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Wearable Gaming Companies, Devices, and Solutions: Market Outlook and Forecasts 2015 - 2020

Wearable Gaming Companies, Devices, and Solutions: Market Outlook and Forecasts 2015 - 2020

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.

This research assesses the current state and future outlook of wearable gaming technology and market. Mind Commerce findings indicate that the global wearable gaming market will reach $19 billion during the study period with a 67% market share for hardware and 33% for software. The report evaluates major players, platform, offerings, strategies, and market projections. The report also identifies the opportunities and timing for introduction of gaming into mainstream wearable technology. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Target Audience:

All types of gaming companies
Wireless device manufacturers
Wireless infrastructure providers
Consumer electronics companies
Wearable technology developers
Embedded computing companies
Regulatory bodies and governments
Wireless service providers of all types
Mobile marketing/commerce companies
Augmented reality and virtual reality companies

Report Benefits:

Wearable gaming forecasts through 2020
Identify leading companies and solutions
Understand challenges and opportunities
Recognize the future for wearable gaming
Understand benefits of different platforms
Identify wearable market drivers and constraints
Understand supporting capabilities and technologies

General Methodology

Mind Commerce Publishing's research methodology encompasses input from a wide variety of sources.

We rely heavily upon our Subject Matter Experts (SME) in terms of their market knowledge, unique perspective, and vision. We utilize SME industry contacts as well as previous customers and participants in our market surveys and interactive interviews.

In addition, we rely upon our extensive internal database, which contains modeling, qualitative analysis, and quantitative data. We review secondary sources and compare to our primary sources to update previous findings (for prior version reports) and/or compile baseline information for technology and market modeling.

We share preliminary models with industry contacts (select previous clients, experts, and thought leaders) to verify the veracity of initial modeling. Prior to final report production (analysis, findings, and conclusions), we engage in an internal review with internal SMEs as well as cross-expertise, senior staff members to challenge results.

We believe that forecasts should be prepared as part of an integrated process which involves both quantitative as well as qualitative factors. We follow the following 3-step process for forecasting.

Forecasting Methodology

Step 1 - Forecasts Input: The inputs for the present and historical revenues are derived from industry players. Financial and other quantitative data for individual sub-market categories are derived from original research and tested with interviews with major industry constituents.

Step 2 - Forecasting of Future Years: Mind Commerce extends forecasts based on a variety of factors including demand drivers as well as supply side data. Key success factors and assumptions are considered.

Step 3 - Validation of Data: The final step is to validate projections, which is accomplished in consultation with both internal and external industry experts, including both topic and regional experts. Adjustments are made to the forecasts based on factors identified throughout this process.


