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Global Smart Wearable Entertainment Devices and Services Market 2016-2020

About Wearable Devices

Wearable devices allow consumers to play virtual reality games, watch augmented reality videos, and listen to music. Individuals can also use these devices for measuring the distance traveled, calorie intake, and heart rate. These devices help in the prevention and control of many health-related issues such as obesity, heart disorders, and respiratory diseases.

Technavio’s analysts forecast the global smart wearable entertainment devices and services market to grow at a CAGR of 22.64% and 22.35% respectively during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global smart wearable entertainment devices and services market for 2016-2020. To calculate the market size, the report considers the smart wearable entertainment devices and revenue generated by telecommunication operators.

The market is divided into the following segments based on geography:

  • APAC
  • Europe
  • North America
  • ROW
Technavio's report, Global Smart Wearable Entertainment Devices and Services Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
  • AT&T
  • EE
  • Sprint
  • Telefónica
Other prominent vendors
  • 4D Force
  • Atheer Labs
  • Brilliant Services
  • Carl Zeiss
  • Emotiv Systems
  • Fat Shark
  • Fin Robotics
  • Gameband Minecraft
  • Glassup
  • Infiniteye Intelligent Headset
  • Iron Will Innovations Canada
  • Logbar
  • Neptune
  • Oculus
  • Skully Helmets
  • Xbox
Market driver
  • Augmented use of smart glasses for entertainment and gaming
  • For a full, detailed list, view our report
Market challenge
  • High initial cost of wearable entertainment devices
  • For a full, detailed list, view our report
Market trend
  • Decline in cost of smart wearable entertainment devices
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2020 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?


Press Release

Technavio Announces the Publication of its Research Report – Global Smart Wearable Entertainment Devices and Services Market 2016-2020

Technavio recognizes the following companies as the key players in the global smart wearable entertainment devices and services market: AT&T, EE, Sprint, and Telefónica.

Other Prominent Vendors in the market are: 4D Force, Atheer Labs, Brilliant Services, Carl Zeiss, Emotiv Systems, Fat Shark, Fin Robotics, Gameband Minecraft, Glassup, Infiniteye Intelligent Headset, Iron Will Innovations Canada, Logbar, Neptune, Oculus, Skully Helmets, and Xbox.

Commenting on the report, an analyst from Technavio’s team said: “Decline in cost of smart wearable entertainment devices will be a key trend for market growth. A significant decline in the ASP of smart wearable devices in the developed countries will eventually increase the adoption rate of these devices. In 2012, the ASP of most of the devices that were sampled was recorded to be $800, depending on the application. The price has reduced to $250-$300 in 2016. This significant decline in the cost of wearable devices will increase the adoption rate of these devices both in developed and developing countries. Initially, the adoption of these devices was confined to developed countries because of the high cost. However, with the decline in cost, vendors have shifted their focus to developing countries to increase their revenue and market base.”

According to the report, growing popularity of entertainment devices among youth will be a key driver for market growth. The popularity of entertainment and gaming devices that provide a real-time virtual experience has increased over the years. These devices enable virtual 3D movies and HD gaming experience. The adoption of these devices is high among the age group of 18-24. The smart wearable entertainment devices provide easy access to movies and games on wearable screens. Devices such as Oculus Rift, iTVGoggles, and Sony's head-mounted display, HMZ-T3, use virtual reality technology to provide real-time music, video streaming, and video gaming experience to users. Therefore, the increased adaptability of these entertainment devices has increased the growth of the market.

Further, the report states that high power consumption of devices will be a challenge for the market. Most of the wearable entertainment devices function on GPS, wireless networks, and M2M technology. The battery life of the entertainment devices is very low because the power consumption of the technologies used in these devices is very high. This high power consumption starkly affects the duration of usage. The lifespan of Google Glass battery is 4-8 hours while in intensive use. Wearable devices' short battery life and high power consumption act as a restraint in its use and adoption having a negative impact on the growth prospects. Therefore, high power consumption coupled with low battery life will reduce the demand for smart wearable devices.

Companies Mentioned

AT&T, EE, Sprint, Telefónica, 4D Force, Atheer Labs, Brilliant Services, Carl Zeiss, Emotiv Systems, Fat Shark, Fin Robotics, Gameband Minecraft, Glassup, Infiniteye Intelligent Headset, Iron Will Innovations Canada, Logbar, Neptune, Oculus, Skully Helmets, Xbox.

  • Executive summary
    • Highlights
  • Scope of the report
    • Market overview
    • Top-vendor offerings
      • Table Product offerings
      • Table Service offerings
  • Market research methodology
    • Research methodology
    • Economic indicators
  • Introduction
    • Key market highlights
  • Market landscape
    • Market overview
      • Table Global smart wearable entertainment devices and services: Market overview
      • Table Applications of wearable technology
      • Table History of wearable devices market
      • Table Components of smart wearable devices
      • Table Value chain of smart wearables
      • Table Linking devices to cloud
    • Market size and forecast: Devices
      • Table Global smart wearable entertainment devices market 2015-2020 ($ billions)
      • Table ASP of smart wearable entertainment devices
      • Table Shipment of smart wearable entertainment devices (units)
    • Market size and forecast: Services
      • Table Global smart wearable entertainment services market 2015-2020 ($ billions)
    • Five forces analysis
      • Table Five forces analysis
  • Market segmentation by products
    • Global smart wearable entertainment devices market by products
      • Table Global smart wearable entertainment devices market by products 2015 (%)
      • Table Global smart wearable entertainment devices market by products 2015-2020 ($billions)
    • Smartwatches
      • Table Smart wearable entertainment services market by smartwatches 2015-2020 ($billions)
    • Smart glasses
      • Table Smart wearable entertainment services market by smart glasses 2015-2020 ($billions)
    • Wearable gaming devices
      • Table Smart wearable entertainment services market by wearable gaming devices 2015-2020 ($ millions)
    • Wearable devices used in concerts
      • Table Smart wearable entertainment services market by wearable devices used in concerts 2015-2020 ($ millions)
  • Geographical segmentation
    • Global smart wearable entertainment services market by geography
      • Table Global smart wearable entertainment services by geography 2015 (%)
      • Table Global smart wearable entertainment services by geography 2015-2020 ($ billions)
    • North America
      • Table Smart wearable entertainment services market in North America 2015-2020 ($billions)
    • Western Europe
      • Table Smart wearable entertainment services market in Western Europe 2015-2020 ($millions)
    • APAC and ROW
      • Table Smart wearable entertainment services market in APAC and ROW 2015-2020 ($millions)
  • Market drivers
  • Impact of drivers
    • Table Impact of drivers
  • Market challenges
  • Impact of drivers and challenges
    • Table Impact of drivers and challenges
  • Market trends
  • Vendor landscape
    • Competitive scenario
      • Table M&A
  • Key vendor analysis: Products
    • Apple
    • Garmin
    • Google
    • Samsung
    • Sony
  • Key vendor analysis: Services
    • AT&T
    • EE
    • Sprint
    • Telefónica
    • Emerging vendors
    • Other prominent vendors
  • Appendix
    • List of abbreviations
  • Explore Technavio

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