Global Wearable Computing Market Size, Share & Industry Trends Analysis Report By Product Type, By Application (Consumer, and Non-Consumer), By Connectivity (Bluetooth, Wi-Fi, 4G/5G, and Others), By Regional Outlook and Forecast, 2023 - 2030

Global Wearable Computing Market Size, Share & Industry Trends Analysis Report By Product Type, By Application (Consumer, and Non-Consumer), By Connectivity (Bluetooth, Wi-Fi, 4G/5G, and Others), By Regional Outlook and Forecast, 2023 - 2030


The Global Wearable Computing Market size is expected to reach $238.2 billion by 2030, rising at a market growth of 19.6% CAGR during the forecast period.

Wearable gaming technology has propelled expansion to new heights in gaming industry. The technology gives consumers the ideal gaming experience therefore, the consumer segment would generate approximately 50% share of the market by 2030. As a result, the use of wearable gaming technology by consumers is the completely immersive experience produced by virtual and augmented reality.

The major strategies followed by the market participants are Product Launches as the key developmental strategy to keep pace with the changing demands of end users. For instance, In July, 2023, Garmin Ltd. introduced Epix Pro and Fenix 7 Pro smartwatches. The Fenix 7 Pro features a steel bezel polymer case and has a battery life of up to 37 days while the Epix Pro features a body made up of titanium and sapphire and has a battery life of up to 31 days. Moreover, In April, 2023, Xiaomi Corporation unveiled Mi Band 8 fitness tracker. The Mi Band 8 features a pill-shaped body design and is pairable with Android 6.0 devices.

Based on the Analysis presented in the KBV Cardinal matrix; Apple, Inc. is the forerunner in the Market. In June, 2023, Apple, Inc. announced the launch of Apple Vision Pro, a computer used for blending the physical world with digital content. The product features visionOS spatial operating system and HD display with 23 million pixels. Companies such as Samsung Electronics Co., Ltd., Google LLC, Sony Corporation are some of the key innovators in the Market.

Market Growth Factors

Rising demand for health & fitness monitoring devices

The rising need for fitness & health monitoring devices is fuelling the market's revenue growth. There has been a noticeable change in recent years toward stressing personal health & well-being, leading people to search for cutting-edge technologies to monitor and improve their fitness and overall well-being. The most popular solutions for meeting these needs now include fitness trackers, smartwatches, and other wearable devices. An important factor affecting the rise in demand for fitness & health monitoring devices is the public's increasing awareness of the benefits of leading an active and healthy lifestyle. The impact of daily activities on one's physical and mental well-being is becoming increasingly widely recognized. By encouraging a sense of accountability, motivation, and community, these elements enhance fitness & health monitoring, further influencing the market's growth.

Enhanced convenience offered to user

Increasing productivity, wearable computers free up users' hands. The user is able to utilize both hands while concurrently operating the gadget, eliminating the need to open a laptop or use a cell phone. In professional environments where duties frequently call for both hands and undivided attention, like in computer programming and graphic design, this can be incredibly helpful. Furthermore, compared to using a conventional gadget, the user's arms may frequently reach objects that are farther away with greater ease. In essence, wearable computers boost user convenience by making information accessible instantly whenever needed. This benefit of wearable computing is raising their adoption and thus is estimated to result in the growth of the market.

Market Restraining Factors

Data Privacy and Security Issues

Wearables commonly gather information on a person's health and behaviour, which raises concerns regarding security and privacy. If consumers are uncertain about the security of their private information, they can be hesitant to adopt wearable technology. Sensitive personal data may be compromised if hackers or unauthorized users access wearable technology or the apps that go with it. Devices may be vulnerable to these attacks if their authentication processes are weak, or their encryption is inadequate. These issues will hamper the market's expansion with wearable computing.

Product Type Outlook

Based on product type, the market is classified into smart watches, smart jewelry, fitness trackers, body-worn cameras, head mount displays, and others. In 2022, the fitness trackers segment held the highest revenue share in the market. Consumer awareness of the value of measuring fitness & physical activity has grown as the emphasis on health and wellbeing has expanded. The demand for fitness trackers is rising as people look for ways to monitor and manage their health. From simple step counters to more complex gadgets with extra functionality, fitness trackers have undergone an evolution. These features could include guided workouts, sleep analysis, GPS tracking, stress monitoring, blood oxygen level testing, and heart rate monitoring. By including such functionalities, fitness trackers' usefulness, and value proposition are improved.