1.0 WHAT IS WEARABLE GAMING?
2.0 HISTORY OF WEARABLE GAMING
3.0 OVERVIEW OF WEARABLE GAMING MARKET
3.1 WHY WEARABLE GAMING?
3.2 FUTURE OUTLOOK
3.3 ARE PRIVACY CONCERNS OVERDONE?
4.0 WEARABLE GAMING MARKET POTENTIAL
4.1 WEARABLE PHONES
4.2 WEARABLE ELECTRONICS
4.3 OPEN SOURCE VR GAMES AND SUCCESS MANTRA
5.0 ROLE OF WEARABLE PAYMENTS
6.0 WEARABLE GAMING MARKET TREND
6.1 AUGMENTED REALITY AND VIRTUAL REALITY (AR AND VR)
6.2 CONNECTED WEARABLE
6.3 MOTION SENSING TECHNOLOGY INCLUDING WEARABLE 3D
6.4 WEARABLE HEALTHCARE THROUGH GAMING
6.5 HAPTIC TECHNOLOGY
6.6 HEADWEAR OR HEAD MOUNTED DISPLAY (HMD)
6.7 SERIOUS GAMING
6.8 GAMIFICATION
7.0 WEARABLE GAMING MARKET PROJECTION
7.1 GLOBAL WEARABLE GAMING REVENUE 2015 – 2020
7.2 GLOBAL WEARABLE GAMING REVENUE BY HARDWARE AND SOFTWARE 2015 – 2020
7.2.1 HARDWARE VS. SOFTWARE REVENUE PERCENTAGE TREND 2015 - 2020
7.2.2 HARDWARE AND SOFTWARE REVENUE PERCENTAGE BY TYPES 2020
7.3 GLOBAL WEARABLE GAMING HARDWARE UNIT SALES 2015 – 2020
7.3.1 HARDWARE UNIT SALES PERCENTAGE BY TYPES 2020
7.4 ACTIVE WEARABLE GAMER PROJECTION 2015 – 2020
7.4.1 WEARABLE GAMER BY TYPE 2020
7.4.2 AVERAGE NUMBER OF GAMER PER DEVICE 2015 – 2020
7.5 WEARABLE GAMING ARPPU 2015 – 2020
7.5.1 ARPPU BY HARDWARE AND SOFTWARE 2015 - 2020
7.6 AVERAGE RETAIL PRICE OF WEARABLE GAMING HARDWARE 2015 - 2020
7.7 WEARABLE GAMING REGIONAL MARKET SHARE 2020
8.0 WEARABLE GAME GENRE ANALYSIS
9.0 WEARABLE GAMING PLATFORM ANALYSIS
9.1 SMARTWATCH AS A PLATFORM
9.1.1 PERVASIVENESS
9.1.2 INTERFACE
9.1.3 ANDROID SMARTWATCH
9.1.4 APPLE WATCH
9.2 EYEWEAR AS A PLATFORM
9.2.1 GLU’S SPELLISTA
9.2.2 BRICKSIMPLE’S GLASSBATTLE
9.2.3 SAMSUNG SMART GLASS
9.3 HEADWEAR AS A PLATFORM
9.4 BODYWEAR AS A PLATORM
10.0 COMPANY AND HARDWARE ANALYSIS
10.1 VUZIX
10.1.1 VUZIX 1200DX-AR
10.1.2 VUZIX 1200DX-VR
10.1.3 VUZIX 1200DX
10.1.4 IWEAR 720
10.2 TECHNICAL ILLUSIONS
10.2.1 CASTAR
10.2.2 4D FORCE
10.3 MOFF
10.4 CARL ZEISS
10.5 IRON WILL INNOVATIONS CANADA
10.6 EMOTIV
10.7 INTELLIGENT HEADSET
10.8 TARSIER
10.9 GLASSUP
10.10 META
10.10.1 META PRO
10.10.2 META DEVELOPER EDITION
10.11 TN GAMES
10.12 THALMIC LABS
10.13 SONY
10.13.1 HMZ-T3W PERSONAL 3D VIEWER
10.13.2 PROJECT MORPHEUS
10.14 OCULUS RIFT
10.15 INFINITEEYE
10.16 AVEGANT
10.17 MIND PIRATE
10.18 OBJE (OBSCENE INTERACTIVE)
10.19 LEAP MOTION
10.20 MICROSOFT
10.20.1 KINECT
10.20.2 HOLOLENS
10.20.3 PROJECT FORTALEZA
10.20.4 XBOX ONE VR HEADSET
10.21 SHOOGEE’S DUROVIS DIVE
10.22 WOVEN
10.23 VALVE STEAMVR
10.24 SAMSUNG GEAR VR
10.25 HTC VIVE
10.26 STRIIV PEDOMETER
10.27 NIKE+ FUELBAND
10.28 CARL ZEISS VR ONE
10.29 RAZER OSVR
10.30 GOOGLE CARDBOARD
10.31 ARCHOS VR HEADSET
10.32 IMMERSION VRELIA VR
10.33 ANTVR
10.34 SEEBRIGHT
10.35 ALTERGAZE
10.36 PRIOVR
10.37 SIXENSE STEM SYSTEM
10.38 KOR-FX GAMING VEST
10.39 IMOTION
10.40 TACTICAL HAPTICS
10.41 VRCADE
10.42 SURVIOS
11.0 WEARABLE GAMING HARDWARE MARKET COMPETITION
12.0 WEARABLE GAMING CASE STUDY
12.1 GRAND THEFT AUTO (GTA)
12.2 NIKE AND SPORTS GAME
12.3 FITBIT CASUAL GAMING
12.4 WEAR ORBITS
