Leading Industries for Wearable Technology will be Healthcare, Sports and Fitness, and Manufacturing

DUBLIN, February 22, 2022 / PRNewswire / – Report “Wearable Technology Market by Device Type, Sector (Consumer, Enterprise, Industrial and Government), Industry Vertical, Applications, Solutions and Managed Services 2022-2027”. was added to ResearchAndMarkets.com offer.

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This report assesses the current state of the wearable technology ecosystem, including devices, applications and industry segments. The report examines wearable devices for consumers and businesses taking into account corporate, industrial and government use cases, key issues, market participants and solutions. The report also presents forecasts for the future of wearable technology with forecasts for the period from 2022 to 2027.

Select Report Results:

  • North America and South America are the largest and fastest growing markets respectively

  • Data wearable technology as a managed service is achieved 462 million dollars worldwide by 2027

  • Leading industries for wearable technology will be healthcare, sports and fitness, and manufacturing

  • Hotel services will remain a small part of the market, although it is the fastest growing area in the company

  • Due to production, the industrial sector Europe It is supposed to present over $ 2.38 billion until 2027

Wearable technology opens up the potential for massive transformations in many industries. Consumer electronics and communications are more obvious. The first industries involved in clothing, health, sports and fitness. However, we see that many industries are adopting wearable technology as computing and wireless communications integrate wearables into virtually every aspect of products and services.

At the consumer level, perceptions of value and a willingness to participate in wearable technology programs and services are enhanced as new forms of communication, content, applications, and commerce become available.

As WiFi6 is increasingly deployed in various public places such as train stations and airports, companies will offer virtual reality as an infotainment and advertising tool that will drive sales and rental of wearable technology. In addition, new consumers of immersion technology will encourage the adoption and use of wearable technology through improved portability and mobility associated with 5G.

Several factors are converging to facilitate the integration of wearable technologies, including the expansion of wireless due to widespread wireless (WiFi6, LTE and 5G) and the need for wireless companies to create new revenue streams, constantly reducing data costs and significant support from huge companies. including Google, Apple and others. Significant developments in wearable technology are expected in key technologies such as augmented reality, virtual reality and next-generation telepresence.

With the evolution of wearable technology, body area networks are becoming an increasing factor along with the integration of IoT featuring sensors and tactile interfaces to provide a feedback cycle that provides environmental awareness, increased performance and user satisfaction for many exciting technology applications.

The main topics covered:

1.0 Summary

2.0 Introduction

3.0 wearable technology and analysis solutions

4.0 Weapons Technology Company Analysis

5.0 Global wearable device market analysis and forecasts for 2022 – 2027.

Mentioned companies

  • 3L Labs

  • 4iiii Innovations Inc.

  • Ltd. ActiveLinxx

  • Actofit Wearables

  • Adidas America Inc.

  • Alphabet Inc.

  • Apple Inc.

  • Athos

  • Atlas Wearables Inc.

  • Augmedix

  • Avegant Corp.

  • BBK Electronics Industry Co. Ltd.

  • Brain Scientific

  • BSX Insight

  • Casio America Inc.

  • ConnectDevice Holding Ltd.

  • DAQRI

  • EarlySense

  • FitBit Inc. (Google)

  • Foxtel

  • Free Wavz

  • Fujitsu

  • Garmin Ltd.

  • Glofaster

  • GOQii

  • HTC

  • Huawei Technologies Co. Ltd.

  • Holding

  • iHealth Labs Inc.

  • Instabeat

  • Intel Corporation

  • Jay

  • Johnson and Johnson

  • Jumping

  • Koninklijke Philips NV

  • Leapfrog Enterprises Inc.

  • LG Electronics

  • LifeBEAM Inc.

  • Lifesense Group BV

  • Magic jump

  • Matrix Industries

  • Medtronic PLC

  • Company Purpose

  • Meta Vision

  • Microsoft

  • Inconsistency

  • Monster Inc.

  • Motorola

  • Neurotech

  • Nike Inc.

  • North

  • NTT Docomo Inc.

  • about-sync

  • Oculus (Facebook)

  • Ocutrx

  • PAI Health

  • Pebbles

  • Polar electricity

  • Proteus

  • Qardio Inc.

  • Qualcomm Inc.

  • RealWear

  • Recon Instruments

  • Reebok International Limited

  • Roche Holding AG

  • Samsung Electronics Co. Ltd.

  • Seiko Epson Corp.

  • ShotTracker

  • Smiths Group plc

  • Sony Corporation

  • Soundbrenner Limited

  • Sqord Inc.

  • Stanford Biology

  • StarVR Corp

  • Suunto

  • Timex.com Inc.

  • Tlink

  • Toby AB

  • Vivalnk

  • Vuzix

  • Weartrons Labs

  • Westunite

  • WizardWatch

  • Xensr

  • Xiaomi Technology Co. Ltd.

  • Zepp US Inc.

  • ZTE Corporation

For more information on this report, visit https://www.researchandmarkets.com/r/dxru0i

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