½ÃÀ庸°í¼­
»óǰÄÚµå
1321507

¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå ±Ô¸ð, Á¡À¯À², µ¿Ç⠺м® º¸°í¼­ : ¿¬°á¼º, Á¦Ç° À¯Çü, ¿ëµµ, Áö¿ª ¹× ºÎ¹®º° ¿¹Ãø(2023-2030³â)

Wearable Computing Market Size, Share & Trends Analysis Report By Connectivity (Wi-Fi, 4G/5G), By Product Type (Fitness Trackers, Smart Watches), By Application (Consumer, Non-consumer), By Region, And Segment Forecasts, 2023 - 2030

¹ßÇàÀÏ: | ¸®¼­Ä¡»ç: Grand View Research | ÆäÀÌÁö Á¤º¸: ¿µ¹® 100 Pages | ¹è¼Û¾È³» : 2-10ÀÏ (¿µ¾÷ÀÏ ±âÁØ)

    
    
    




¡Ø º» »óǰÀº ¿µ¹® ÀÚ·á·Î Çѱ۰ú ¿µ¹® ¸ñÂ÷¿¡ ºÒÀÏÄ¡ÇÏ´Â ³»¿ëÀÌ ÀÖÀ» °æ¿ì ¿µ¹®À» ¿ì¼±ÇÕ´Ï´Ù. Á¤È®ÇÑ °ËÅ並 À§ÇØ ¿µ¹® ¸ñÂ÷¸¦ Âü°íÇØÁֽñ⠹ٶø´Ï´Ù.

¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå ¼ºÀå ¹× µ¿Çâ

Grand View Research, Inc.ÀÇ ÃֽŠº¸°í¼­¿¡ µû¸£¸é, Àü ¼¼°è ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå ±Ô¸ð´Â 2023³âºÎÅÍ 2030³â±îÁö 20.2%ÀÇ CAGRÀ» ±â·ÏÇϸç 2030³â¿¡´Â 2,444¾ï 3,000¸¸ ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.

±â¼úÀÇ ¹ßÀü°ú ¼ÒºñÀÚÀÇ °ü½É Áõ°¡·Î ÀÎÇØ ÃÖ±Ù ¸î ³â µ¿¾È ÀÌ ½ÃÀåÀº °ý¸ñÇÒ ¸¸ÇÑ ¼ºÀå¼¼¸¦ º¸À̰í ÀÖ½À´Ï´Ù. ÇÇÆ®´Ï½º Æ®·¡Ä¿¿Í ½º¸¶Æ®¿öÄ¡ÀÇ ÀαⰡ ³ô¾ÆÁö¸é¼­ ½ÃÀå ¼ºÀå¼¼°¡ µÎµå·¯Áö°í ÀÖ½À´Ï´Ù. ¶ÇÇÑ, ¿þ¾î·¯ºí ±â±â´Â ÇÇÆ®´Ï½º, ÇコÄɾî, ¿£ÅÍÅ×ÀÎ¸ÕÆ®, »ê¾÷¿ë µî ´Ù¾çÇÑ ºÐ¾ß¿¡¼­ Àα⸦ ¾ò°í ÀÖ½À´Ï´Ù. ¿þ¾î·¯ºí ±â±â´Â ÇコÄÉ¾î »ê¾÷¿¡¼­ äÅÃÀÌ Áõ°¡Çϰí ÀÖ½À´Ï´Ù.

¿¹¸¦ µé¾î, ¿þ¾î·¯ºí ½ÉÀüµµ ¸ð´ÏÅÍ, Áö¼ÓÀû Ç÷´ç ÃøÁ¤±â, ½º¸¶Æ® Àν¶¸° ÆæÀº ȯÀÚÀÇ »óŸ¦ °ü¸®Çϰí ÀÇ·áÁø¿¡°Ô ¸ð´ÏÅ͸µ°ú Áø´ÜÀ» À§ÇÑ ½Ç½Ã°£ µ¥ÀÌÅ͸¦ Á¦°øÇÕ´Ï´Ù. ÀÌ·¯ÇÑ ÀÇ·á¿ë ¿þ¾î·¯ºíÀÇ È®´ë´Â ÇコÄÉ¾î ºÐ¾ßÀÇ ½ÃÀå ¼ºÀåÀ» º¸¿©ÁÝ´Ï´Ù. ¶ÇÇÑ, ¿þ¾î·¯ºí ÄÄÇ»ÆÃÀº ÆÐ¼Ç°ú ¾×¼¼¼­¸® ºÐ¾ß¿¡µµ ÁøÃâÇϰí ÀÖ½À´Ï´Ù. µðÀÚÀÌ³Ê¿Í ºê·£µå´Â ±â¼ú ±â¾÷µé°ú Çù·ÂÇÏ¿© ¼¾¼­¿Í ¿¬°á ±â´ÉÀ» ³»ÀåÇÑ ½º¸¶Æ® ÀÇ·ù, ÁÖ¾ó¸®, ¾×¼¼¼­¸®¸¦ Á¦ÀÛÇϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ÆÐ¼Å³ÊºíÇÑ ¿þ¾î·¯ºíÀº ±â¼ú°ú ½ºÅ¸ÀÏÀ» °áÇÕÇÏ°í ¶óÀÌÇÁ½ºÅ¸ÀÏ¿¡ ÀÚ¿¬½º·´°Ô ³ì¾Æµå´Â ¿þ¾î·¯ºí ±â±â¿¡ ´ëÇÑ ¼ÒºñÀÚÀÇ ¼ö¿ä Áõ°¡¿¡ ºÎÀÀÇϰí ÀÖ½À´Ï´Ù.

