ウェアラブルコンピュータの世界市場:用途(フィットネス/ウエルネス、医療/ヘルスケア、企業/産業、インフォテインメント)、技術、地域別分析...市場調査レポートについてご紹介

【英文タイトル】Wearable Computing Market by Application (Fitness and Wellness, Medical and Healthcare, Enterprise and Industrial, Infotainment, and Others), by Technology (Computing, Display, Networking, and Others), & Geography - Global Forecast to 2020

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TABLE OF CONTENTS

1 INTRODUCTION 15
1.1 STUDY OBJECTIVES 15
1.2 MARKET DEFINITION 16
1.3 STUDY SCOPE 16
1.3.1 MARKETS COVERED 16
1.3.2 YEARS CONSIDERED FOR THE STUDY 17
1.4 CURRENCY 17
1.5 LIMITATIONS 17
1.6 STAKEHOLDERS 17

2 RESEARCH METHODOLOGY 18
2.1 RESEARCH DATA 18
2.1.1 SECONDARY DATA 19
2.1.1.1 Key data from secondary sources 19
2.1.2 PRIMARY DATA 19
2.1.2.1 Key data from primary sources 20
2.1.2.2 Key industry insights 20
2.1.2.3 Breakdown of Primaries Interviews: By Company Type, Designation, and Region 21
2.2 FACTOR ANALYSIS 21
2.2.1 INTRODUCTION 21
2.2.2 DEMAND-SIDE ANALYSIS 22
2.2.2.1 Growing demand for wearable devices 22
2.2.3 SUPPLY-SIDE ANALYSIS 23
2.2.3.1 Increase in the number of product launches in the wearable computing market 23
2.2.3.2 Growing usage of wearable devices in military 24
2.3 MARKET SIZE ESTIMATION 24
2.3.1 BOTTOM-UP APPROACH 25
2.3.2 TOP-DOWN APPROACH 26
2.4 MARKET BREAKDOWN AND DATA TRIANGULATION 27
2.5 ASSUMPTIONS 28

3 EXECUTIVE SUMMARY 29

4 PREMIUM INSIGHTS 35
4.1 ATTRACTIVE MARKET OPPORTUNITIES IN WEARABLE COMPUTING 35
4.2 WEARABLE COMPUTING MARKET: BY APPLICATION 35
4.3 WEARABLE COMPUTING MARKET IN THE ASIA-PACIFIC REGION 36
4.4 WEARABLE COMPUTING FITNESS AND WELLNESS APPLICATION MARKET, BY GEOGRAPHY 37
4.5 LIFE CYCLE ANALYSIS, BY GEOGRAPHY 38

5 MARKET OVERVIEW 39
5.1 MARKET SEGMENTATION 40
5.1.1 WEARABLE COMPUTING MARKET, BY APPLICATION 41
5.1.2 WEARABLE COMPUTING MARKET, BY TECHNOLOGY 41
5.1.3 WEARABLE COMPUTING MARKET, BY GEOGRAPHY 42
5.2 MARKET EVOLUTION 42
5.3 MARKET DYNAMICS 44
5.3.1 DRIVERS 45
5.3.1.1 Increasing adoption of smartwatches and wristbands in consumer market 45
5.3.1.2 Rising focus towards communication, networking, and recognition technologies for wearables 46
5.3.1.3 Growing popularity of Internet of Things 46
5.3.1.4 Increasing popularity of wearable health and medical devices. 46
5.3.2 RESTRAINTS 47
5.3.2.1 High initial price range of body and eye wear 48
5.3.2.2 Power consumption and limited battery life 48
5.3.2.3 Social acceptance factor 49
5.3.3 OPPORTUNITIES 49
5.3.3.1 Penetration of Smart Clothing in the European region with increased funding 49
5.3.3.2 Development of key enabling technologies 50
5.3.3.3 Increasing adoption of wearables in multiple application areas 50
5.3.4 CHALLENGES 51
5.3.4.1 Technical difficulties 51
5.3.4.2 Device protection and thermal consideration 51
5.3.5 BURNING ISSUE 51
5.3.5.1 Unaddressed regulatory issues 51
5.3.6 WINNING IMPERATIVE 51
5.3.6.1 Investment from major players such as Google, Microsoft, Apple, Motorola, and various fitness devices manufacturers 51

6 INDUSTRY TRENDS 52
6.1 INTRODUCTION 53
6.2 VALUE CHAIN ANALYSIS 54
6.3 PORTER’S FIVE FORCES ANALYSIS 55
6.3.1 INTENSITY OF COMPETITIVE RIVALRY 56
6.3.2 THREAT OF SUBSTITUTES 57
6.3.3 BARGAINING POWER OF BUYERS 58
6.3.4 BARGAINING POWER OF SUPPLIERS 59
6.3.5 THREAT OF NEW ENTRANTS 60
6.4 STRATEGIC BENCHMARKING 61
6.4.1 TECHNOLOGY INTEGRATION AND PRODUCT ENHANCEMENT 61

