1. EXECUTIVE SUMMARY
2. MARKET SNAPSHOT
2.1. Market Overview
2.2. Market Definition
2.3. Scope of the Study
2.4. Market Segmentation
3. BUSINESS LANDSCAPE
3.1. Market Drivers
3.2. Market Restraints
3.3. Market Opportunities
3.4. Porter’s Five Forces Analysis
3.5. Industry Value Chain Analysis
3.6. Policies and Regulations
3.7. Strategic Recommendations
4. TECHNOLOGICAL OUTLOOK
5. WEARABLE COMPUTING MARKET BY TYPE
5.1. Introduction
5.2. Smartwatches
5.3. Fitness Trackers
5.4. Augmented Reality (AR) Glasses
5.5. Virtual Reality (VR) Headsets
5.6. Smart Clothing
5.7. Hearables (Smart Earbuds/Headphones)
5.8. Others
6. WEARABLE COMPUTING MARKET BY COMPONENTS
6.1. Introduction
6.2. Hardware
6.3. Software
6.4. Services
7. WEARABLE COMPUTING MARKET BY APPLICATION
7.1. Introduction
7.2. Health and Fitness Monitoring
7.3. Entertainment and Gaming
7.4. Navigation and Communication
7.5. Industrial and Enterprise Solutions
7.6. Fashion and Lifestyle
7.7. Others
8. WEARABLE COMPUTING MARKET BY END-USERS
8.1. Introduction
8.2. Consumer Electronics
8.3. Healthcare
8.4. Sports and Fitness
8.5. Military and Defense
8.6. Manufacturing and Logistics
8.7. Retail and Fashion
8.8. Others
9. WEARABLE COMPUTING MARKET BY GEOGRAPHY
9.1. Introduction
9.2. North America
9.2.1. United States
9.2.2. Canada
9.2.3. Mexico
9.3. South America
9.3.1. Brazil
9.3.2. Argentina
9.3.3. Others
9.4. Europe
9.4.1. Germany
9.4.2. France
9.4.3. United Kingdom
9.4.4. Spain
9.4.5. Others
9.5. Middle East and Africa
9.5.1. Saudi Arabia
9.5.2. UAE
9.5.3. Others
9.6. Asia Pacific
9.6.1. China
9.6.2. India
9.6.3. Japan
9.6.4. South Korea
9.6.5. Indonesia
9.6.6. Thailand
9.6.7. Others
10. COMPETITIVE ENVIRONMENT AND ANALYSIS
10.1. Major Players and Strategy Analysis
10.2. Market Share Analysis
10.3. Mergers, Acquisitions, Agreements, and Collaborations
10.4. Competitive Dashboard
11. COMPANY PROFILES
11.1. Apple Inc.
11.2. Samsung Electronics Co., Ltd.
11.3. Fitbit, Inc.
11.4. Garmin Ltd.
11.5. Huawei Technologies Co., Ltd.
11.6. Xiaomi Corporation
11.7. Oura Health Oy
11.8. Sony Corporation
11.9. Fossil Group, Inc.
11.10. Polar Electro Oy
11.11. Withings SA
11.12. Whoop, Inc.
11.13. Hexoskin
11.14. Bose Corporation
11.15. Meta Platforms, Inc.
11.16. Snap Inc.
12. APPENDIX
12.1. Currency
12.2. Assumptions
12.3. Base and Forecast Years Timeline
12.4. Key benefits for the stakeholders
12.5. Research Methodology
12.6. Abbreviations
LIST OF FIGURES
LIST OF TABLES