Global Wearable Entertainment Devices Market Research Report 2019-2025

Published On: Jul 2019

Format: PDF

Publisher: QY Research

Pages: 103

Report ID: 5212

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.
The smartwatches segment dominated the smart wearable entertainment devices and services market and accounted for more than 35% of the total market share. Consumers are increasingly using smartwatches to track and monitor their daily activities and fitness levels.
North America is the largest region in the smart wearable entertainment devices and services market.

The global Wearable Entertainment Devices market is valued at xx million US$ in 2018 is expected to reach xx million US$ by the end of 2025, growing at a CAGR of xx% during 2019-2025.
This report focuses on Wearable Entertainment Devices volume and value at global level, regional level and company level. From a global perspective, this report represents overall Wearable Entertainment Devices market size by analyzing historical data and future prospect. Regionally, this report focuses on several key regions: North America, Europe, China and Japan.
At company level, this report focuses on the production capacity, ex-factory price, revenue and market share for each manufacturer covered in this report.

The following manufacturers are covered:
Apple
Google
Samsung
Sony
Garmin
TE Connectivity
Adidas
Nike
Fitbit
Samsung Electronics
LG Electronics
Xiaomi

Segment by Regions
North America
Europe
China
Japan

Segment by Type
Smartwatches
Smart Glasses
Wearable Gaming Devices
Wearable Devices Used in Concerts
Other

Segment by Application
Retail Stores
Specialty Stores
Online Stores

Table of Contents

Executive Summary
1 Wearable Entertainment Devices Market Overview
1.1 Product Overview and Scope of Wearable Entertainment Devices
1.2 Wearable Entertainment Devices Segment by Type
1.2.1 Global Wearable Entertainment Devices Production Growth Rate Comparison by Type (2014-2025)
1.2.2 Smartwatches
1.2.3 Smart Glasses
1.2.4 Wearable Gaming Devices
1.2.5 Wearable Devices Used in Concerts
1.2.6 Other
1.3 Wearable Entertainment Devices Segment by Application
1.3.1 Wearable Entertainment Devices Consumption Comparison by Application (2014-2025)
1.3.2 Retail Stores
1.3.3 Specialty Stores
1.3.4 Online Stores
1.4 Global Wearable Entertainment Devices Market by Region
1.4.1 Global Wearable Entertainment Devices Market Size Region
1.4.2 North America Status and Prospect (2014-2025)
1.4.3 Europe Status and Prospect (2014-2025)
1.4.4 China Status and Prospect (2014-2025)
1.4.5 Japan Status and Prospect (2014-2025)
1.5 Global Wearable Entertainment Devices Market Size
1.5.1 Global Wearable Entertainment Devices Revenue (2014-2025)
1.5.2 Global Wearable Entertainment Devices Production (2014-2025)

2 Global Wearable Entertainment Devices Market Competition by Manufacturers
2.1 Global Wearable Entertainment Devices Production Market Share by Manufacturers (2014-2019)
2.2 Global Wearable Entertainment Devices Revenue Share by Manufacturers (2014-2019)
2.3 Global Wearable Entertainment Devices Average Price by Manufacturers (2014-2019)
2.4 Manufacturers Wearable Entertainment Devices Production Sites, Area Served, Product Types
2.5 Wearable Entertainment Devices Market Competitive Situation and Trends
2.5.1 Wearable Entertainment Devices Market Concentration Rate
2.5.2 Wearable Entertainment Devices Market Share of Top 3 and Top 5 Manufacturers
2.5.3 Mergers & Acquisitions, Expansion