12.5 MYLAND GAME
12.6 OCULUS RIFT GAMES
12.6.1 NAISSANCEE
12.6.2 PIXEL RIFT
12.6.3 SURGEON SIMULATOR
12.6.4 DOLPHINVR
12.6.5 CLASSROOM AQUATIC
12.6.6 WINDLANDS
12.6.7 SUPERHOT
12.6.8 VANGUARD V
12.6.9 LASERFACE
12.6.10 HALF-LIFE 2/TEAM FORTRESS 2
12.6.11 AAAA! FOR THE AWESOME
12.6.12 AMONG THE SLEEP
12.6.13 LUCKY'S TALE
12.6.14 THE WITNESS
12.7 SUMSUNG GEAR VR GAMES
12.7.1 HEROBOUND: FIRST STEPS
12.7.2 TEMPLE RUN VR
12.7.3 VRSE/FOR CARDBOARD APPS
12.7.4 ESPER
12.7.5 IKARUS
12.7.6 DREADHALLS
12.7.7 OCULUS 360 TOURS - WORLD, ICELAND
12.7.8 MATTERPORT VR
12.7.9 ANSHAR WARS
12.7.10 PLAYHEAD
12.7.11 TITANS OF SPACE
12.7.12 CIRQUE DU SOLEIL ZARKANA
12.7.13 DARKNET
12.7.14 THEBLUVR
Figures
Figure 1: Pixel Miner Game on Pebble Smartwatch
Figure 2: Images Changing Colors from Red to Blues and Yellow to Green
Figure 3: Global Wearable Gaming Revenue 2015 – 2020
Figure 4: Global Wearable Gaming Hardware and Software Revenue 2015 – 2020
Figure 5: Global Wearable Gaming Hardware vs. Software Revenue 2015 – 2020
Figure 6: H/W vs. S/W Revenue by Hardcore, Serious and Gamification
Figure 7: H/W vs. S/W Revenue by Gaming Whales and Light Gamers
Figure 8: H/W vs. S/W Revenue Percentage by Adult Gamer and Kids
Figure 9: Software Revenue by Subscription Access vs. In-game Micro-transaction
Figure 10 Global Wearable Gaming Device Sales Projection 2015 – 2020
Figure 11: Wearable Gaming H/W Unit Sales by Hardcore, Serious & Gamification
Figure 12: Wearable Gaming H/W Unit Sales by Gaming Whales vs. Light Gamers
Figure 13: Wearable Gaming H/W Unit Sales by Adult Gamer vs. Kids 2020
Figure 14: Global Active Wearable Gamer Projection 2015 – 2020
Figure 15: Wearable Gamer by Hardcore, Serious, and Light Gamer 2020
Figure 16: Wearable Gamer Percentage Projection by Adult vs. Kids Gamer 2020
Figure 17: Wearable Gamer by Subscription Access vs. In-Game Micro-transaction
Figure 18: Average Number of Wearable Gamers by Device 2015 – 2020
Figure 19: Global Wearable Gaming Yearly ARPPU in US $ 2015 – 2020
Figure 20: Wearable Gaming ARPPU by H/W and S/W 2015 – 2020
Figure 21: Retail Price of Wearable Gaming Hardware Devices in US$ 2015 – 2020
Figure 22: Regional Market Share Projection of Wearable Gaming Market 2020
Figure 23: Lists of Wearable Games by Genre Categories: FPS, Simulation & RPG
Figure 24: PS One Game on Android Wear
Figure 25: Device Score of VUZIX 1200DX-AR
Figure 26: VUZIX 1200DX-AR Device
Figure 27: Device Score of VUZIX 1200DX-VR
Figure 28: VUZIX 1200DX-VR Device
Figure 29: Device Score of VUZIX 1200DX
Figure 30: VUZIX 1200DX Device
Figure 31: IWear 720 Device
Figure 32: Device Score of CastAR
Figure 33: CastAR Device
Figure 34: Device Score of 4D Force
Figure 35: 4D Force Device
Figure 36: Device Score of MOFF
Figure 37: MOFF Device
Figure 38: Device Score of Cinemizer OLED
Figure 39: Cinemizer OLED Device
Figure 40: Device Score of Peregrine
Figure 41: Peregrine Device
Figure 42: Device Score of EPOC Neuroheadset
Figure 43: EPOC Neuroheadset Device
