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Global Smart Wearable Entertainment Devices and Services Market 2024-2028

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YOY 2024 15.86%
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  • Adidas AG
  • Alphabet Inc.
  • Apple Inc.
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  • Garmin Ltd.
  • Huawei Technologies Co. Ltd.
  • Lenovo Group Ltd.
  • LG Corp.
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LSH 24.04.19

The smart wearable entertainment devices and services market is forecasted to grow by USD 16.00 bn during 2023-2028, accelerating at a CAGR of 17.46% during the forecast period. The report on the smart wearable entertainment devices and services market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by increasing awareness about the benefits of a healthy lifestyle, the rising digitization of the global economy, and the development of miniaturized electronic components.

Technavio's smart wearable entertainment devices and services market is segmented as below:

Market Scope
Base Year2024
End Year2028
Series Year2024-2028
Growth MomentumAccelerate
YOY 202415.86%
CAGR17.46%
Incremental Value$16.00bn

By Channel

  • Offline
  • Online

By Type

  • Smartwatches
  • Smart glasses
  • Wearable gaming devices
  • Other

By Geographical Landscape

  • North America
  • APAC
  • Europe
  • Middle East and Africa
  • South America

This study identifies the increasing use of smart wearable devices in sports analytics as one of the prime reasons driving the smart wearable entertainment devices and services market growth during the next few years. Also, increasing organic and inorganic strategies and the emergence of slam technology will lead to sizable demand in the market.

The report on the smart wearable entertainment devices and services market covers the following areas:

  • Smart wearable entertainment devices and services market sizing
  • Smart wearable entertainment devices and services market forecast
  • Smart wearable entertainment devices and services market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading smart wearable entertainment devices and services market vendors that include Adidas AG, Alphabet Inc., Fossil Group Inc., Garmin Ltd., Huawei Technologies Co. Ltd., Imagine Marketing Pvt. Ltd., Lenovo Group Ltd., LG Corp., Microsoft Corp., Nexxbase Marketing Pvt. Ltd., Owlet Inc., Samsung Electronics Co. Ltd., Sensoria Inc., Silicon Laboratories Inc., Sony Group Corp., TE Connectivity Ltd., Vuzix Corp., Withings France SA, Xiaomi Communications Co. Ltd., and Apple Inc.. Also, the smart wearable entertainment devices and services market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.

The publisher presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources through an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview

2 Market Landscape

  • 2.1 Market ecosystem

3 Market Sizing

  • 3.1 Market definition
  • 3.2 Market segment analysis
  • 3.3 Market size 2023
  • 3.4 Market outlook: Forecast for 2023-2028

4 Historic Market Size

  • 4.1 Global smart wearable entertainment devices and services market 2018 - 2022
  • 4.2 Channel Segment Analysis 2018 - 2022
  • 4.3 Type Segment Analysis 2018 - 2022
  • 4.4 Geography Segment Analysis 2018 - 2022
  • 4.5 Country Segment Analysis 2018 - 2022

5 Five Forces Analysis

  • 5.1 Five forces summary
  • 5.2 Bargaining power of buyers
  • 5.3 Bargaining power of suppliers
  • 5.4 Threat of new entrants
  • 5.5 Threat of substitutes
  • 5.6 Threat of rivalry
  • 5.7 Market condition

6 Market Segmentation by Channel

  • 6.1 Market segments
  • 6.2 Comparison by Channel
  • 6.3 Offline - Market size and forecast 2023-2028
  • 6.4 Online - Market size and forecast 2023-2028
  • 6.5 Market opportunity by Channel

7 Market Segmentation by Type

  • 7.1 Market segments
  • 7.2 Comparison by Type
  • 7.3 Smartwatches - Market size and forecast 2023-2028
  • 7.4 Smart glasses - Market size and forecast 2023-2028
  • 7.5 Wearable gaming devices - Market size and forecast 2023-2028
  • 7.6 Other - Market size and forecast 2023-2028
  • 7.7 Market opportunity by Type

8 Customer Landscape

  • 8.1 Customer landscape overview

9 Geographic Landscape

  • 9.1 Geographic segmentation
  • 9.2 Geographic comparison
  • 9.3 North America - Market size and forecast 2023-2028
  • 9.4 APAC - Market size and forecast 2023-2028
  • 9.5 Europe - Market size and forecast 2023-2028
  • 9.6 Middle East and Africa - Market size and forecast 2023-2028
  • 9.7 South America - Market size and forecast 2023-2028
  • 9.8 US - Market size and forecast 2023-2028
  • 9.9 China - Market size and forecast 2023-2028
  • 9.10 Japan - Market size and forecast 2023-2028
  • 9.11 Germany - Market size and forecast 2023-2028
  • 9.12 UK - Market size and forecast 2023-2028
  • 9.13 Market opportunity By Geographical Landscape

10 Drivers, Challenges, and Trends

  • 10.1 Market drivers
  • 10.2 Market challenges
  • 10.3 Impact of drivers and challenges
  • 10.4 Market trends

11 Vendor Landscape

  • 11.1 Overview
  • 11.2 Vendor landscape
  • 11.3 Landscape disruption
  • 11.4 Industry risks

12 Vendor Analysis

  • 12.1 Vendors covered
  • 12.2 Market positioning of vendors
  • 12.3 Adidas AG
  • 12.4 Alphabet Inc.
  • 12.5 Apple Inc.
  • 12.6 Fossil Group Inc.
  • 12.7 Garmin Ltd.
  • 12.8 Huawei Technologies Co. Ltd.
  • 12.9 Lenovo Group Ltd.
  • 12.10 LG Corp.
  • 12.11 Microsoft Corp.
  • 12.12 Nexxbase Marketing Pvt. Ltd.
  • 12.13 Samsung Electronics Co. Ltd.
  • 12.14 Sensoria Inc.
  • 12.15 Sony Group Corp.
  • 12.16 Vuzix Corp.
  • 12.17 Xiaomi Communications Co. Ltd.

13 Appendix

  • 13.1 Scope of the report
  • 13.2 Inclusions and exclusions checklist
  • 13.3 Currency conversion rates for US$
  • 13.4 Research methodology
  • 13.5 List of abbreviations
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