Application Outlook

By application, the wearable computing is segmented into consumer, and non-consumer. The non-consumer segment acquired a substantial revenue share in the market in 2022. Wearable technology is being used in industrial settings to increase worker efficiency, productivity, and safety. Smart glasses and similar gadgets can offer hands-free access to knowledge, training, and instructions, minimizing errors and speeding up operations. In several businesses, wearables can improve safety and security. Wearable technology, for instance, can monitor a worker's surroundings for potentially dangerous situations and immediately alert them to them.

Connectivity Outlook

On the basis of connectivity, the market is fragmented into Bluetooth, Wi-Fi, 4G/5G, and others. In 2022, the Bluetooth segment witnessed the largest revenue share in the market. When wearables and smartphones are connected via Bluetooth, services like notifications, music control, call management, and data syncing are made possible. Wearable technology can be utilized to extend the capabilities and user experience of smartphones. Additionally, wearables can serve as IoT device hubs thanks to Bluetooth connectivity. IoT devices can be controlled and monitored by users, such as smartwatches managing smart home equipment or fitness trackers coordinating with IoT-enabled medical equipment.

Regional Outlook

Region wise, the market is analysed across North America, Europe, Asia Pacific and LAMEA. The North America region led the market by generating the highest revenue share in 2022. A center for technical development and wearable computing innovation has been North America, notably the United States. The development and widespread use of wearable technology like Fitbit and smartwatches such as Apple Watch for tracking one's health and way of life is fueled by the region's strong presence of major market players. Additionally, wearable technology has been embraced by the North American healthcare sector for remote patient monitoring, managing chronic diseases, and enhancing patient outcomes. The focus on telehealth in the region and the rising use of wearable fitness trackers and smartwatches support market expansion.

The market research report covers the analysis of key stakeholders of the market. Key companies profiled in the report include Apple, Inc., Fossil Group, Inc., Garmin Ltd., Google LLC (Alphabet Inc.), Nike, Inc., Samsung Electronics Co., Ltd. (Samsung Group), Sony Corporation, Sensoria Health Inc, Huawei Technologies Co., Ltd., and Xiaomi Corporation.

Strategies Deployed in Wearable Computing Market

Product Launches and Product Expansions:

Jul-2023: Garmin Ltd. introduced Epix Pro and Fenix 7 Pro smartwatches. The Fenix 7 Pro features a steel bezel polymer case and has a battery life of up to 37 days while the Epix Pro features a body made up of titanium and sapphire and has a battery life of up to 31 days.

Jun-2023: Apple, Inc. announced the launch of Apple Vision Pro, a computer used for blending the physical world with digital content. The product features visionOS spatial operating system and HD display with 23 million pixels.

May-2023: Garmin Ltd. released Edge 840, a series of cycling computers used for providing performance-based training metrics. The computer features a 60 hours battery life and compatibility with Varia cycling radars. Furthermore, the computers are pairable with Tacx indoor smart trainers.

Apr-2023: Samsung Electronics Co., Ltd. announced the launch of Samsung Health Stack 1.0, an open-source platform used for the development of digital health-related applications for use in wearable devices. The Samsung Health Stack 1.0 has several features including a task feature for health tracking and a survey feature for direct data collection from users.

Apr-2023: Xiaomi Corporation unveiled Mi Band 8 fitness tracker. The Mi Band 8 features a pill-shaped body design and is pairable with Android 6.0 devices. Furthermore, the device has a 1.62-inch AMOLED display and a maximum brightness of 600 nits.

Oct-2022: Fossil Group, Inc. introduced Gen 6 Wellness Edition smartwatch. The smartwatch is powered by Google Wear OS 3 and has a 44mm thick body. Additionally, the smartwatch features Snapdragon Wear 4100+ SoC and 1 GB RAM.

Oct-2022: Garmin Ltd. unveiled Venu Sq 2 smartwatch. The smartwatch comes with a GPS connectivity feature and has an AMOLED display. Additionally, the smartwatch has a battery life of up to 11 days.

