Entertainment Devices Market Analysis and Forecast
10.1. Introduction
10.1.1. Basis Point Share (BPS) Analysis by Country
10.1.2. Y-o-Y Growth Projections by Country
10.1.3. Latin America Average Pricing Analysis
10.2. Latin America Wearable Entertainment Devices Market Size and Volume Forecast by Country
10.2.1. Brazil
10.2.2. Mexico
10.2.3. Rest of Latin America
10.3. Absolute $ Opportunity Assessment by Country
10.4. Latin America Wearable Entertainment Devices Market Size and Volume Forecast by Application
10.4.1. Retail Stores
10.4.2. Specialty Stores
10.4.3. Online Stores
10.5. Basis Point Share (BPS) Analysis by Application
10.6. Y-o-Y Growth Projections by Application
10.7. Latin America Wearable Entertainment Devices Market Size and Volume Forecast by Type
10.7.1. Smartwatches
10.7.2. Smart Glasses
10.7.3. Wearable Gaming Devices
10.7.4. Wearable Devices Used in Concerts
10.7.5. Other
10.8. Basis Point Share (BPS) Analysis by Type
10.9. Y-o-Y Growth Projections by Type
10.10. Market Attractiveness/Growth Potential Analysis
10.10.1. By Country
10.10.2. By Product Type
10.10.3. By Application
10.10.4. By Sales Channel
10.11. Latin America Wearable Entertainment Devices Demand Share Forecast, 2019-2026
11. Europe Wearable Entertainment Devices Market Analysis and Forecast
11.1. Introduction
11.1.1. Basis Point Share (BPS) Analysis by Country
11.1.2. Y-o-Y Growth Projections by Country
11.1.3. Europe Average Pricing Analysis
11.2. Europe Wearable Entertainment Devices Market Size and Volume Forecast by Country
11.2.1. Germany
11.2.2. France
11.2.3. Italy
11.2.4. U.K.
11.2.5. Spain
11.2.6. Russia
11.2.7. Rest of Europe
11.3. Absolute $ Opportunity Assessment by Country
11.4. Europe Wearable Entertainment Devices Market Size and Volume Forecast by Application
11.4.1. Retail Stores
11.4.2. Specialty Stores
11.4.3. Online Stores
11.5. Basis Point Share (BPS) Analysis by Application
11.6. Y-o-Y Growth Projections by Application
11.7. Europe Wearable Entertainment Devices Market Size and Volume Forecast by Type
11.7.1. Smartwatches
11.7.2. Smart Glasses
11.7.3. Wearable Gaming Devices
11.7.4. Wearable Devices Used in Concerts
11.7.5. Other
11.8. Basis Point Share (BPS) Analysis by Type
11.9. Y-o-Y Growth Projections by Type
11.10. Market Attractiveness/Growth Potential Analysis
11.10.1. By Country
11.10.2. By Product Type
11.10.3. By Application
11.10.4. By Sales Channel
11.11. Europe Wearable Entertainment Devices Demand Share, 2019-2026
12. Asia Pacific Wearable Entertainment Devices Market Analysis and Forecast
12.1. Introduction
12.1.1. Basis Point Share (BPS) Analysis by Country
12.1.2. Y-o-Y Growth Projections by Country
12.1.3. Asia Pacific Average Pricing Analysis
12.2. Asia Pacific Wearable Entertainment Devices Market Size and Volume Forecast by Country
12.2.1. China
12.2.2. Japan
12.2.3. South Korea
12.2.4. India
12.2.5. Australia
12.2.6. Rest of Asia Pacific (APAC)
12.3. Absolute $ Opportunity Assessment by Country
12.4. Asia Pacific Wearable Entertainment Devices Market Size and Volume Forecast by Application
12.4.1. Retail Stores
12.4.2. Specialty Stores
12.4.3. Online Stores
12.5. Basis Point Share (BPS) Analysis by Application
12.6. Y-o-Y Growth Projections by Application
12.7. Asia Pacific Wearable Entertainment Devices Market Size and Volume Forecast by Type
12.7.1. Smartwatches
12.7.2. Smart Glasses
12.7.3. Wearable Gaming Devices
12.7.4. Wearable Devices Used in Concerts
12.7.5. Other
12.8. Basis Point Share (BPS) Analysis by Type
12.9. Y-o-Y Growth Projections by Type
12.10. Market Attractiveness/Growth Potential Analysis
12.10.1. By Country
12.10.2. By Product Type
12.10.3. By Application
12.10.4. By Sales Channel
12.11. Asia Pacific Wearable Entertainment Devices Demand Share, 2019-2026