¿¹¸¦ µé¾î, »ï¼ºÀüÀÚ´Â 2020³â 11¿ù ´º¿å¿¡ ±â¹ÝÀ» µÐ ÆÐ¼Ç ºê·£µå Åè ºê¶ó¿î(Tom Browne, Inc)ÀÇ ÆÐ¼Ç µðÀÚÀÌ³Ê Åè ºê¶ó¿î(Tom Browne, Inc)°ú ¼ÕÀâ°í »ï¼º ½º¸¶Æ®Æù °¶·°½Ã Z Æúµå2ÀÇ ÇÑÁ¤ÆÇÀ» Ãâ½ÃÇß½À´Ï´Ù. À̹ø Çù¾÷Àº ±â¼ú°ú ÇÏÀÌÆÐ¼ÇÀÇ °áÇÕÀ» ¸ñÇ¥·Î Çϸç, Åè ºê¶ó¿îÀÇ ½Ã±×´Ïó Ä÷¯, ¿ùÆäÀÌÆÛ, Ä¿½ºÅÒ ¾Û ¾ÆÀÌÄÜ µî Åè ºê¶ó¿îÀÌ Á÷Á¢ µðÀÚÀÎÇÑ ¸ÂÃãÇü µðÀÚÀÎÀ» Àû¿ëÇß½À´Ï´Ù. Áõ°­Çö½Ç(AR) ¹× °¡»óÇö½Ç(VR) ±â±âÀÇ º¸±ÞÀÌ È®´ëµÇ°í ÀÖÀ¸¸ç, ¿Àŧ·¯½º Äù½ºÆ®(Oculus Quest) VR Çìµå¼Â°ú ¸¶ÀÌÅ©·Î¼ÒÇÁÆ® Ȧ·Î·»Áî(Microsoft HoloLens) AR Çìµå¼Â°ú °°Àº Á¦Ç°µéÀÌ Àα⸦ ²ø¸é¼­ ¿£ÅÍÅ×ÀÎ¸ÕÆ® ¹× °ÔÀÓ »ê¾÷¿¡¼­ ¿þ¾î·¯ºíÀÇ ¼ºÀå¼¼¸¦ º¸¿©ÁÖ°í ÀÖ½À´Ï´Ù. ¿þ¾î·¯ºíÀÇ ¼ºÀåÀ» º¸¿©ÁÖ°í ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ±â±âµéÀº ¸ôÀÔÇü °æÇèÀ» Á¦°øÇÏ¸ç ¿þ¾î·¯ºí ÄÄÇ»ÆÃÀÇ »õ·Î¿î °¡´É¼ºÀ» ¿­¾ú½À´Ï´Ù.

