Wearable Gaming Market Global Analysis and Forecasts to 2020


Posted March 14, 2015 by carolwilsonor

OrbisResearch.com published new research report on "Wearable Gaming Companies, Devices, and Solutions: Market Outlook and Forecasts 2015 – 2020" to its database.

 
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.

Browse the complete report @ http://www.orbisresearch.com/reports/index/Wearable-Gaming-Companies--Devices--and-Solutions-Market-Outlook-and-Forecasts-2015---2020.

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.

Request a sample of this report @ http://www.orbisresearch.com/reports/reportEnquiry/2764.

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

Request a sample of this report @ http://www.orbisresearch.com/reports/reportEnquiry/2764.

Table of Contents:
1.0 What Is Wearable Gaming? 10
2.0 History of Wearable Gaming 11
3.0 Overview of Wearable Gaming Market 12
4.0 Wearable Gaming Market Potential 15
5.0 Role of Wearable Payments 17
6.0 Wearable Gaming Market Trend 18
7.0 Wearable Gaming Market Projection 21
8.0 Wearable Game Genre Analysis 35
9.0 Wearable Gaming Platform Analysis 37
10.0 Company And Hardware Analysis 40
11.0 Wearable Gaming Hardware Market Competition 82
12.0 Wearable Gaming Case Study 84
12.1 Grand Theft Auto (GTA) 84
12.2 Nike And Sports Game 84
12.3 Fitbit Casual Gaming 85
12.4 Wear Orbits 85
12.5 Myland Game 86
12.6 Oculus Rift Games 86
12.7 SUMSUNG GEAR VR GAMES 94

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Issued By carolwilsonor
Phone +1 (214) 884-6817
Business Address 4144N Central Expressway, Suite 600, Dallas
Texas - 75204, U.S.A
Country United States
Categories Technology
Tags global wearable gaming market , wearable gaming , wearable gaming companies , wearable gaming market
Last Updated March 14, 2015