Figure 44: Device Score of Intelligent Headset
Figure 45: Intelligent Headset Device
Figure 46: Device Score of Trasier Moveeye
Figure 47: Trasier Moveeye Device
Figure 48: Device Score of GlassUp
Figure 49: GlassUp Device
Figure 50: Device Score of META Pro
Figure 51: META Pro Device
Figure 52: Device Score of META Developer Edition
Figure 53: META Developer Edition Device
Figure 54: Device Score of 3RD Space Vest
Figure 55: 3RD Space Vest Device
Figure 56: Device Score of MYO armband
Figure 57: MYO Armband Device
Figure 58: Device Score of HMZ-T3W personal 3D viewer
Figure 59: HMZ-T3W personal 3D viewer Device
Figure 60: Project Morpheus Device
Figure 61: Device Score of Oculus Rift
Figure 62: Oculus Rift Device
Figure 63: Device Score of InfiniteEye
Figure 64: InfiniteEye Device
Figure 65: Device Score of GLYPH
Figure 66: GLYPH Device
Figure 67: Callisto Platform Operational Ecosystem
Figure 68: Xbox One VR Device
Figure 69: Valve’s SteamVR Hardware System
Figure 70: Samsung Gear VR Device
Figure 71 HTC Vive Device
Figure 72: Striiv Pedometer
Figure 73: Car Zeiss VR One Device
Figure 74: Razer OSVR Device
Figure 75: Google Cardboard Device
Figure 76: Archos VR Headset
Figure 77: ImmersiON VRelia VR Headset
Figure 78: How ANTR is Different from Oculus and Morpheus?
Figure 79: ANTVR Device
Figure 80: Seebright Wave™ HMD
Figure 81: Altergaze Device
Figure 82: PrioVR Body Trakcing Device
Figure 83: STEM System Motion Tracking Platform
Figure 84: KOR – FX Gaming Vest
Figure 85: iMotion Device
Figure 86: Reactive Grip Device
Figure 87: HMD Devices (Integrated vs. Development Stage
Figure 88: Controller Devices vs. Development Stage
Figure 89 GTA Running Interface
Figure 90: Nike Sports Point
Figure 91: FitBit Lifestyle Marketing
Figure 92: Wear Orbits Arcade Game Apps
Figure 93: Myland Game based on Fitness Pedometer
Figure 94: Underground City of NaissanceE
Figure 95: Pixel Rift Game Interface
Figure 96: Nigel Burke’s Operation on Bob
Figure 97: DolphinVR Emulator on Rift
Figure 98: Underwater Classroom Environment
Figure 99: Windland’s Technicolor World
Figure 100: Superhot Prototype
Figure 101: Vanguard V Interface
Figure 102: Leaserface Game
Figure 103: Half-Life 2 Interface
Figure 104: Aaaa! For the Awesome Game Interface
Figure 105: ‘un’s House in Among the Sleep
Figure 106: Lucky’s Tale Game Interface
Figure 107: The Witness’s Abandoned Island
Figure 108: Herobound Game Interface
Figure 109: Temple Run Game for Samsung VR
Figure 110: VRSE – Cardboard Apps for VR
Figure 111: Esper Demo
Figure 112: Ikarus Demo
Figure 113: Dreadhalls Game
Figure 114: Oculus 360 virtual tourism
Figure 115: Matterport VR Games
Figure 116: Anshar Wars Game Interface
Figure 117: Playhead Game Shoot
Figure 118: Earth vs, Moon
Figure 119: Cirque du Soleil Zarkana Game Interface
Figure 120: Darknet Game Interface
Figure 121: Shark Passing in the Game
Tables
Table 1: Wearable Gaming Devices 1984 - 2008

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