Wearable Technology in Gaming 2014

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www.MarketResearchReports.com Wearable Technology in Gaming 2014 Category : Computing & Electronics All logos and Images mentioned on this slide belong to their respective owners.

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Market Research Reports, Inc. has announced the addition of “Wearable Technology in Gaming 2014” research report to their offering. See more at- http://mrr.cm/Zrc

Transcript of Wearable Technology in Gaming 2014

Page 1: Wearable Technology in Gaming 2014

www.MarketResearchReports.com

Wearable Technolog

y in Gaming

2014

Category : Computing & Electronics

All logos and Images mentioned on this slide belong to their respective owners.

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Introduction to Report

Launch Date: October 22, 2014

Number of Pages: 24

Geography Coverage: Global

Available Format: PDF

Price For Single User License: USD 995

Price For Site User License: USD 1,995

Price For Global User License: USD 2,995

Delivery Time: Within 24 Hours (During Working Days)

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About the Report

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.

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Key Highlights

Wearable computing has a natural home in the world of gaming.

Nintendo's Wii controller already has motion-sensors and it will not be long before more interactive gear, including clothing, become part of a video-game player's apparatus.

Gaming in the future will be dominated by wearable devices that users can wear from head to foot.

There will also be head pieces, vests, sleeves, gloves among others.

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Key Highlights Continues…

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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Target Audience

Augmented reality companies

Wireless device manufacturers

Wireless infrastructure providers

Consumer electronics companies

Wearable technology developers

Embedded computing companies

Regulatory bodies and governments

Wireless service providers of all types

Mobile marketing/commerce companies

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Report Benefits

Gain foundation knowledge about wearable tech

Identify major players and offerings in wearable gaming

Identify the advantages of different gaming development platforms

Understand advantages and challenges of different devices in gaming

Learn about important usability and fitness for use issues for wearable gaming

Understand the market dynamics for gaming industry relative to wearable technology

Recognize the difference between general purpose and standalone wearable devices in gaming

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Report Coverage

1. Executive Summary

2. Introduction

3. Wearable Gaming

For more details regarding Report coverage see the last slide

All logos and Images mentioned on this slide belong to their respective owners.

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How To Buy This Report?

Visit following URL to see Table of Content and purchase this publication:

http://mrr.cm/Zrc

About Market Research Reports, Inc.Market Research Reports provides a customized set of reports from reputed Publishers, built on the intelligence available within organizations and leverages on our motto of “Intelligence Redefined”.

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