Wearable, a market of 274 million pieces: these are estimates tracked by market analyst firm Gartner, which for 2016 foresees an increase of 18.4% compared with 232 million devices delivered in the past year. Sales of wearable devices will generate this year a turnover of 28.7 billion dollars, 11.5 billion of which thanks to the smartwatch.
Angela McIntyre, research director at Gartner, said: "From 2015 to 2017 the adoption of the smartwatch will observe a growth of 48% mainly due to Apple that will be able to make wearable as a popular trend in lifestyle. The smartwatch will have the most potential turnover between wearable devices up to 2019, reaching $ 17.5 billion. the volumes will remain well below those of smartphones. For example, in 2016 over 374 million smartphones were sold in mature markets and in large urban areas of emerging markets, for example in Hong Kong and Singapore. "
The wearable intended for sports and workout activities, which include bracelets, clothes, chest bands, sports watches and so on, continue to learn about an increasing popularity, also thanks to a series of wellness programs activated in the United States. "Of all the wearables designed to fitness, the SportWatch will be the product category able to maintain its average selling price in the coming years. The continuous progress of the sensors and analytics to watch sports will bring new features capable of supporting prices average sales ".
Although the market size of smart bracelets are equal to those of the 2015 smartwatch market, in the future, the smartwatch will have a better grip on consumers. Proponents smartband must also find a way to compete with smartwatch and nibble market share to the current leader, FitBit. Among the possible areas of smartband experimentation in addition to fitness there are the mobile payment applications, security, and access identification.
The (HMD) head-mounted display is an emerging market that originates from costly military projects and in 2016 the HMD market will proceed toward the mass adoption for use consumer and enterprise. "The new virtual reality HMD for consumers, such as HTC Vive, Oculus Rift, Sony PlayStation and Microsoft HoloLens VR will be available along with video games and entertainment content, as well as critical business applications for their success. The film producers and the sports leagues will increase their traditional content through the HMD to improve the user experience by creating attractions, movies and sporting events that will make it more personal and meaningful content, "said Brian Blau, research director for Gartner.
The enterprise use of HMD will grow in the coming years with 26% of them designed for business and professional use by 2018. The companies will buy HMD as provided for employees who have to carry out tasks such as repair, inspection and maintenance of machinery. skilled workers can use HMD devices for consultation of instructions and directives hands free while performing a job.
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