Smart Wearable Entertainment Devices and Services Market Trends, Size, Analysis and Overview

Smart Wearable Entertainment Devices and Services Market Analysis,
Share and Size, Emerging Trends, Overview and Outlook, Growth And
Segment Forecasts To 2020
Technavio Announces the Publication of its Research Report Global Smart Wearable Entertainment
Devices and Services Market 2016-2020
Technavio recognizes the following companies as the key players in the global smart wearable
entertainment devices and services market: AT&T, EE, Sprint, and Telefónica.
Other Prominent Vendors in the market are: 4D Force, Atheer Labs, Brilliant Services, Carl Zeiss, Emotiv
Systems, Fat Shark, Fin Robotics, Gameband Minecraft, Glassup, Infiniteye Intelligent Headset, Iron Will
Innovations Canada, Logbar, Neptune, Oculus, Skully Helmets, and Xbox.
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Commenting on the report, an analyst from Technavio’ s team said: “Decline in cost of smart wearable
entertainment devices will be a key trend for market growth. A significant decline in the ASP of smart
wearable devices in the developed countries will eventually increase the adoption rate of these devices.
In 2012, the ASP of most of the devices that were sampled was recorded to be $800, depending on the
application. The price has reduced to $250-$300 in 2016. This significant decline in the cost of wearable
devices will increase the adoption rate of these devices both in developed and developing countries.
Initially, the adoption of these devices was confined to developed countries because of the high cost.
However, with the decline in cost, vendors have shifted their focus to developing countries to increase
their revenue and market base.”
According to the report, growing popularity of entertainment devices among youth will be a key driver
for market growth. The popularity of entertainment and gaming devices that provide a real-time virtual
experience has increased over the years. These devices enable virtual 3D movies and HD gaming
experience. The adoption of these devices is high among the age group of 18-24. The smart wearable
entertainment devices provide easy access to movies and games on wearable screens. Devices such as
Oculus Rift, iTVGoggles, and Sony's head-mounted display, HMZ-T3, use virtual reality technology to
provide real-time music, video streaming, and video gaming experience to users. Therefore, the
increased adaptability of these entertainment devices has increased the growth of the market.
Further, the report states that high power consumption of devices will be a challenge for the market.
Most of the wearable entertainment devices function on GPS, wireless networks, and M2M technology.
The battery life of the entertainment devices is very low because the power consumption of the
technologies used in these devices is very high. This high power consumption starkly affects the duration
of usage. The lifespan of Google Glass battery is 4-8 hours while in intensive use. Wearable devices'
short battery life and high power consumption act as a restraint in its use and adoption having a
negative impact on the growth prospects. Therefore, high power consumption coupled with low battery
life will reduce the demand for smart wearable devices.
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 a SWOT analysis of the key vendors.
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About Wearable Devices
Wearable devices allow consumers to play virtual reality games, watch augmented reality videos, and
listen to music. Individuals can also use these devices for measuring the distance traveled, calorie intake,
and heart rate. These devices help in the prevention and control of many health-related issues such as
obesity, heart disorders, and respiratory diseases.
Technavio’ s analysts forecast the global smart wearable entertainment devices and services market to
grow at a CAGR of 22.64% and 22.35% respectively during the period 2016-2020.
Covered in this report
The report covers the present scenario and the growth prospects of the global smart wearable
entertainment devices and services market for 2016-2020. To calculate the market size, the report
considers the smart wearable entertainment devices and revenue generated by telecommunication
operators.
The market is divided into the following segments based on geography:
APAC
Europe
North America
ROW
Technavio's report, Global Smart Wearable Entertainment Devices and Services Market 2016-2020, has
been prepared based on an in-depth market analysis with inputs from industry experts. The report
covers the market landscape and its growth prospects over the coming years. The report also includes a
discussion of the key vendors operating in this market.
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Market Reports Center
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info@marketreportscenter.com

According to the report, growing popularity of entertainment devices among youth will be a key driver for market growth. The popularity of entertainment and gaming devices that provide a real-time virtual experience has increased over the years.