Albany, NY (PRWEB) November 14, 2014
2014 Deep Research Report on Global and China Wearable Computing Device Industry is a professional and in-depth research report on the Wearable Computing Device market. The report provides Wearable Computing Device information, including its definition, classification, application, and industry chain structure as well as industry overview. This research covers the international market analysis, including Chinas domestic market as well as global industry analysis covering macroeconomic environment & economic situation analysis. The report on Wearable Computing Device industry covers information on policy, plans for Wearable Computing Device Market product specification, manufacturing process, product cost structure and much more.
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This report also provides statistics on key manufacturers in China and international market along with their Wearable Computing Device production, cost, price, profit, production value, gross margin and other information. At the same time, information on these manufacturers also includes customer's application, capacity, market position and company contact information details. 2014 market research report on the Wearable Computing Device industry also mentions data and information on capacity production, price, cost, profit, production value and gross margins of the market. The report lists Wearable Computing Device upstream raw materials & equipment's as well as downstream clients alternative products, survey analysis, information on marketing channels as well as industry development trends and proposals.
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This report presents a new Wearable Computing Device industry project analysis covering SWOT, investment feasibility analysis as well as investment return analysis with related research conclusions and development trend analysis of China and Global Wearable Computing Device industry.
Table Of Contents
Chapter One Wearable Computing Device Industry Overview
Chapter Two Wearable Computing Device International and China Market Analysis
Chapter Three Wearable Computing Device Development Environmental Analysis
Chapter Four Wearable Computing Device Development Policy and Plan
Chapter Five Wearable Computing Device Manufacturing Process and Cost Structure
Chapter Six 2009-2014 Wearable Computing Device Productions Supply Sales Demand Market Status and Forecast
Chapter Seven Wearable Computing Device Key Manufacturers Analysis
Chapter Eight Up and Down Stream Industry Analysis
Chapter Nine Wearable Computing Device Marketing Channels Analysis
Chapter Ten Wearable Computing Device Industry Development Trend
Chapter Eleven Wearable Computing Device Industry Development Proposals
Chapter Twelve Wearable Computing Device New Project Investment Feasibility Analysis
Chapter Thirteen Global and China Wearable Computing Device Industry Research Conclusions
Wearable Technology 2014-2024: Technologies, Markets, Forecasts
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Wearable technology mainly concerns devices and apparel/textiles. Glasses, jewellery, headgear, belts, armwear, wristwear, legwear, footwear, skin patches, exoskeletons and e-textiles are involved and the device business is already large. As the wearable electronics business powers from over $14 billion in 2014 to over $70 billion in 2024, the dominant sector will remain the healthcare sector which merges medical, fitness and wellness. It has the largest number of big names such as Apple, Accenture, Adidas, Fujitsu, Nike, Philips, Reebock, Samsung, SAP and Roche behind the most promising new developments.
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By the end of the coming decade, advanced informatics as wearable electronics will match that healthcare market, with Google Glass and the best e-wristbands being among the most promising devices so far promising billion dollar sales potential. However, truly disruptive new technology, in the form of e-textiles, will also begin to establish major sales in a few years' time and fashion, industrial, commercial and military applications will burgeon as a consequence. On the other hand, wearable infotainment will be increasingly commoditised by China, following its commoditisation of basic electronics wristwatches and earphones.
Wearable Wireless: Technology, Solutions, Vendors, Markets And Forecast 2014 - 2019
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Wearable technology presents the potential for massive transformation in many industries. The more obvious ones include consumer electronics and communications. Early adopter industries include clothing, healthcare, sports and fitness. However, we see many industries adopting wearable technologies as computing and wireless communications integrate wearable into virtually every aspect of products and services.
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Wearable technology today represents an array of products including watches, wristbands, and various clothing items. There is not yet a clear winner, nor do we believe there is a need for one. However, our analysis does point towards winners in certain key battlegrounds such as smartwatch vs. smart wristband. Wearable technology will evolve beyond its current ecosystem, which is very dependent on smartphone integration. New business models will develop that place wearable tech at the center of communications, applications, content, and commerce without the need for handheld devices of any type.
Wearable Technology In Gaming 2014
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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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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.
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