Nov-2022: Sony Corporation released Mocopi, a wearable motion-tracking device used for gaming purposes. The device features circular-shaped modules and comes in a range of six models for ankles, head, back, and wrists. Additionally, the device is powered by Sony's proprietary algorithm.

Jan-2021: Fossil Group, Inc. launched Gen 5 LTE Touchscreen Smartwatch. The smartwatch features 4G connectivity and has 8GB of storage. Additionally, the smartwatch is powered by Snapdragon Wear 3100 platform.

Partnerships, Collaborations & Agreements:

Sep-2021: Xiaomi Corporation teamed up with Mastercard, a financial services company based in the US, to launch an updated version of the Mi Smart Band 6 contactless payment device. The collaboration with Mastercard would allow Xiaomi to provide customers with convenient payment and health monitoring solutions.

Feb-2021: Fossil Group, Inc. extended its partnership with Flipkart and Myntra, both of them being e-commerce companies, to distribute its Gen 5E smartwatch. With the partnership, Fossil would be well-positioned to deliver its Indian customers with smart wearable technology.

Scope of the Study

Market Segments covered in the Report:

By Product Type
  • Fitness Trackers
  • Smart Watches
  • Head Mount Displays
  • Smart Jewelry
  • Body-worn Cameras
  • Others
By Application
  • Consumer
  • Non-Consumer
By Connectivity
  • Bluetooth
  • Wi-Fi
  • 4G/5G
  • Others
By Geography
  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA
Companies Profiled
  • Apple, Inc.
  • Fossil Group, Inc.
  • Garmin Ltd.
  • Google LLC (Alphabet Inc.)
  • Nike, Inc.
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Sony Corporation
  • Sensoria Health Inc
  • Huawei Technologies Co., Ltd.
  • Xiaomi Corporation
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Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Wearable Computing Market, by Product Type
1.4.2 Global Wearable Computing Market, by Application
1.4.3 Global Wearable Computing Market, by Connectivity
1.4.4 Global Wearable Computing Market, by Geography
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
Chapter 4. Competition Analysis - Global
4.1 KBV Cardinal Matrix
4.2 Recent Industry Wide Strategic Developments
4.2.1 Partnerships, Collaborations and Agreements
4.2.2 Product Launches and Product Expansions
4.3 Market Share Analysis, 2022
4.4 Top Winning Strategies
4.4.1 Key Leading Strategies: Percentage Distribution (2019-2023)
4.4.2 Key Strategic Move: (Product Launches and Product Expansions: 2021, Jan – 2023, Jul) Leading Players
4.5 Porter’s Five Forces Analysis
Chapter 5. Global Wearable Computing Market by Product Type
5.1 Global Fitness Trackers Market by Region
5.2 Global Smart Watches Market by Region
5.3 Global Head Mount Displays Market by Region
5.4 Global Smart Jewelry Market by Region
5.5 Global Body-worn Cameras Market by Region
5.6 Global Others Market by Region
Chapter 6. Global Wearable Computing Market by Application
6.1 Global Consumer Market by Region
6.2 Global Non-Consumer Market by Region
Chapter 7. Global Wearable Computing Market by Connectivity
7.1 Global Bluetooth Market by Region
7.2 Global Wi-Fi Market by Region
7.3 Global 4G/5G Market by Region
7.4 Global Others Market by Region
Chapter 8. Global Wearable Computing Market by Region
8.1 North America Wearable Computing Market
8.1.1 North America Wearable Computing Market by Product Type
8.1.1.1 North America Fitness Trackers Market by Country
8.1.1.2 North America Smart Watches Market by Country
8.1.1.3 North America Head Mount Displays Market by Country
8.1.1.4 North America Smart Jewelry Market by Country