¿¹¸¦ µé¾î, Microsoft°¡ °³¹ßÇÑ AR Çìµå¼ÂÀÎ HoloLens´Â Çö½Ç ¼¼°è¿¡ µðÁöÅÐ Á¤º¸¸¦ °ãÃļ­ ¿ø°Ý Áö¿ø, °ÇÃà ½Ã°¢È­, »ê¾÷ ±³À° µîÀÇ ¾ÖÇø®ÄÉÀ̼ÇÀ» °¡´ÉÇÏ°Ô ÇÕ´Ï´Ù. ¿þ¾î·¯ºí ÄÄÇ»ÆÃÀº Á¦Á¶, ¹°·ù ¹× À¯Áöº¸¼ö »ê¾÷¿¡ Àû¿ëµÇ°í ÀÖÀ¸¸ç, AR ¿À¹ö·¹À̰¡ ÀåÂøµÈ ½º¸¶Æ® ¾È°æ°ú °°Àº ÀåÄ¡´Â ÀÛ¾÷ÀÚ¿¡°Ô Á¤º¸, Áöħ ¹× ¿ø°Ý Áö¿ø¿¡ ´ëÇÑ ÇÚÁîÇÁ¸® ¾×¼¼½º¸¦ Á¦°øÇÕ´Ï´Ù. ÀÌ´Â »ê¾÷ ȯ°æÀÇ È¿À²¼º°ú ¾ÈÀü¼ºÀ» Çâ»ó½ÃÄÑ »ê¾÷ ºÐ¾ß¿¡¼­ ¿þ¾î·¯ºí ÄÄÇ»ÆÃÀÇ ¼ºÀå ÀáÀç·ÂÀ» º¸¿©ÁÝ´Ï´Ù. ¿¹¸¦ µé¾î, ¹Ì±¹¿¡ º»»ç¸¦ µÐ º¸Áî(Bose Corporation)´Â ºí·çÅõ½º ¿¬°á ±â´ÉÀ» °®Ãá ¿Àµð¿À ¼±±Û¶ó½ºÀÎ º¸Áî ÇÁ·¹ÀÓ(Bose Frame)À» ¹ßÇ¥Çß½À´Ï´Ù. ±âÁ¸ÀÇ ÇìµåÆùÀ̳ª À̾îÆù ¾øÀ̵µ ½º¸¶Æ®Æù¿¡ ¹«¼±À¸·Î ¿¬°áÇØ À½¾ÇÀ» µè°í, ÀüÈ­¸¦ °É°í, °¡»óºñ¼­¿¡°Ô Á¢¼ÓÇÒ ¼ö ÀÖ½À´Ï´Ù.

¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå º¸°í¼­ ÇÏÀ̶óÀÌÆ®

  • ÇÇÆ®´Ï½º Æ®·¡Ä¿ Á¦Ç° À¯ÇüÀº 2022³â 35.0%ÀÇ Á¡À¯À²·Î ½ÃÀåÀ» Àå¾ÇÇß½À´Ï´Ù. ÇÇÆ®´Ï½º Æ®·¡Ä¿´Â °ÉÀ½ ¼ö, À̵¿ °Å¸®, Ä®·Î¸® ¼Ò¸ð·®, ½É¹Ú¼ö, ¼ö¸é ÆÐÅÏ µî ÇÇÆ®´Ï½º °ü·Ã ÁöÇ¥¸¦ ¸ð´ÏÅ͸µÇϰí ÃßÀûÇÏ´Â ¿þ¾î·¯ºí ±â±âÀÔ´Ï´Ù.
  • ºí·çÅõ½º ¿¬°á ºÐ¾ß´Â 2022³â 37.4%ÀÇ ¸ÅÃâ Á¡À¯À²·Î ½ÃÀåÀ» Àå¾ÇÇß½À´Ï´Ù. ºí·çÅõ½º ±â¼úÀº ¿þ¾î·¯ºí ±â±â¿Í ½º¸¶Æ®Æù, ÅÂºí¸´, ÄÄÇ»ÅÍ µî ´Ù¸¥ ±â±â¿Í ¹«¼± Åë½Å ¹× µ¥ÀÌÅÍ Àü¼ÛÀ» °¡´ÉÇÏ°Ô ÇÕ´Ï´Ù.
  • ¿ëµµº°·Î´Â °³ÀÎ °æÇèÀ» °­È­Çϰí, ÇÇÆ®´Ï½º ¹× °Ç°­ ÁöÇ¥¸¦ ÃßÀûÇϰí, Á¤º¸ ¹× Ä¿¹Â´ÏÄÉÀ̼ǿ¡ ´ëÇÑ Æí¸®ÇÑ ¾×¼¼½º¸¦ Á¦°øÇÏ´Â ´É·ÂÀ¸·Î ÀÎÇØ ¼ÒºñÀÚ ºÎ¹®ÀÌ 2022³â 62.6%ÀÇ ¸ÅÃâ Á¡À¯À²À» Â÷ÁöÇÏ¸ç ½ÃÀåÀ» ÁÖµµÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.
  • ºÏ¹Ì´Â 2022³â 40.7%ÀÇ Á¡À¯À²À» Â÷ÁöÇÏ¸ç ¼¼°è ½ÃÀå¿¡¼­ È®°íÇÑ ÀÔÁö¸¦ ±¸ÃàÇß½À´Ï´Ù. ÀÌ Áö¿ªÀº ¼º¼÷ÇÑ °ø±Þ¸Á, °­·ÂÇÑ ¼Ò¸ÅÁ¡, ±¤¹üÀ§ÇÑ À¯Åë¸Á µî ¿þ¾î·¯ºí ±â¼ú »ýŰ谡 Àß ¹ß´ÞµÇ¾î ÀÖ½À´Ï´Ù.