3 Global Wearable Entertainment Devices Production Market Share by Regions
3.1 Global Wearable Entertainment Devices Production Market Share by Regions
3.2 Global Wearable Entertainment Devices Revenue Market Share by Regions (2014-2019)
3.3 Global Wearable Entertainment Devices Production, Revenue, Price and Gross Margin (2014-2019)
3.4 North America Wearable Entertainment Devices Production
3.4.1 North America Wearable Entertainment Devices Production Growth Rate (2014-2019)
3.4.2 North America Wearable Entertainment Devices Production, Revenue, Price and Gross Margin (2014-2019)
3.5 Europe Wearable Entertainment Devices Production
3.5.1 Europe Wearable Entertainment Devices Production Growth Rate (2014-2019)
3.5.2 Europe Wearable Entertainment Devices Production, Revenue, Price and Gross Margin (2014-2019)
3.6 China Wearable Entertainment Devices Production (2014-2019)
3.6.1 China Wearable Entertainment Devices Production Growth Rate (2014-2019)
3.6.2 China Wearable Entertainment Devices Production, Revenue, Price and Gross Margin (2014-2019)
3.7 Japan Wearable Entertainment Devices Production (2014-2019)
3.7.1 Japan Wearable Entertainment Devices Production Growth Rate (2014-2019)
3.7.2 Japan Wearable Entertainment Devices Production, Revenue, Price and Gross Margin (2014-2019)

4 Global Wearable Entertainment Devices Consumption by Regions
4.1 Global Wearable Entertainment Devices Consumption by Regions
4.2 North America Wearable Entertainment Devices Consumption (2014-2019)
4.3 Europe Wearable Entertainment Devices Consumption (2014-2019)
4.4 China Wearable Entertainment Devices Consumption (2014-2019)
4.5 Japan Wearable Entertainment Devices Consumption (2014-2019)

5 Global Wearable Entertainment Devices Production, Revenue, Price Trend by Type
5.1 Global Wearable Entertainment Devices Production Market Share by Type (2014-2019)
5.2 Global Wearable Entertainment Devices Revenue Market Share by Type (2014-2019)
5.3 Global Wearable Entertainment Devices Price by Type (2014-2019)
5.4 Global Wearable Entertainment Devices Production Growth by Type (2014-2019)

6 Global Wearable Entertainment Devices Market Analysis by Applications
6.1 Global Wearable Entertainment Devices Consumption Market Share by Application (2014-2019)
6.2 Global Wearable Entertainment Devices Consumption Growth Rate by Application (2014-2019)

7 Company Profiles and Key Figures in Wearable Entertainment Devices Business
7.1 Apple
7.1.1 Apple Wearable Entertainment Devices Production Sites and Area Served
7.1.2 Wearable Entertainment Devices Product Introduction, Application and Specification
7.1.3 Apple Wearable Entertainment Devices Production, Revenue, Price and Gross Margin (2014-2019)
7.1.4 Main Business and Markets Served
7.2 Google
7.2.1 Google Wearable Entertainment Devices Production Sites and Area Served
7.2.2 Wearable Entertainment Devices Product Introduction, Application and Specification
7.2.3 Google Wearable Entertainment Devices Production, Revenue, Price and Gross Margin (2014-2019)
7.2.4 Main Business and Markets Served
7.3 Samsung
7.3.1 Samsung Wearable Entertainment Devices Production Sites and Area Served
7.3.2 Wearable Entertainment Devices Product Introduction, Application and Specification
7.3.3 Samsung Wearable Entertainment Devices Production, Revenue, Price and Gross Margin (2014-2019)
7.3.4 Main Business and Markets Served
7.4 Sony
7.4.1 Sony Wearable Entertainment Devices Production Sites and Area Served
7.4.2 Wearable Entertainment Devices Product Introduction, Application and Specification
7.4.3 Sony Wearable Entertainment Devices Production, Revenue, Price and Gross Margin (2014-2019)
7.4.4 Main Business and Markets Served
7.5 Garmin
7.5.1 Garmin Wearable Entertainment Devices Production Sites and Area Served
7.5.2 Wearable Entertainment Devices Product Introduction, Application and Specification
7.5.3 Garmin Wearable Entertainment Devices Production, Revenue, Price and Gross Margin (2014-2019)
7.5.4 Main Business and Markets Served
7.6 TE Connectivity
7.6.1 TE Connectivity Wearable Entertainment Devices Production Sites and Area Served
7.6.2 Wearable Entertainment Devices Product Introduction, Application and Specification
7.6.3 TE Connectivity Wearable Entertainment Devices Production, Revenue, Price and Gross Margin (2014-2019)
7.6.4 Main Business and Markets Served
7.7 Adidas
7.7.1 Adidas Wearable Entertainment Devices Production Sites and Area Served
7.7.2 Wearable Entertainment Devices Product Introduction, Application and Specification
7.7.3 Adidas Wearable Entertainment Devices Production, Revenue, Price and Gross Margin (2014-2019)
7.7.4 Main Business and Markets Served
7.8 Nike
7.8.1 Nike Wearable Entertainment Devices Production Sites and Area Served
7.8.2 Wearable Entertainment Devices Product Introduction, Application and Specification
7.8.3 Nike Wearable Entertainment Devices Production, Revenue, Price and Gross Margin (2014-2019)
7.8.4 Main Business and Markets Served
7.9 Fitbit
7.9.1 Fitbit Wearable Entertainment Devices Production Sites and Area Served
7.9.2 Wearable Entertainment Devices Product Introduction, Application and Specification
7.9.3 Fitbit Wearable Entertainment Devices Production, Revenue, Price and Gross Margin (2014-2019)
7.9.4 Main Business and Markets Served
7.10 Samsung Electronics
7.10.1 Samsung Electronics Wearable Entertainment Devices Production Sites and Area Served
7.10.2 Wearable Entertainment Devices Product Introduction, Application and Specification
7.10.3 Samsung Electronics Wearable Entertainment Devices Production, Revenue, Price and Gross Margin (2014-2019)
7.10.4 Main Business and Markets Served
7.11 LG Electronics
7.12 Xiaomi

