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市场调查报告书
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1403975

穿戴式科技-市场占有率分析、产业趋势与统计、2024年至2029年的成长预测

Wearable Technology - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts 2024 - 2029

出版日期: | 出版商: Mordor Intelligence | 英文 120 Pages | 商品交期: 2-3个工作天内

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简介目录

穿戴式科技市场规模预计将从2024年的1,864.8亿美元成长到2029年的4,932.6亿美元,预测期内复合年增长率为17.60%。

穿戴式科技-市场-IMG1

随着 MEMS 感测器的出现,穿戴式技术不断发展。智慧型手机的 GPS 和 IMU(包括加速计、陀螺仪和地磁计)的日常使用推动了这些感测器与专用穿戴装置的整合。这些有助于健身追踪穿戴装置使用这些感测器监控身体活动。

主要亮点

  • 消费者生活中的技术进步导致了可追踪健康、运动和社交媒体通知的可穿戴技术的出现。过去几年,智慧型手錶、健身追踪器、VR/AR耳机等各种穿戴式装置在社会中变得越来越普遍。因此,穿戴式装置的受欢迎程度预计将继续成长,因此公司正在寻找新的创新方法将穿戴式装置应用到日常生活中是可以理解的。
  • 多项研究表明,越来越多的人购买穿戴式装置来促进健身和管理健康。最近的一项研究表明,全球消费者因健康自我效能感、健康和自主性以及技术创新而采用穿戴式医疗保健设备。此外,COVID-19大流行刺激了远距医疗管理的快速大规模扩展,巩固了远端医疗作为一种便捷且有效的医疗保健模式的地位。
  • 值得注意的是,智慧型手錶正在迅速获得新用户,包括老年人,因为苹果和Fitbit 等可穿戴设备製造商不断添加健康监测功能,吸引老年人并即时更新他们的健康状况。这就是我正在做的事情。例如,2022 年 9 月,苹果推出了 Apple Watch Series 8 和新款 Apple Watch SE,为其两款最畅销的智慧型手錶增添了重要的安全创新功能。 Apple Watch Series 8 配备大型常亮视网膜显示器和坚固且不易损坏的正面水晶。此外,该新产品具有 18 小时全天电池续航时间,基于心电图应用程式和跌倒侦测等一流的健康和安全功能,并引入了温度感测、追溯排卵预测、碰撞侦测和国际检测功能。漫游。 。
  • 此外,亚马逊已经在进行试验,并可能在未来几年及以后面临新的竞争。穿戴式装置市场的现有企业可能会面临来自亚马逊的激烈竞争。据报道,亚马逊耳机是亚马逊硬体部门Lab126的产品,可以透过手势控制接听电话和改变音乐。然而,随着智慧型穿戴装置技术力的进步,复杂性和资料安全问题很可能成为产业扩张的障碍。儘管如此,智慧穿戴装置领域的持续研究应该能够在未来几年内解决这些问题。
  • 在COVID-19疫情下,拥有大量用于製造穿戴式产品的原料製造商的亚洲国家,如中国、印度、韩国、台湾和日本,都受到了封锁,影响了生产计画。由于全球大多数经济体实施封锁,销售额下降,因为交货仅限于必需品,而且公司修改了收益目标。

穿戴式科技市场趋势

头戴式显示器预计将显着成长

  • 预计头戴式显示器在预测期内将显着成长。此外,扩增实境(AR)和虚拟实境(VR)的发展在医疗保健产业越来越普及。为了协助外科手术培训和手术,医疗专业人员正在使用 VR 技术和VR头戴装置。这可以减少手术失败的机会。
  • 扩增实境(AR)、虚拟实境 (VR) 和混合实境(MR) 将数位投影迭加到现实世界的物件上,提供上下文资讯并允许使用者与周围环境进行视觉互动。儘管这些技术可以透过智慧型手机、平板电脑和许多其他媒介实现,但头戴式显示器 (HMD) 更普及。
  • 身临其境型HMD 主要用于体验虚拟实境 (VR) 和扩增实境(AR)。由于成本、可得性、人体工学、不时尚的设计和其他因素,消费者的主流使用受到限制。 AR HMD 的主要驱动力是企业用途,它们在内部用作业务流程改进和培训的免持工具。
  • 任天堂和微软等主要游戏机製造商正在发挥主导,因为他们认识到 AR 的潜力。借助AR,玩家可以离开自己的“世界”,在现实世界中玩耍。例如,在「人类吃豆人」中,玩家可以戴上护目镜并在现实世界中追逐其他吃豆人角色,同时看起来与吃豆人角色一模一样。许多玩家认为,拥有行动装置并不是 AR 游戏所需的唯一条件。在某种程度上,主机设备可以弥补这一点。
  • 爱立信消费者实验室对巴西、中国、法国、日本、韩国、英国和美国7000 名 15 至 69 岁的人进行的一项调查发现,三分之二的参与者对身临其境型AR 游戏感兴趣。我有。约32%的用户认为,如果AR技术与身体活动和锻炼相结合,AR游戏会更有趣。
穿戴式科技-市场-IMG2