¸ñÂ÷

Á¦1Àå Á¶»ç ¹æ¹ý°ú ¹üÀ§

  • Á¶»ç ¹æ¹ý
  • Á¶»ç ¹üÀ§¿Í °¡Á¤
  • µ¥ÀÌÅÍ ¼Ò½º ¸®½ºÆ®

Á¦2Àå ÁÖ¿ä ¿ä¾à

Á¦3Àå ¾÷°è Àü¸Á

  • ½ÃÀåÀÇ Á¤ÀÇ
    • ½ÃÀå ¼¼ºÐÈ­¿Í ¹üÀ§
  • ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå ¼ºÀå Àü¸Á
  • ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå ¹ë·ùüÀÎ ºÐ¼®
  • ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå ¿ªÇÐ
    • ½ÃÀå ¼ºÀå ÃËÁø¿äÀÎ ºÐ¼®
    • ½ÃÀå ¼ºÀå ¾ïÁ¦¿äÀÎ ºÐ¼®
    • ½ÃÀå ±âȸ ºÐ¼®
  • ¾÷°è ºÐ¼® - Porter's
  • º¸±Þ°ú ¼ºÀå Àü¸Á ¸ÅÇÎ, 2030³â
  • ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå - PEST ºÐ¼®

Á¦4Àå ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå : Á¦Ç° À¯Çü ÃßÁ¤¡¤µ¿Ç⠺м®

  • ½º¸¶Æ® ¿öÄ¡
  • ½º¸¶Æ® ÁÖ¾ó¸®
  • ÇÇÆ®´Ï½º Æ®·¡Ä¿
  • ½Åü ÀåÂøÇü Ä«¸Þ¶ó
  • Çìµå ¸¶¿îÆ® µð½ºÇ÷¹ÀÌ
  • ±âŸ

Á¦5Àå ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå : Á¢¼Ó¼º ÃßÁ¤¡¤µ¿Ç⠺м®

  • Bluetooth
  • Wi-Fi
  • 4G/5G
  • ±âŸ

Á¦6Àå ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå : ¿ëµµº° ÃßÁ¤¡¤µ¿Ç⠺м®

  • ¼ÒºñÀÚ
  • ºñ¼ÒºñÀÚ

Á¦7Àå ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå : Áö¿ªº° ÃßÁ¤¡¤µ¿Ç⠺м®

  • ºÏ¹Ì
    • ºÏ¹ÌÀÇ ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå, Á¦Ç° À¯Çüº°, 2017-2030³â
    • ºÏ¹ÌÀÇ ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå, Á¢¼Ó¼ºº°, 2017-2030³â
    • ºÏ¹ÌÀÇ ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå, ¿ëµµº°, 2017-2030³â
    • ¹Ì±¹
    • ij³ª´Ù
  • À¯·´
    • À¯·´ÀÇ ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå, Á¦Ç° À¯Çüº°, 2017-2030³â
    • À¯·´ÀÇ ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå, Á¢¼Ó¼ºº°, 2017-2030³â
    • À¯·´ÀÇ ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå, ¿ëµµº°, 2017-2030³â
    • µ¶ÀÏ
    • ¿µ±¹
    • ÇÁ¶û½º
  • ¾Æ½Ã¾ÆÅÂÆò¾ç
    • ¾Æ½Ã¾ÆÅÂÆò¾çÀÇ ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå, Á¦Ç° À¯Çüº°, 2017-2030³â
    • ¾Æ½Ã¾ÆÅÂÆò¾çÀÇ ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå, Á¢¼Ó¼ºº°, 2017-2030³â
    • ¾Æ½Ã¾ÆÅÂÆò¾çÀÇ ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå, ¿ëµµº°, 2017-2030³â
    • ÀϺ»
    • Áß±¹
    • Àεµ
    • Çѱ¹
    • È£ÁÖ
  • ¶óƾ¾Æ¸Þ¸®Ä«
    • ¶óƾ¾Æ¸Þ¸®Ä«ÀÇ ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå, Á¦Ç° À¯Çüº°, 2017-2030³â
    • ¶óƾ¾Æ¸Þ¸®Ä«ÀÇ ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå, Á¢¼Ó¼ºº°, 2017-2030³â
    • ¶óƾ¾Æ¸Þ¸®Ä«ÀÇ ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå, ¿ëµµº°, 2017-2030³â
    • ºê¶óÁú
    • ¸ß½ÃÄÚ
  • Áßµ¿ ¹× ¾ÆÇÁ¸®Ä«
    • MEA ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå, Á¦Ç° À¯Çüº°, 2017-2030³â
    • MEA ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå, Á¢¼Ó¼ºº°, 2017-2030³â
    • MEA ¿þ¾î·¯ºí ÄÄÇ»ÆÃ ½ÃÀå, ¿ëµµº°, 2017-2030³â
    • »ç¿ìµð¾Æ¶óºñ¾Æ
    • ¾Æ¶ø¿¡¹Ì¸®Æ®
    • ³²¾ÆÇÁ¸®Ä«°øÈ­±¹

