Research and Markets: Global Smart Wearable Entertainment Devices and Services Market 2015-2019 with AT&T, EE, Google, Samsung, Sony, Sprint, Telefonica & T-Mobile Dominating

DUBLIN — (BUSINESS WIRE) — March 26, 2015Research and Markets ( http://www.researchandmarkets.com/research/zpwnkm/global_smart) has announced the addition of the "Global Smart Wearable Entertainment Devices and Services Market 2015-2019" report to their offering.

The analysts forecast the Global Smart Wearable Entertainment Devices market to grow at a CAGR of 38.15 percent over the period 2015-2019. The Global Smart Wearable Entertainment Services market to grow at a CAGR of 37.09 percent over the period 2015-2019.

The report, the Global Smart Wearable Entertainment Devices and Services market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. It also covers the Global Smart Wearable Entertainment Devices market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

The Global Smart Wearable Entertainment Devices and Services market is divided into two cateogories: Global Smart Wearable Entertainment Devices and Global Smart Wearable Entertainment Services. The report also includes segmentation on the basis of product. On the basis of product, it is cateogorized into smartwatch and smartglass.

The use of augmented reality technology has helped enhance the overall user experience. Driven by an increase in the demand for virtual games, several entertainment device manufacturers are developing wearable devices with augmented reality technology, which provides consumers with live information on various activities, helps them project images at high resolution, and allows users to manipulate 3D objects.

According to the report, the popularity of entertainment devices has increased considerably. 3D movies and HD games have enhanced the popularity of gaming and entertainment globally. These modes are more popular among end-users aged between 18 and 24. Devices such as Oculus Rift, iTV Goggles, and Sony's head-mounted display use the virtual reality technology to provide a real-time gaming and entertainment experience to the end-users.

Further, the report states that most of the wearable entertainment devices function on technologies such as GPS, Wi-Fi, and M2M. These technologies consume high amounts of power, which has led to a decline in the demand for smart wearable entertainment devices.

Key Vendors

  • AT&T
  • EE
  • Google
  • Samsung Electronics
  • Sony
  • Sprint
  • Telefonica
  • T-Mobile US

Emerging Vendors

  • Beartek
  • Casio America
  • Epson America
  • Kapture
  • Optinvent
  • Tarsier
  • Vuzix

Vendors to Watch Out

  • Avegant
  • Meta
  • Thalmic Labs

Other Vendors

  • 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 (Facebook)
  • Skully Helmets
  • Xbox

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