北美预计将占据很大份额

  • 北美被誉为世界上所有重要技术进步的中心。智慧产品的出现推动了对更强大、更先进的穿戴式科技的需求。可支配收入的增加、增强型设备的快速采用和普及是该地区的一些关键驱动因素。此外,苹果、Fitbit 和 Garmin 等穿戴式装置供应商在该地区拥有强大的影响力,为市场成长做出了贡献。
  • 众多体育协会增加投资,以消除高薪职业运动员发生可预防伤害的可能性,预计将推动该地区穿戴式装置的成长。例如,金州勇士队正在与智慧服饰公司 Athos 合作,利用这些产品来预防伤害和提高球员表现。这项投资只是美国体育部门涉足智慧服饰产业形势的一部分。
  • 在美国以外,加拿大对穿戴式装置的需求也在增加。预计该国将为军事计划(包括服饰)提供足够的支出和资金。贝尔在美国和加拿大拥有多项专利,涵盖了想要监测患病亲人的个人和想要追踪大量人群的机构如何使用其可穿戴技术。它展示了一个愿景。
  • 此外,美国穿戴式科技用户的男女比例为 50:50,约 2,410 万人。超过一半的使用者年龄在25岁至44岁之间,超过一半的使用者年龄在45岁以下。此外,50%的使用者来自高所得家庭,有全职工作。毫不奇怪,穿戴式科技的用户大多是出于对运动和个人福祉的兴趣。

穿戴式科技产业概况

穿戴式科技市场的竞争是温和的,个体公司数量相当多。但从市场占有率来看,三星、苹果、小米等公司占有相当大的市占率。许多新兴企业正在进入穿戴式科技产业,市场竞争正在加剧。因此,为了保持在这个市场的竞争力,公司不断投资于新产品发布、业务扩张和策略併购。

2023 年 8 月,Gizmore 宣布与 Stanch Electronics India 建立策略合作伙伴关係,以扩大其在耳戴式装置和穿戴式装置类别的业务,并为其客户提供创新产品。透过此次合作,Gizmore 计划在 2023-24 年销售 100 万台音讯设备,主要专注于真正的无线耳塞类别。

2023年6月,义大利泳装品牌Arena Italia宣布正在寻找针对运动市场的穿戴式装置的收购机会。此外,在运动科学领域具有内部技术背景、生产各种技术感测器和可穿戴设备来追踪游泳运动员表现的公司也可能会引起兴趣。

其他福利:

  • Excel 格式的市场预测 (ME) 表
  • 3 个月的分析师支持

目录

第一章简介

  • 市场定义和范围
  • 研究场所

第二章调查方法

第三章执行摘要

第四章市场动态

  • 市场概览(评估 COVID-19 对产业的影响)
  • 产业价值链分析
  • 产业吸引力-波特五力分析
    • 供应商的议价能力
    • 消费者议价能力
    • 新进入者的威胁
    • 替代品的威胁
    • 竞争公司之间的敌对关係

第五章市场动态

  • 市场驱动因素
    • 客户对健身和医疗保健中使用的小型设备的偏好不断增加
    • 下一代穿戴式装置显示器的成长前景日益广阔
    • 头戴式显示器使用的扩大预计将推动市场成长
  • 市场抑制因素
    • 电池寿命短
  • COVID-19 对穿戴式科技市场的影响

第六章市场区隔

  • 依设备类型
    • 智慧型手錶
    • 头戴式显示器
    • 腕带
    • 耳戴式
    • 其他设备类型(智慧服饰)
  • 地区
    • 北美洲
      • 美国
      • 加拿大
    • 欧洲
      • 英国
      • 德国
      • 法国
      • 欧洲其他地区
    • 亚太地区
      • 中国
      • 日本
      • 韩国
      • 印度
      • 其他亚太地区
    • 世界其他地区

第七章竞争形势

  • 公司简介
    • Samsung Group
    • Oculus VR LLC(Facebook)
    • Alphabet Inc.
    • Sony Corporation
    • HTC Corporation
    • Fitbit Inc.
    • Xiaomi Inc.
    • Apple Inc.
    • Microsoft Corporation
    • DAQRI Company
    • AIQ Smart Clothing Inc.