8.1.1.5 North America Body-worn Cameras Market by Country
8.1.1.6 North America Others Market by Country
8.1.2 North America Wearable Computing Market by Application
8.1.2.1 North America Consumer Market by Country
8.1.2.2 North America Non-Consumer Market by Country
8.1.3 North America Wearable Computing Market by Connectivity
8.1.3.1 North America Bluetooth Market by Country
8.1.3.2 North America Wi-Fi Market by Country
8.1.3.3 North America 4G/5G Market by Country
8.1.3.4 North America Others Market by Country
8.1.4 North America Wearable Computing Market by Country
8.1.4.1 US Wearable Computing Market
8.1.4.1.1 US Wearable Computing Market by Product Type
8.1.4.1.2 US Wearable Computing Market by Application
8.1.4.1.3 US Wearable Computing Market by Connectivity
8.1.4.2 Canada Wearable Computing Market
8.1.4.2.1 Canada Wearable Computing Market by Product Type
8.1.4.2.2 Canada Wearable Computing Market by Application
8.1.4.2.3 Canada Wearable Computing Market by Connectivity
8.1.4.3 Mexico Wearable Computing Market
8.1.4.3.1 Mexico Wearable Computing Market by Product Type
8.1.4.3.2 Mexico Wearable Computing Market by Application
8.1.4.3.3 Mexico Wearable Computing Market by Connectivity
8.1.4.4 Rest of North America Wearable Computing Market
8.1.4.4.1 Rest of North America Wearable Computing Market by Product Type
8.1.4.4.2 Rest of North America Wearable Computing Market by Application
8.1.4.4.3 Rest of North America Wearable Computing Market by Connectivity
8.2 Europe Wearable Computing Market
8.2.1 Europe Wearable Computing Market by Product Type
8.2.1.1 Europe Fitness Trackers Market by Country
8.2.1.2 Europe Smart Watches Market by Country
8.2.1.3 Europe Head Mount Displays Market by Country
8.2.1.4 Europe Smart Jewelry Market by Country
8.2.1.5 Europe Body-worn Cameras Market by Country
8.2.1.6 Europe Others Market by Country
8.2.2 Europe Wearable Computing Market by Application
8.2.2.1 Europe Consumer Market by Country
8.2.2.2 Europe Non-Consumer Market by Country
8.2.3 Europe Wearable Computing Market by Connectivity
8.2.3.1 Europe Bluetooth Market by Country
8.2.3.2 Europe Wi-Fi Market by Country
8.2.3.3 Europe 4G/5G Market by Country
8.2.3.4 Europe Others Market by Country
8.2.4 Europe Wearable Computing Market by Country
8.2.4.1 Germany Wearable Computing Market
8.2.4.1.1 Germany Wearable Computing Market by Product Type
8.2.4.1.2 Germany Wearable Computing Market by Application
8.2.4.1.3 Germany Wearable Computing Market by Connectivity
8.2.4.2 UK Wearable Computing Market
8.2.4.2.1 UK Wearable Computing Market by Product Type
8.2.4.2.2 UK Wearable Computing Market by Application
8.2.4.2.3 UK Wearable Computing Market by Connectivity
8.2.4.3 France Wearable Computing Market
8.2.4.3.1 France Wearable Computing Market by Product Type
8.2.4.3.2 France Wearable Computing Market by Application
8.2.4.3.3 France Wearable Computing Market by Connectivity
8.2.4.4 Russia Wearable Computing Market
8.2.4.4.1 Russia Wearable Computing Market by Product Type
8.2.4.4.2 Russia Wearable Computing Market by Application
8.2.4.4.3 Russia Wearable Computing Market by Connectivity
8.2.4.5 Spain Wearable Computing Market
8.2.4.5.1 Spain Wearable Computing Market by Product Type
8.2.4.5.2 Spain Wearable Computing Market by Application
8.2.4.5.3 Spain Wearable Computing Market by Connectivity
8.2.4.6 Italy Wearable Computing Market
8.2.4.6.1 Italy Wearable Computing Market by Product Type
8.2.4.6.2 Italy Wearable Computing Market by Application
8.2.4.6.3 Italy Wearable Computing Market by Connectivity
8.2.4.7 Rest of Europe Wearable Computing Market
8.2.4.7.1 Rest of Europe Wearable Computing Market by Product Type