Á¦8Àå °æÀï »óȲ

  • Apple Inc
    • ±â¾÷ °³¿ä
    • Á¦Ç° º¥Ä¡¸¶Å©
    • Àü·«Àû ´ëó
  • Fossil Group
    • ±â¾÷ °³¿ä
    • À繫 ½ÇÀû
    • Á¦Ç° º¥Ä¡¸¶Å©
    • Àü·«Àû ´ëó
  • Garmin Ltd.
    • ±â¾÷ °³¿ä
    • Á¦Ç° º¥Ä¡¸¶Å©
  • Google LLC
    • ±â¾÷ °³¿ä
    • À繫 ½ÇÀû
    • Á¦Ç° º¥Ä¡¸¶Å©
    • Àü·«Àû ´ëó
  • NIKE, Inc.
    • ±â¾÷ °³¿ä
    • À繫 ½ÇÀû
    • Á¦Ç° º¥Ä¡¸¶Å©
    • Àü·«Àû ´ëó
  • Samsung
    • ±â¾÷ °³¿ä
    • À繫 ½ÇÀû
    • Á¦Ç° º¥Ä¡¸¶Å©
    • Àü·«Àû ´ëó
  • Sony Corporation
    • ±â¾÷ °³¿ä
    • À繫 ½ÇÀû
    • Á¦Ç° º¥Ä¡¸¶Å©
    • Àü·«Àû ´ëó
  • Sensoria
    • ±â¾÷ °³¿ä
    • À繫 ½ÇÀû
    • Á¦Ç° º¥Ä¡¸¶Å©
    • Àü·«Àû ´ëó
  • Huawei Technologies Co
    • ±â¾÷ °³¿ä
    • À繫 ½ÇÀû
    • Á¦Ç° º¥Ä¡¸¶Å©
    • Àü·«Àû ´ëó
  • Xiamoi Inc.
    • ±â¾÷ °³¿ä
    • À繫 ½ÇÀû
    • Á¦Ç° º¥Ä¡¸¶Å©
ksm 23.09.06

Wearable Computing Market Growth & Trends

The global wearable computing market size is anticipated to reach USD 244.43 billion by 2030, registering a CAGR of 20.2% from 2023 to 2030, according to a new report by Grand View Research, Inc. The market has been experiencing significant growth in recent years due to technological advancements and increasing consumer interest. The rise in popularity of fitness trackers and smartwatches demonstrates the growth of the market. Moreover, wearable devices have gained popularity across various sectors, including fitness and healthcare, entertainment, and industrial applications. Wearable devices are being increasingly adopted in the healthcare industry.

For instance, wearable ECG monitors, continuous glucose monitors, and smart insulin pens help patients manage their conditions and provide healthcare professionals with real-time data for monitoring and diagnosis. This expansion of medical wearables indicates market growth in the healthcare sector. Moreover, wearable computing has also made its way into fashion and accessories. Designers and brands collaborate with technology companies to create smart garments, jewelry, and accessories embedded with sensors and connectivity. These fashionable wearables combine technology and style, catering to a growing consumer demand for wearable devices that blend seamlessly into their lifestyles.

For instance, in November 2020, Samsung Electronics Co., Ltd. partnered with fashion designer Thom Browne, Inc., a fashion brand based in New York, to introduce a limited edition of the Samsung Galaxy Z Fold 2 smartphone. The collaboration aimed to bring together technology and high fashion, with the device featuring a custom design by Thom Browne, including signature colors, wallpapers, and custom app icons. The adoption of Augmented Reality (AR) and Virtual Reality (VR) devices is rising. Products like the Oculus Quest VR headset and Microsoft HoloLens AR headset have gained popularity, indicating the growth of wearables in the entertainment and gaming industries. These devices offer immersive experiences and have opened new opportunities for wearable computing.