第八章投资分析

第九章 市场机会及未来趋势

简介目录
Product Code: 54484
Wearable Technology - Market - IMG1

The Wearable Technology Market size is expected to grow from USD 186.48 billion in 2024 to USD 493.26 billion by 2029, registering a CAGR of 17.60% during the forecast period.

Wearable technology has evolved owing to the emergence of MEMS sensors. Incorporating these sensors into a dedicated wearable device is driven by the impact of smartphones being used daily on the GPS or the IMU (consisting of an accelerometer, gyroscope, and magnetometer). These have helped the fitness-tracking wearable monitor body activities using these sensors.

Key Highlights

  • Technological advancements in consumerism have given way to wearable technology that tracks health, movements, and social media notifications. Various wearable devices such as smartwatches, fitness trackers, and VR/AR headsets have become more and more prevalent in society over the past several years. Thus, it is expected that wearables will only continue to grow in popularity, so naturally, companies are finding new and innovative ways to apply them to everyday lives.
  • Several studies have found that a rising number of individuals are purchasing wearable devices to promote fitness and manage their health. A recent study determined that consumers globally are motivated by health self-efficacy, health and autonomy, and technological innovativeness to adopt wearable healthcare devices. Furthermore, the COVID-19 pandemic encouraged a rapid, massive expansion of remote health management and firmly established telehealth as an accessible, validated model of healthcare.
  • Notably, smartwatches are seeing a surge in new users, including the older population, because wearable makers, such as Apple and Fitbit, are adding health-monitoring features that appeal to older people and keep them updated about their health status in real time. For instance, in September 2022, Apple introduced the Apple Watch Series 8 and the new Apple Watch SE with important safety innovations to the two best-selling smartwatches. Apple Watch Series 8 features include a large, Always-On Retina display and a strong crack-resistant front crystal. Moreover, with an all-day 18-hour battery life, the new product builds on best-in-class health and safety features like the ECG app and fall detection by introducing temperature-sensing capabilities, retrospective ovulation estimates, Crash Detection, and international roaming.
  • Furthermore, Amazon is already making attempts, and new competitors are anticipated in the upcoming years and beyond. The existing companies in the wearables market are likely to face intense rivalry due to Amazon's arrival. According to reports, the Amazon earphones, a product of Lab126, Amazon's hardware division, offer gesture controls for answering calls and changing the music. However, as the technological capabilities of smart wearables advance, the complexity and data security issues are likely to become more of a barrier to industry expansion. Still, ongoing research in the field of smart wearables should make it possible to solve these problems in the coming years.
  • During the COVID-19 situation, Asian countries such as China, India, South Korea, Taiwan, and Japan, which had a significant presence of manufacturers of the raw materials used in wearable product manufacturing, experienced lockdowns and impacted production schedules. The sales were down as the lockdown in most global economies resulted in deliveries being limited to essentials and companies revising their revenue targets.

Wearable Technology Market Trends

Head-Mounted Display is Expected to Witness Significant Growth

  • Over the forecast period, head-mounted display devices are expected to grow significantly. Additionally, developments in augmented reality (AR) and virtual reality (VR) are becoming increasingly popular in the healthcare industry. In order to aid surgical training and operations, medical professionals use VR technology and VR headsets. This aids them in lowering the possibility of surgical mishaps.
  • Owing to augmented, virtual, and mixed reality, digital projections are overlaid with real-life objects, providing contextual information and allowing users to manipulate their surroundings visually. While these technologies are possible through smartphones, tablets, and a host of other mediums, head-mounted displays (HMDs) have become more popular.
  • Immersive HMDs are primarily used to experience virtual reality (VR) and augmented reality (AR). Mainstream usage by consumers has been limited due to cost, availability, ergonomics, unfashionable design, and other factors. The primary driver for AR HMDs is enterprise usage, where they are used internally as hands-free tools for business process improvement and training.
  • Major gaming console producers like Nintendo and Microsoft are leading the charge because they recognize the potential of AR. With the help of AR, players can leave "their world" and play in the actual world. For instance, Human Pac-Man lets players wear goggles and chase each other in real life while looking exactly like the Pac-Man characters. Many players believe that more than holding a mobile device is required for AR gaming. To some extent, console devices can make up for that.
  • A survey conducted by Ericsson Consumer Lab on 7,000 people aged 15-69 in Brazil, China, France, Japan, South Korea, the UK, and the US indicated that two out of three participants were interested in immersive AR gaming. Around 32% of the users agreed that AR games would be more interesting if AR technology were combined with physical activity and exercise.
Wearable Technology - Market - IMG2

