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Albany, NY -- (SBWIRE) -- 12/26/2014 -- Wearable computing has a natural home in the world of gaming. Nintendo's Wii controller already has motion-sensors and it will not be long before more interactive gear, including clothing, become part of a video-game player's apparatus. Gaming in the future will be dominated by wearable devices that users can wear from head to foot.
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There will also be head pieces, vests, sleeves, gloves among others. While early virtual reality attempts such as the Nintendo's Virtual Boy failed to change the gaming world, wearable technologies with augmented reality will. The drivers of growth will be the expansion of the broadband industry, efficient hardware compatibility and the development of wireless gaming. Of course, continuing increase in disposable incomes will be instrumental in propelling growth.
This research assesses the current state and future outlook of wearable technology in gaming. The report evaluates major players, offerings, and strategies. The report also identifies the opportunities and timing for introduction of gaming into mainstream wearable technology. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.
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- Augmented reality companies
- Wireless device manufacturers
- Wireless infrastructure providers
- Consumer electronics companies
- Wearable technology developers
- Embedded computing companies
- Regulatory bodies and governments
- Wireless service providers of all types
- Mobile marketing/commerce companies
- Gain foundation knowledge about wearable tech
- Identify major players and offerings in wearable gaming
- Identify the advantages of different gaming development platforms
- Understand advantages and challenges of different devices in gaming
- Learn about important usability and fitness for use issues for wearable gaming
- Understand the market dynamics for gaming industry relative to wearable technology
- Recognize the difference between general purpose and standalone wearable devices in gaming
Wearable Technology Materials 2015-2025
This report concerns a new market for wearable electronics that awaits those prepared to make formulations and intermediate materials for the new 2D and 3D electronic printing, in-mold electronics and other processes. These and similar processes discussed in the report are being adopted over the coming decade because wearable electronics is changing its form radically, the better to comply with physical and economic needs as the report explains.
The M2M, IoT & Wearable Technology Ecosystem:2015 - 2020 - Opportunities, Challenges, Strategies, Industry Verticals and Forecasts
As consumer voice and data services revenues reach their saturation point, wireless carriers are keen to capitalize on other avenues to drive revenue growth. One such opportunity is providing network connectivity for M2M (Machine to Machine) devices like smart meters, connected cars, healthcare monitors and digital signage. Despite its low ARPU, M2M technology has helped carriers establish steady revenue streams across several verticals including utilities, healthcare, automotive, transportation, logistics, public safety, retail, and even consumer electronics.
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