For instance, HoloLens is an AR headset developed by Microsoft that overlays digital information in the real world, enabling applications like remote assistance, architectural visualization, and industrial training. Wearable computing has applications in the manufacturing, logistics, and maintenance industries. Devices like smart glasses with AR overlays provide workers with hands-free access to information, instructions, and remote assistance. This improves efficiency and safety in industrial settings, showcasing the growth potential of wearable computing in the industrial sector. For instance, Bose Corp., based in the U.S., introduced Bose Frames, an audio sunglass with Bluetooth connectivity. They allow users to wirelessly connect to their smartphones and enjoy music, make calls, and access virtual assistants without needing traditional headphones or earbuds.

Wearable Computing Market Report Highlights

  • The fitness trackers product type segment dominated the market with a share of 35.0% in 2022. Fitness trackers are wearable devices that monitor and track fitness-related metrics, such as steps taken, distance traveled, calories burned, heart rate, sleep patterns, and more
  • The Bluetooth connectivity segment dominated the market with a revenue share of 37.4% in 2022. Bluetooth technology enables wireless communication and data transfer between wearable devices and other devices, such as smartphones, tablets, and computers
  • By application, the consumer segment dominated the market with a revenue share of 62.6% in 2022 due to its ability to enhance personal experiences, track fitness, and health metrics, and provide convenient access to information and communication
  • North America established a strong regional position in the global market with a 40.7% share in 2022. The region has a well-developed ecosystem for wearable technology, including a mature supply chain, a strong retail presence, and extensive distribution networks

Table of Contents

Chapter 1 Methodology and Scope

  • 1.1 Research Methodology
  • 1.2 Research Scope & Assumptions
  • 1.3 List of Data Sources

Chapter 2 Executive Summary

  • 2.1 Wearable Computing Market - Industry Snapshot & Key Buying Criteria, 2017 - 2030
  • 2.2 Industry Trends
    • 2.2.1 Product Type
    • 2.2.2 Connectivity
    • 2.2.3 Application

Chapter 3 Industry Outlook

  • 3.1 Market Definition
    • 3.1.1 Market segmentation & scope
  • 3.2 Wearable Computing Market Growth Prospects
  • 3.3 Wearable Computing Market Value Chain Analysis
  • 3.4 Wearable Computing Market Dynamics
    • 3.4.1 Market driver analysis
    • 3.4.2 Market restraint analysis
    • 3.4.3 Market Opportunities Analysis
  • 3.5 Industry Analysis - Porter's
  • 3.6 Penetration & Growth Prospect Mapping, 2030
  • 3.7 Wearable Computing Market - PEST analysis

Chapter 4 Wearable Computing Market: Product Type Estimates & Trend Analysis

  • 4.1 Smart Watches
    • 4.1.1 Global market estimates and forecasts, 2017 - 2030 (USD Million)
  • 4.2 Smart Jewelry
    • 4.2.1 Global market estimates and forecasts, 2017 - 2030 (USD Million)
  • 4.3 Fitness Trackers
    • 4.3.1 Global market estimates and forecasts, 2017 - 2030 (USD Million)
  • 4.4 Body-worn Cameras
    • 4.4.1 Global market estimates and forecasts, 2017 - 2030 (USD Million)
  • 4.5 Head Mount Displays
    • 4.5.1 Global market estimates and forecasts, 2017 - 2030 (USD Million)
  • 4.6 Others
    • 4.6.1 Global market estimates and forecasts, 2017 - 2030 (USD Million)

Chapter 5 Wearable Computing Market: Connectivity Estimates & Trend Analysis

  • 5.1 Bluetooth
    • 5.1.1 Global market estimates and forecasts, 2017 - 2030 (USD Million)
  • 5.2 Wi-Fi
    • 5.2.1 Global market estimates and forecasts, 2017 - 2030 (USD Million)
  • 5.3 4G/5G
    • 5.3.1 Global market estimates and forecasts, 2017 - 2030 (USD Million)
  • 5.4 Others
    • 5.4.1 Global market estimates and forecasts, 2017 - 2030 (USD Million)

Chapter 6 Wearable Computing Market: Application Estimates & Trend Analysis

  • 6.1 Consumer
    • 6.1.1 Global market estimates and forecasts, 2017 - 2030 (USD Million)
  • 6.2 Non-consumer
    • 6.2.1 Global market estimates and forecasts, 2017 - 2030 (USD Million)