North America is Expected to Hold a Major Share

  • North America is known as the hub for all significant technological improvements in the world. With the advent of smart gadgets, the demand is growing for more powerful and sophisticated wearable technologies. The growth in disposable income and the rapid adoption and popularity of enhanced devices are some of the primary drivers in this geographical region. Furthermore, the region has a strong presence of wearable vendors such as Apple, Fitbit, and Garmin, among others, which contributes to the market's growth.
  • Numerous sports associations' increasing investments to eliminate the possibility of any preventable injuries to highly paid professional athletes are expected to fuel the region's wearables growth. The Golden State Warriors, for instance, are collaborating with smart clothing company Athos to use these products for injury prevention and player performance. This investment represents only a fraction of the involvement of the United States athletics sector in the smart clothing industry landscape.
  • Apart from the United States, the demand for wearables is also increasing in Canada. The country is expected to provide sufficient expenditures and funding for its military programs (including clothing). Bell has various patents in the United States and Canada that lay out a comprehensive vision for how its wearable technology could be used both by individuals looking to monitor ill loved ones and by institutions wanting to track large populations.
  • Further, the US wearable tech audience has a gender ratio of 50:50 and numbers around 24.1 million people. More than half of the audience is between the ages of 25 and 44, and more than half of the users are under 45. In addition, 50% of users are from high-income homes and work full-time jobs. Users of wearable technology are mostly motivated by interests in exercise and personal welfare, which is not surprising.

Wearable Technology Industry Overview

The wearable technology market is moderately competitive and consists of significant individual players. However, in terms of market share, companies such as Samsung, Apple, and Xiaomi occupy a considerable percentage. The wearable tech industry is also attracting a lot of startups, which, in turn, intensifies market competition. Thus, to maintain a competitive edge in this market, companies continuously invest in introducing new products, expanding their operations, or entering into strategic mergers and acquisitions.

In August 2023, Gizmore announced a strategic partnership with Staunch Electronics India to expand its presence in the hearable and wearable categories and bring innovative products to its customers. With this partnership, Gizmore plans to sell one million audio devices in 2023-24, with a major focus on the truly wireless earphones category.

In June 2023, Italian swimwear brand Arena Italia announced that it was looking for acquisition opportunities in the wearable devices for the sports market. Moreover, targets of interest could include companies with in-house technological backgrounds in sports science, producing a range of technological sensors and wearable devices to track swimmers' performances.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Market Definition and Scope
  • 1.2 Study Assumptions

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS

  • 4.1 Market Overview (Assessment of Impact of COVID-19 on the Industry)
  • 4.2 Industry Value Chain Analysis
  • 4.3 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.3.1 Bargaining Power of Suppliers
    • 4.3.2 Bargaining Power of Consumers
    • 4.3.3 Threat of New Entrants
    • 4.3.4 Threat of Substitute Products
    • 4.3.5 Intensity of Competitive Rivalry

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Increasing customer preference for svelte and small devices for use in fitness and healthcare
    • 5.1.2 Rising Growth Prospects for Wearable Devices' Next-Generation Displays
    • 5.1.3 Rising use of Head-Mounted display is expected to flourish the market growth
  • 5.2 Market Restraints
    • 5.2.1 Short battery life
  • 5.3 Impact of COVID-19 on Wearable Technology Market

6 MARKET SEGMENTATION

  • 6.1 By Type of Device
    • 6.1.1 Smart Watches
    • 6.1.2 Head-mounted Displays
    • 6.1.3 Wristbands
    • 6.1.4 Ear-wearables
    • 6.1.5 Other Device Types (Smart Clothing)
  • 6.2 Geography
    • 6.2.1 North America
      • 6.2.1.1 United States
      • 6.2.1.2 Canada
    • 6.2.2 Europe
      • 6.2.2.1 United Kingdom
      • 6.2.2.2 Germany
      • 6.2.2.3 France
      • 6.2.2.4 Rest of Europe
    • 6.2.3 Asia-Pacific
      • 6.2.3.1 China
      • 6.2.3.2 Japan
      • 6.2.3.3 South Korea
      • 6.2.3.4 India
      • 6.2.3.5 Rest of Asia-Pacific
    • 6.2.4 Rest of the World

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Samsung Group
    • 7.1.2 Oculus VR LLC (Facebook)
    • 7.1.3 Alphabet Inc.
    • 7.1.4 Sony Corporation
    • 7.1.5 HTC Corporation
    • 7.1.6 Fitbit Inc.
    • 7.1.7 Xiaomi Inc.
    • 7.1.8 Apple Inc.
    • 7.1.9 Microsoft Corporation
    • 7.1.10 DAQRI Company
    • 7.1.11 AIQ Smart Clothing Inc.

8 INVESTMENT ANALYSIS

9 MARKET OPPORTUNITIES AND FUTURE TRENDS