|10-17-2018 11:37 AM CET - IT, New Media & Software||
Global Wearable Gaming Market Trend Analysis by 2025: Elyland, Oculus, Sumsung, Vuzix
Press release from: QYresearchreports
Qyresearchreports include new market research report "Global Wearable Gaming Market Insights, Forecast to 2025" to its huge collection of research reports.
Wearable gaming represents an emerging entrant into the digital entertainment market that is best defined from a mobile gaming perspective. Non-wearable mobile gaming is played on various wireless devices (smartphones, tablets, phablets, etc.), which have limited interface capabilities compared to desktop, laptop, or console gaming. In many ways, wearable technology causes even more limitations, but also opens the door to new levels of interactivity and personal gaming intimacy.
Wearable gaming is played with small computing devices, which are body-mounted in some fashion, and seamlessly support game play with functionality not possible in traditional systems. Mind Commerce sees Headwear as a Platform, Eyewear as a Platform, Smartwatch as a Platform, and Body-wear as a Platform all as emerging areas for next generation digital entertainment.
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This report studies the global market size of Wearable Gaming in key regions like North America, Europe, Asia Pacific, Central & South America and Middle East & Africa, focuses on the consumption of Wearable Gaming in these regions.
This research report categorizes the global Wearable Gaming market by players/brands, region, type and application. This report also studies the global market status, competition landscape, market share, growth rate, future trends, market drivers, opportunities and challenges, sales channels, distributors and Porter's Five Forces Analysis.
The various contributors involved in the value chain of Wearable Gaming include manufacturers, suppliers, distributors, intermediaries, and customers. The key manufacturers in the Wearable Gaming include
Grand Theft Auto (GTA)
Market Size Split by Type
Augmented Reality and Virtual Reality (AR and VR)
Motion Sensing Technology Including Wearable 3D
Headwear Or Head Mounted Display (HMD)
Market Size Split by Application
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The study objectives of this report are:
To study and analyze the global Wearable Gaming market size (value & volume) by company, key regions/countries, products and application, history data from 2013 to 2017, and forecast to 2025.
To understand the structure of Wearable Gaming market by identifying its various subsegments.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
Focuses on the key global Wearable Gaming manufacturers, to define, describe and analyze the sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.
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