Chapter 7 Wearable Computing Market: Regional Estimates & Trend Analysis

  • 7.1 North America
    • 7.1.1 North America Wearable Computing Market by Product Type, 2017 - 2030 (USD Million)
    • 7.1.2 North America Wearable Computing Market by Connectivity, 2017 - 2030 (USD Million)
    • 7.1.3 North America Wearable Computing Market by Application, 2017 - 2030 (USD Million)
    • 7.1.4 U.S.
      • 7.1.4.1 U.S. Wearable Computing Market by Product Type, 2017 - 2030 (USD Million)
      • 7.1.4.2 U.S. Wearable Computing Market by Connectivity, 2017 - 2030 (USD Million)
      • 7.1.4.3 U.S. Wearable Computing Market by Application, 2017 - 2030 (USD Million)
    • 7.1.5 Canada
      • 7.1.5.1 Canada Wearable Computing Market by Product Type, 2017 - 2030 (USD Million)
      • 7.1.5.2 Canada Wearable Computing Market by Connectivity, 2017 - 2030 (USD Million)
      • 7.1.5.3 Canada Wearable Computing Market by Application, 2017 - 2030 (USD Million)
  • 7.2 Europe
    • 7.2.1 Europe Wearable Computing Market by Product Type, 2017 - 2030 (USD Million)
    • 7.2.2 Europe Wearable Computing Market by Connectivity, 2017 - 2030 (USD Million)
    • 7.2.3 Europe Wearable Computing Market by Application, 2017 - 2030 (USD Million)
    • 7.2.4 Germany
      • 7.2.4.1 Germany Wearable Computing Market by Product Type, 2017 - 2030 (USD Million)
      • 7.2.4.2 Germany Wearable Computing Market by Connectivity, 2017 - 2030 (USD Million)
      • 7.2.4.3 Germany Wearable Computing Market by Application, 2017 - 2030 (USD Million)
    • 7.2.5 UK
      • 7.2.5.1 UK Wearable Computing Market by Product Type, 2017 - 2030 (USD Million)
      • 7.2.5.2 UK Wearable Computing Market by Connectivity, 2017 - 2030 (USD Million)
      • 7.2.5.3 UK Wearable Computing Market by Application, 2017 - 2030 (USD Million)
    • 7.2.6 France
      • 7.2.6.1 France Wearable Computing Market by Product Type , 2017 - 2030 (USD Million)
      • 7.2.6.2 France Wearable Computing Market by Connectivity , 2017 - 2030 (USD Million)
      • 7.2.6.3 France Wearable Computing Market by Application, 2017 - 2030 (USD Million)
  • 7.3 Asia Pacific
    • 7.3.1 Asia Pacific Wearable Computing Market by Product Type, 2017 - 2030 (USD Million)
    • 7.3.2 Asia Pacific Wearable Computing Market by Connectivity, 2017 - 2030 (USD Million)
    • 7.3.3 Asia Pacific Wearable Computing Market by Application, 2017 - 2030 (USD Million)
    • 7.3.4 Japan
      • 7.3.4.1 Japan Wearable Computing Market by Product Type, 2017 - 2030 (USD Million)
      • 7.3.4.2 Japan Wearable Computing Market by Connectivity, 2017 - 2030 (USD Million)
      • 7.3.4.3 Japan Wearable Computing Market by Application, 2017 - 2030 (USD Million)
    • 7.3.5 China
      • 7.3.5.1 China Wearable Computing Market by Product Type, 2017 - 2030 (USD Million)
      • 7.3.5.2 China Wearable Computing Market by Connectivity, 2017 - 2030 (USD Million)
      • 7.3.5.3 China Wearable Computing Market by Application, 2017 - 2030 (USD Million)
    • 7.3.6 India
      • 7.3.6.1 India Wearable Computing Market by Product Type, 2017 - 2030 (USD Million)
      • 7.3.6.2 India Wearable Computing Market by Connectivity, 2017 - 2030 (USD Million)
      • 7.3.6.3 India Wearable Computing Market by Application, 2017 - 2030 (USD Million)
    • 7.3.7 South Korea
      • 7.3.7.1 South Korea Wearable Computing Market by Product Type, 2017 - 2030 (USD Million)
      • 7.3.7.2 South Korea Wearable Computing Market by Connectivity, 2017 - 2030 (USD Million)
      • 7.3.7.3 South Korea Wearable Computing Market by Application, 2017 - 2030 (USD Million)
    • 7.3.8 Australia
      • 7.3.8.1 Australia Wearable Computing Market by Product Type, 2017 - 2030 (USD Million)
      • 7.3.8.2 Australia Wearable Computing Market by Connectivity, 2017 - 2030 (USD Million)
      • 7.3.8.3 Australia Wearable Computing Market by Application, 2017 - 2030 (USD Million)
  • 7.4 Latin America
    • 7.4.1 Latin America Wearable Computing Market by Product Type, 2017 - 2030 (USD Million)
    • 7.4.2 Latin America Wearable Computing Market by Connectivity, 2017 - 2030 (USD Million)
    • 7.4.3 Latin America Wearable Computing Market by Application, 2017 - 2030 (USD Million)
    • 7.4.4 Brazil
      • 7.4.4.1 Brazil Wearable Computing Market by Product Type, 2017 - 2030 (USD Million)
      • 7.4.4.2 Brazi Wearable Computing Market by Connectivity, 2017 - 2030 (USD Million)
      • 7.4.4.3 Brazi Wearable Computing Market by Application, 2017 - 2030 (USD Million)
    • 7.4.5 Mexico
      • 7.4.5.1 Mexico Wearable Computing Market by Product Type, 2017 - 2030 (USD Million)
      • 7.4.5.2 Mexico Wearable Computing Market by Connectivity, 2017 - 2030 (USD Million)
      • 7.4.5.3 Mexico Wearable Computing Market by Application, 2017 - 2030 (USD Million)
  • 7.5 Middle East & Africa
    • 7.5.1 MEA Wearable Computing Market by Product Type, 2017 - 2030 (USD Million)
    • 7.5.2 MEA Wearable Computing Market by Connectivity, 2017 - 2030 (USD Million)
    • 7.5.3 MEA Wearable Computing Market by Application, 2017 - 2030 (USD Million)
    • 7.5.4 KSA
      • 7.5.4.1 KSA Wearable Computing Market by Product Type, 2017 - 2030 (USD Million)
      • 7.5.4.2 KSA Wearable Computing Market by Connectivity, 2017 - 2030 (USD Million)
      • 7.5.4.3 KSA Wearable Computing Market by Application, 2017 - 2030 (USD Million)
    • 7.5.5 UAE
      • 7.5.5.1 UAE Wearable Computing Market by Product Type, 2017 - 2030 (USD Million)
      • 7.5.5.2 UAE Wearable Computing Market by Connectivity, 2017 - 2030 (USD Million)
      • 7.5.5.3 UAE Wearable Computing Market by Application, 2017 - 2030 (USD Million)
    • 7.5.6 South Africa
      • 7.5.6.1 South Africa Wearable Computing Market by Product Type, 2017 - 2030 (USD Million)
      • 7.5.6.2 South Africa Wearable Computing Market by Connectivity, 2017 - 2030 (USD Million)
      • 7.5.6.3 South Africa Wearable Computing Market by Application, 2017 - 2030 (USD Million)