7 WEARABLE COMPUTING MARKET, BY APPLICATION 62
7.1 INTRODUCTION 63
7.2 FITNESS AND WELLNESS APPLICATION 66
7.2.1 WRISTBANDS 66
7.2.2 SMART CLOTHING 66
7.2.3 FOOTWEAR 67
7.2.4 OTHERS 67
7.3 MEDICAL AND HEALTHCARE 70
7.3.1 CONTINUOUS GLUCOSE MONITORS 71
7.3.2 DRUG DELIVERY PRODUCTS 71
7.3.3 ECG MONITORING 72
7.3.4 OTHERS 72
7.4 ENTERPRISE AND INDUSTRIAL 75
7.4.1 HAND-WORN TERMINALS 76
7.4.2 OTHERS 76
7.5 INFOTAINMENT 80
7.5.1 SMARTWATCHES 80
7.5.2 AUGMENTED REALITY DEVICES 81
7.5.2.1 HEAD-UP DISPLAYS 81
7.5.2.2 HEAD-MOUNTED DISPLAYS 81
7.5.2.3 SMART GLASSES 82
7.6 OTHERS 86

8 WEARABLE COMPUTING MARKET, BY TECHNOLOGY 90
8.1 INTRODUCTION 91
8.1.1 COMPUTING TECHNOLOGIES 91
8.1.1.1 WEARABLE COMPUTERS 91
8.1.2 DISPLAY TECHNOLOGIES 92
8.1.2.1 VIRTUAL REALITY 93
8.1.2.2 AUGMENTED REALITY 93
8.1.3 NETWORKING TECHNOLOGIES 93
8.1.3.1 BLUETOOTH 94
8.1.3.2 Wi-Fi 94
8.1.3.3 OTHERS 95
8.1.4 OTHER TECHNOLOGIES 95

9 GEOGRAPHIC ANALYSIS 96
9.1 INTRODUCTION 97
9.2 THE AMERICAS 100
9.2.1 U.S. 103
9.2.2 CANADA 103
9.2.3 MEXICO 103
9.3 EUROPE 107
9.3.1 U.K. 109
9.3.2 GERMANY 109
9.3.3 FRANCE 109
9.3.4 REST OF EUROPE 110
9.4 ASIA-PACIFIC 114
9.4.1 CHINA 116
9.4.2 JAPAN 116
9.4.3 SOUTH KOREA 116
9.4.4 INDIA 117
9.4.5 REST OF APAC 117
9.5 REST OF THE WORLD (ROW) 121
9.5.1 MIDDLE EAST 122
9.5.2 AFRICA 122

10 COMPETITIVE LANDSCAPE 127
10.1 OVERVIEW 128
10.2 MARKET RANKING FOR WEARABLE COMPUTING MARKET, 2014 129
10.3 COMPETITIVE SCENARIO 130
10.4 RECENT DEVELOPMENTS 131
10.4.1 NEW PRODUCT LAUNCHES 131
10.4.2 PARTNERSHIPS, AGREEMENTS, AND CONTRACTS & COLLABORATIONS 133
10.4.3 MERGERS AND ACQUISITIONS 133

11 COMPANY PROFILES 134
(Overview, Products and Services, Financials, Strategy & Development)*
11.1 INTRODUCTION 134
11.2 ADIDAS AG 135
11.3 APPLE INC. 137
11.4 BOSTON SCIENTIFIC CORPORATION 139
11.5 FITBIT INC. 141
11.6 GARMIN, LTD. 143
11.7 JAWBONE 146
11.8 LG ELECTRONICS, INC. 148
11.9 MOTOROLA MOBILITY HOLDINGS, INC. 151
11.10 NIKE, INC. 153
11.11 PEBBLE TECHNOLOGY, CORPORATION 155
11.12 SAMSUNG ELECTRONICS CO., LTD 157
11.13 SONY CORPORATION 160
11.14 ZEPHYR TECHNOLOGY CORPORATION 162
*Details on Overview, Products and Services, Financials, Strategy & Development might not be Captured in case of Unlisted Companies.

12 APPENDIX 164
12.1 INSIGHTS OF INDUSTRY EXPERTS 164
12.2 DISCUSSION GUIDE 165
12.3 INTRODUCING RT: REAL TIME MARKET INTELLIGENCE 170
12.4 AVAILABLE CUSTOMIZATIONS 172
12.5 RELATED REPORTS 173


【レポート販売概要】

■ タイトル:ウェアラブルコンピュータの世界市場:用途(フィットネス/ウエルネス、医療/ヘルスケア、企業/産業、インフォテインメント)、技術、地域別分析
■ 英文:Wearable Computing Market by Application (Fitness and Wellness, Medical and Healthcare, Enterprise and Industrial, Infotainment, and Others), by Technology (Computing, Display, Networking, and Others), & Geography - Global Forecast to 2020
■ 発行日:2015年6月24日
■ 調査会社:MarketsandMarkets
■ 商品コード:MAM-SE-3530
■ 調査対象地域:グローバル
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