13. Middle East & Africa Wearable Entertainment Devices Market Analysis and Forecast
13.1. Introduction
13.1.1. Basis Point Share (BPS) Analysis by Country
13.1.2. Y-o-Y Growth Projections by Country
13.1.3. Asia Pacific Average Pricing Analysis
13.2. Middle East & Africa Wearable Entertainment Devices Market Size and Volume 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. Absolute $ Opportunity Assessment by Country
13.4. Middle East & Africa Wearable Entertainment Devices Market Size and Volume Forecast by Application
13.4.1. Retail Stores
13.4.2. Specialty Stores
13.4.3. Online Stores
13.5. Basis Point Share (BPS) Analysis by Application
13.6. Y-o-Y Growth Projections by Application
13.7. Middle East & Africa Wearable Entertainment Devices Market Size and Volume Forecast by Type
13.7.1. Smartwatches
13.7.2. Smart Glasses
13.7.3. Wearable Gaming Devices
13.7.4. Wearable Devices Used in Concerts
13.7.5. Other
13.8. Basis Point Share (BPS) Analysis by Type
13.9. Y-o-Y Growth Projections by Type
13.10. Market Attractiveness/Growth Potential Analysis
13.10.1. By Country
13.10.2. By Product Type
13.10.3. By Application
13.10.4. By Sales Channel
13.11. Middle East & Africa Wearable Entertainment Devices Demand Share, 2019-2026
14. Competition Landscape
14.1. Global Wearable Entertainment Devices Market: Market Share Analysis
14.2. Wearable Entertainment Devices Distributors and Customers
14.3. Wearable Entertainment Devices Market: Competitive Dashboard
14.4. Company Profiles (Details Overview, Financials, Developments, Strategy)
14.4.1. Apple
14.4.1.1. Overview
14.4.1.2. Financials
14.4.1.3. Developments
14.4.1.4. Strategic Outlook
14.4.2. Google
14.4.2.1. Overview
14.4.2.2. Financials
14.4.2.3. Developments
14.4.2.4. Strategic Outlook
14.4.3. Samsung
14.4.3.1. Overview
14.4.3.2. Financials
14.4.3.3. Developments
14.4.3.4. Strategic Outlook
14.4.4. Sony
14.4.4.1. Overview
14.4.4.2. Financials
14.4.4.3. Developments
14.4.4.4. Strategic Outlook
14.4.5. Garmin
14.4.5.1. Overview
14.4.5.2. Financials
14.4.5.3. Developments
14.4.5.4. Strategic Outlook
14.4.6. TE Connectivity
14.4.6.1. Overview
14.4.6.2. Financials
14.4.6.3. Developments
14.4.6.4. Strategic Outlook
14.4.7. Adidas
14.4.7.1. Overview
14.4.7.2. Financials
14.4.7.3. Developments
14.4.7.4. Strategic Outlook
14.4.8. Nike
14.4.8.1. Overview
14.4.8.2. Financials
14.4.8.3. Developments
14.4.8.4. Strategic Outlook
14.4.9. Fitbit
14.4.9.1. Overview
14.4.9.2. Financials
14.4.9.3. Developments
14.4.9.4. Strategic Outlook
14.4.10. Samsung Electronics
14.4.10.1. Overview
14.4.10.2. Financials
14.4.10.3. Developments
14.4.10.4. Strategic Outlook
14.4.11. LG Electronics
14.4.11.1. Overview
14.4.11.2. Financials
14.4.11.3. Developments
14.4.11.4. Strategic Outlook
14.4.12. Xiaomi
14.4.12.1. Overview
14.4.12.2. Financials
14.4.12.3. Developments
14.4.12.4. Strategic Outlook
14.4.13. COMPANY 13
14.4.13.1. Overview
14.4.13.2. Financials
14.4.13.3. Developments
14.4.13.4. Strategic Outlook
14.4.14. COMPANY 14
14.4.14.1. Overview
14.4.14.2. Financials
14.4.14.3. Developments
14.4.14.4. Strategic Outlook
14.4.15. COMPANY 15
14.4.15.1. Overview
14.4.15.2. Financials
14.4.15.3. Developments
14.4.15.4. Strategic Outlook
14.4.16. COMPANY 16
14.4.16.1. Overview
14.4.16.2. Financials
14.4.16.3. Developments
14.4.16.4. Strategic Outlook
14.4.17. COMPANY 17
14.4.17.1. Overview
14.4.17.2. Financials
14.4.17.3. Developments
14.4.17.4. Strategic Outlook
14.4.18. COMPANY 18
14.4.18.1. Overview
14.4.18.2. Financials
14.4.18.3. Developments
14.4.18.4. Strategic Outlook
14.4.19. COMPANY 19
14.4.19.1. Overview
14.4.19.2. Financials
14.4.19.3. Developments
14.4.19.4. Strategic Outlook
14.4.20. COMPANY 20
14.4.20.1. Overview
14.4.20.2. Financials
14.4.20.3. Developments
14.4.20.4. Strategic Outlook