Chapter 8 Competitive Landscape

  • 8.1 Apple Inc
    • 8.1.1 Company Overview
    • 8.1.2 Product Benchmarking
    • 8.1.3 Strategic Initiatives
  • 8.2 Fossil Group
    • 8.2.1 Company Overview
    • 8.2.2 Financial Performance
    • 8.2.3 Product Benchmarking
    • 8.2.4 Strategic Initiatives
  • 8.3 Garmin Ltd.
    • 8.3.1 Company Overview
    • 8.3.2 Product Benchmarking
  • 8.4 Google LLC
    • 8.4.1 Company Overview
    • 8.4.2 Financial Performance
    • 8.4.3 Product Benchmarking
    • 8.4.4 Strategic Initiatives
  • 8.5 NIKE, Inc.
    • 8.5.1 Company Overview
    • 8.5.2 Financial Performance
    • 8.5.3 Product Benchmarking
    • 8.5.4 Strategic Initiatives
  • 8.6 Samsung
    • 8.6.1 Company Overview
    • 8.6.2 Financial Performance
    • 8.6.3 Product Benchmarking
    • 8.6.4 Strategic Initiatives
  • 8.7 Sony Corporation
    • 8.7.1 Company Overview
    • 8.7.2 Financial Performance
    • 8.7.3 Product Benchmarking
    • 8.7.4 Strategic Initiatives
  • 8.8 Sensoria
    • 8.8.1 Company Overview
    • 8.8.2 Financial Performance
    • 8.8.3 Product Benchmarking
    • 8.8.4 Strategic Initiatives
  • 8.9 Huawei Technologies Co
    • 8.9.1 Company Overview
    • 8.9.2 Financial Performance
    • 8.9.3 Product Benchmarking
    • 8.9.4 Strategic Initiatives
  • 8.10 Xiamoi Inc.
    • 8.10.1 Company Overview
    • 8.10.2 Financial Performance
    • 8.10.3 Product Benchmarking
ºñ±³¸®½ºÆ®
0 °ÇÀÇ »óǰÀ» ¼±Åà Áß
»óǰ ºñ±³Çϱâ
Àüü»èÁ¦