Global wearable technology market is expected to Grow at a CAGR of 40.8% from 2012 to 2018
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Transparency Market Research, a leading U.S.-based market research and analysis firm, has released a new report on the global market for wearable technology. This comprises devices worn on the body rather than carried around like other consumer electronics. The two main purposes of wearable technology are to monitor various bodily markers and to keep the user connected to the digital world by syncing to parent electronic devices such as smartphones. Within the former, some wearable devices can also compute data gained from the markers they monitor and take actions such as drug delivery in response.The market for wearable technology is on the rise owing to growing demand from younger demographics and the high computing power wearable devices provide in a relatively small and compact size. The global wearable technology market, according to TMR’s research report, was worth US$750 million in 2012. It is expected to make further gains in the coming years, at a CAGR of 40.8% from 2012 to 2018. The 2018 value of the global wearable technology market is expected to be US$5.8 billion, a jump of close to 800% on its 2012 value.The TMR report, titled ‘Wearable Technology Market - Global Scenario, Trends, Industry Analysis, Size, Share and Forecast 2012 - 2018’, is available for sale on TMR’s website.
Browse the full Wearable Technology Market report at http://www.transparencymarketresearch.com/wearable-technology.html
The report categorizes the global wearable technology market by end use into the following sections: Fitness and wellness, further subcategorized into smart clothing and smart sports glasses, activity monitors, and sleep sensors; the infotainment sector, further subcategorized into smartwatches, augmented reality headsets, and smart glasses; the healthcare and medical sector, further subcategorized into continuous glucose monitors, smart drug delivery devices, wearable patches, and other monitors; the industrial and military sector, further subcategorized into hand-worn terminals and augmented reality headsets.
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