8.2.4.7.2 Rest of Europe Wearable Computing Market by Application
8.2.4.7.3 Rest of Europe Wearable Computing Market by Connectivity
8.3 Asia Pacific Wearable Computing Market
8.3.1 Asia Pacific Wearable Computing Market by Product Type
8.3.1.1 Asia Pacific Fitness Trackers Market by Country
8.3.1.2 Asia Pacific Smart Watches Market by Country
8.3.1.3 Asia Pacific Head Mount Displays Market by Country
8.3.1.4 Asia Pacific Smart Jewelry Market by Country
8.3.1.5 Asia Pacific Body-worn Cameras Market by Country
8.3.1.6 Asia Pacific Others Market by Country
8.3.2 Asia Pacific Wearable Computing Market by Application
8.3.2.1 Asia Pacific Consumer Market by Country
8.3.2.2 Asia Pacific Non-Consumer Market by Country
8.3.3 Asia Pacific Wearable Computing Market by Connectivity
8.3.3.1 Asia Pacific Bluetooth Market by Country
8.3.3.2 Asia Pacific Wi-Fi Market by Country
8.3.3.3 Asia Pacific 4G/5G Market by Country
8.3.3.4 Asia Pacific Others Market by Country
8.3.4 Asia Pacific Wearable Computing Market by Country
8.3.4.1 China Wearable Computing Market
8.3.4.1.1 China Wearable Computing Market by Product Type
8.3.4.1.2 China Wearable Computing Market by Application
8.3.4.1.3 China Wearable Computing Market by Connectivity
8.3.4.2 Japan Wearable Computing Market
8.3.4.2.1 Japan Wearable Computing Market by Product Type
8.3.4.2.2 Japan Wearable Computing Market by Application
8.3.4.2.3 Japan Wearable Computing Market by Connectivity
8.3.4.3 India Wearable Computing Market
8.3.4.3.1 India Wearable Computing Market by Product Type
8.3.4.3.2 India Wearable Computing Market by Application
8.3.4.3.3 India Wearable Computing Market by Connectivity
8.3.4.4 South Korea Wearable Computing Market
8.3.4.4.1 South Korea Wearable Computing Market by Product Type
8.3.4.4.2 South Korea Wearable Computing Market by Application
8.3.4.4.3 South Korea Wearable Computing Market by Connectivity
8.3.4.5 Singapore Wearable Computing Market
8.3.4.5.1 Singapore Wearable Computing Market by Product Type
8.3.4.5.2 Singapore Wearable Computing Market by Application
8.3.4.5.3 Singapore Wearable Computing Market by Connectivity
8.3.4.6 Malaysia Wearable Computing Market
8.3.4.6.1 Malaysia Wearable Computing Market by Product Type
8.3.4.6.2 Malaysia Wearable Computing Market by Application
8.3.4.6.3 Malaysia Wearable Computing Market by Connectivity
8.3.4.7 Rest of Asia Pacific Wearable Computing Market
8.3.4.7.1 Rest of Asia Pacific Wearable Computing Market by Product Type
8.3.4.7.2 Rest of Asia Pacific Wearable Computing Market by Application
8.3.4.7.3 Rest of Asia Pacific Wearable Computing Market by Connectivity
8.4 LAMEA Wearable Computing Market
8.4.1 LAMEA Wearable Computing Market by Product Type
8.4.1.1 LAMEA Fitness Trackers Market by Country
8.4.1.2 LAMEA Smart Watches Market by Country
8.4.1.3 LAMEA Head Mount Displays Market by Country
8.4.1.4 LAMEA Smart Jewelry Market by Country
8.4.1.5 LAMEA Body-worn Cameras Market by Country
8.4.1.6 LAMEA Others Market by Country
8.4.2 LAMEA Wearable Computing Market by Application
8.4.2.1 LAMEA Consumer Market by Country
8.4.2.2 LAMEA Non-Consumer Market by Country
8.4.3 LAMEA Wearable Computing Market by Connectivity
8.4.3.1 LAMEA Bluetooth Market by Country
8.4.3.2 LAMEA Wi-Fi Market by Country
8.4.3.3 LAMEA 4G/5G Market by Country
8.4.3.4 LAMEA Others Market by Country
8.4.4 LAMEA Wearable Computing Market by Country
8.4.4.1 Brazil Wearable Computing Market
8.4.4.1.1 Brazil Wearable Computing Market by Product Type
8.4.4.1.2 Brazil Wearable Computing Market by Application
8.4.4.1.3 Brazil Wearable Computing Market by Connectivity
