Wearable Gaming Market Forecast Report | Global Analysis, Statistics, Revenue, Demand and Trend Analysis Research Report by 2028

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According to the most recent analysis by Emergen Research, the market for wearable gaming reached a value of USD 19.13 billion in 2020 and is projected to grow at a rate of 16.5% during the forecast period. Growing consumer interest in virtual reality and augmented reality-based games is a major driver fueling the growth of the wearable gaming industry globally. An further important aspect driving the expansion of the worldwide wearable gaming market’s revenue is the growing implementation of 5G technology.

Since the gaming business is one of those that is changing the most quickly worldwide, technological innovation in the field has kept pace with current trends. One important addition to the gaming business that has considerably accelerated market expansion to new heights is wearable gaming technology. The ability to fully immerse oneself in digital games thanks to technology gives users the ideal gaming experience. The primary aspect enabling virtual and augmented reality’s development is the fully immersive experience they produce. The wearable gaming technology market research provides a detailed explanation of the exact range of devices and gadgets that go into creating this experience.

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Some Key Highlights from the Report:

  • Due to the increased popularity of online gaming and video gaming among this age group, the rising adoption of VR headsets, and the rising demand for wearable gaming accessories, the 15-30 years segment is anticipated to account for the greatest revenue share over the projected period.
  • Due to the growing popularity of e-sports gaming and the increase in the number of gaming parlours or gaming cafés, the commercial space category is anticipated to record a considerably strong CAGR in terms of revenue over the projection period.
  • Due to the rising popularity of cutting-edge wearable gaming accessories, the rising demand for head mounted displays and gesture tracking devices, and the significant presence of VR-based start-up businesses, North America is anticipated to account for the largest revenue share over the forecast period.
  • Some major companies operating in the global market Oculus VR Inc., HTC Corporation, Sony Corporation, Google LLC, Microsoft Corporation, Avegant Corporation, Lenovo Group Ltd., LG Electronics Inc., ICAROS GmBH, and Fove Inc.

To get leading market solutions, visit the link below: https://www.emergenresearch.com/industry-report/wearable-gaming-market

Emergen Research has segmented the global wearable gaming market on the basis of product type, age group, user type, and region:

Product Type Outlook (Revenue, USD Billion; 2018–2028)

  • VR-Headset
  • Haptic Devices
  • Wearable Gaming Body Suit
  • Wearable Controller
  • Others

Age Group Outlook (Revenue, USD Billion; 2018–2028)

  • Below 15 Years
  • 15-30 Years
  • 30-45 Years
  • Above 45 Years

User Type Outlook (Revenue, USD Billion; 2018–2028)

  • Individual
  • Commercial Space

Regional Outlook (Revenue, USD Million; 2018–2028)

  • North America
    1. S.
    2. Canada
    3. Mexico
  • Europe
    1. Germany
    2. France
    3. K.
    4. Italy
    5. Spain
    6. BENELUX
    7. Rest of Europe
  • Asia Pacific
    1. China
    2. India
    3. Japan
    4. South Korea
    5. Rest of APAC
  • Latin America
    1. Brazil
    2. Rest of LATAM
  • Middle East & Africa
    1. Saudi Arabia
    2. UAE
    3. South Africa
    4. Turkey
    5. Rest of MEA

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At Emergen Research, we believe in advancing with technology. We are growing market research and strategy consulting company with an exhaustive knowledge base of cutting-edge and potentially market-disrupting technologies that are predicted to become more prevalent in the coming decade.

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