8 Wearable Entertainment Devices Manufacturing Cost Analysis
8.1 Wearable Entertainment Devices Key Raw Materials Analysis
8.1.1 Key Raw Materials
8.1.2 Price Trend of Key Raw Materials
8.1.3 Key Suppliers of Raw Materials
8.2 Proportion of Manufacturing Cost Structure
8.3 Manufacturing Process Analysis of Wearable Entertainment Devices
8.4 Wearable Entertainment Devices Industrial Chain Analysis

9 Marketing Channel, Distributors and Customers
9.1 Marketing Channel
9.1.1 Direct Marketing
9.1.2 Indirect Marketing
9.2 Wearable Entertainment Devices Distributors List
9.3 Wearable Entertainment Devices Customers

10 Market Dynamics
10.1 Market Trends
10.2 Opportunities
10.3 Market Drivers
10.4 Challenges
10.5 Influence Factors

11 Global Wearable Entertainment Devices Market Forecast
11.1 Global Wearable Entertainment Devices Production, Revenue Forecast
11.1.1 Global Wearable Entertainment Devices Production Growth Rate Forecast (2019-2025)
11.1.2 Global Wearable Entertainment Devices Revenue and Growth Rate Forecast (2019-2025)
11.1.3 Global Wearable Entertainment Devices Price and Trend Forecast (2019-2025)
11.2 Global Wearable Entertainment Devices Production Forecast by Regions (2019-2025)
11.2.1 North America Wearable Entertainment Devices Production, Revenue Forecast (2019-2025)
11.2.2 Europe Wearable Entertainment Devices Production, Revenue Forecast (2019-2025)
11.2.3 China Wearable Entertainment Devices Production, Revenue Forecast (2019-2025)
11.2.4 Japan Wearable Entertainment Devices Production, Revenue Forecast (2019-2025)
11.3 Global Wearable Entertainment Devices Consumption Forecast by Regions (2019-2025)
11.3.1 North America Wearable Entertainment Devices Consumption Forecast (2019-2025)
11.3.2 Europe Wearable Entertainment Devices Consumption Forecast (2019-2025)
11.3.3 China Wearable Entertainment Devices Consumption Forecast (2019-2025)
11.3.4 Japan Wearable Entertainment Devices Consumption Forecast (2019-2025)
11.4 Global Wearable Entertainment Devices Production, Revenue and Price Forecast by Type (2019-2025)
11.5 Global Wearable Entertainment Devices Consumption Forecast by Application (2019-2025)

12 Research Findings and Conclusion

13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Author List
13.4 Disclaimer