8.4.4.2 Argentina Wearable Computing Market
8.4.4.2.1 Argentina Wearable Computing Market by Product Type
8.4.4.2.2 Argentina Wearable Computing Market by Application
8.4.4.2.3 Argentina Wearable Computing Market by Connectivity
8.4.4.3 UAE Wearable Computing Market
8.4.4.3.1 UAE Wearable Computing Market by Product Type
8.4.4.3.2 UAE Wearable Computing Market by Application
8.4.4.3.3 UAE Wearable Computing Market by Connectivity
8.4.4.4 Saudi Arabia Wearable Computing Market
8.4.4.4.1 Saudi Arabia Wearable Computing Market by Product Type
8.4.4.4.2 Saudi Arabia Wearable Computing Market by Application
8.4.4.4.3 Saudi Arabia Wearable Computing Market by Connectivity
8.4.4.5 South Africa Wearable Computing Market
8.4.4.5.1 South Africa Wearable Computing Market by Product Type
8.4.4.5.2 South Africa Wearable Computing Market by Application
8.4.4.5.3 South Africa Wearable Computing Market by Connectivity
8.4.4.6 Nigeria Wearable Computing Market
8.4.4.6.1 Nigeria Wearable Computing Market by Product Type
8.4.4.6.2 Nigeria Wearable Computing Market by Application
8.4.4.6.3 Nigeria Wearable Computing Market by Connectivity
8.4.4.7 Rest of LAMEA Wearable Computing Market
8.4.4.7.1 Rest of LAMEA Wearable Computing Market by Product Type
8.4.4.7.2 Rest of LAMEA Wearable Computing Market by Application
8.4.4.7.3 Rest of LAMEA Wearable Computing Market by Connectivity
Chapter 9. Company Profiles
9.1 Apple, Inc.
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Regional Analysis
9.1.4 Research & Development Expense
9.1.5 Recent strategies and developments:
9.1.5.1 Product Launches and Product Expansions:
9.1.6 SWOT Analysis
9.2 Xiaomi Corporation
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Segmental and Regional Analysis
9.2.4 Research & Development Expense
9.2.5 Recent strategies and developments:
9.2.5.1 Partnerships, Collaborations, and Agreements:
9.2.5.2 Product Launches and Product Expansions:
9.2.6 SWOT Analysis
9.3 Garmin Ltd.
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Segmental and Regional Analysis
9.3.4 Research & Development Expenses
9.3.5 Recent strategies and developments:
9.3.5.1 Product Launches and Product Expansions:
9.3.6 SWOT Analysis
9.4 Google LLC (Alphabet Inc.)
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expense
9.4.5 SWOT Analysis
9.5 Nike, Inc.
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Segmental Analysis
9.5.4 SWOT Analysis
9.6 Samsung Electronics Co., Ltd. (Samsung Group)
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Segmental and Regional Analysis
9.6.4 Research & Development Expense
9.6.5 Recent strategies and developments:
9.6.5.1 Product Launches and Product Expansions:
9.6.6 SWOT Analysis
9.7 Sony Corporation
9.7.1 Company Overview
9.7.2 Financial Analysis
9.7.3 Segmental and Regional Analysis
9.7.4 Research & Development Expenses
9.7.5 Recent strategies and developments:
9.7.5.1 Product Launches and Product Expansions:
9.7.6 SWOT Analysis
9.8 Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.)
9.8.1 Company Overview
9.8.2 Financial Analysis
9.8.3 Segmental and Regional Analysis
9.8.4 Research & Development Expense
9.8.5 SWOT Analysis
9.9 Fossil Group, Inc.
9.9.1 Company Overview
9.9.2 Financial Analysis
9.9.3 Segmental and Regional Analysis
9.9.4 Research & Development Expense
9.9.5 Recent strategies and developments:
9.9.5.1 Partnerships, Collaborations, and Agreements:
9.9.5.2 Product Launches and Product Expansions:
9.9.6 SWOT Analysis
9.10. Sensoria Health Inc
9.10.1 Company Overview
9.10.2 SWOT Analysis
Chapter 10. Winning Imperative for Wearable Computing Market

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