Short Description
Europe Wearable Conferencing Technology Market, By Offering (Hardware, Software, and Services), Conferencing Type (Audio Conferencing and Video Conferencing), Deployment Mode (On-Premise and Cloud), Organization Size (Small & Medium Organization and Large Organization), Application (Consumer and Enterprise), End Use (Corporate, Education, Healthcare, Government and Defense, Banking, Financial Services and Insurance (BSFI), Media and Entertainment and Other), Country (Germany, France, U.K., Italy, Spain, The Netherlands, Switzerland, Russia, Turkey, Belgium, Rest of Europe) Industry Trends and Forecast To 2029
Market Definition:
Wearable technology, often known as "wearables," is a class of electronic devices that can be worn on the body. The gadgets are hands-free devices with practical applications powered by microprocessors and can send and receive data via the Internet.
Real-time cooperation between several devices is possible with conferencing solutions. Participants can join a single digital place using their mobile devices, laptops, or personal computers (PCs) using a conferencing platform. Users can use an Internet connection to access conferencing technologies that are supplied as software as a service (SaaS). A web conferencing platform can also be supplied on-premises, utilizing an organization's data center capabilities.
Thus, it is a technology used in devices such as Google Glasses or Microsoft HoloLens for the application of conferencing and collaborating via audio or video medium. Currently, this market has wide applications in the corporate world for professional collaborations and in the educational and training sectors.
Market Segmentation:
The Europe wearable conferencing technology market is segmented on the basis of offering, conferencing type, deployment mode, organization size, application, and end use.
Based on offering, the Euope wearable conferencing technology market is segmented into hardware, software, and services
Based on conferencing type, the Euope wearable conferencing technology market is segmented into audio conferencing and video conferencing
Based on deployment mode, the Euope wearable conferencing technology market is segmented into on-premise and cloud
Based on organization size, the Euope wearable conferencing technology market is segmented into small & medium organization and large organization
Based on application, the wearable conferencing technology market is segmented into consumer and enterprise
Based on end use, the Euope wearable conferencing technology market is segmented into corporate, education, healthcare, government and defense, banking, financial services and insurance (BSFI), media and entertainment, and other
Market Players
Some of the key market players for Europe wearable conferencing technology market are listed below:
Logitech
Vuzix Corporation
Vidyo, Inc.
Ricoh
Zoom Video Communications, Inc.
Microsoft
LogMeIn, Inc.
RealWear, Inc.
DIALPAD, INC.
Google (a subsidiary of Alphabet Inc.)
Seiko Epson Corporation
Iristick
Robert Bosch GmbH
HTC Corporation
Sony Corporation
Lenovo
EON Reality
TABLE OF CONTENTS
1 INTRODUCTION
1.1 OBJECTIVES OF THE STUDY
1.2 MARKET DEFINITION
1.3 OVERVIEW OF EUROPE WEARABLE CONFERENCING TECHNOLOGY MARKET
1.4 CURRENCY AND PRICING
1.5 LIMITATIONS
1.6 MARKETS COVERED
2 MARKET SEGMENTATION
2.1 MARKETS COVERED
2.2 GEOGRAPHICAL SCOPE
2.3 YEARS CONSIDERED FOR THE STUDY
2.4 DBMR TRIPOD DATA VALIDATION MODEL
2.5 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS
2.6 DBMR MARKET POSITION GRID
2.7 VENDOR SHARE ANALYSIS
2.8 MULTIVARIATE MODELING
2.9 TYPE TIMELINE CURVE
2.10 MARKET APPLICATION COVERAGE GRID
2.11 SECONDARY SOURCES
2.12 ASSUMPTIONS
3 EXECUTIVE SUMMARY
4 PREMIUM INSIGHTS
5 MARKET OVERVIEW
5.1 DRIVERS
5.1.1 SURGING FOCUS AND ADOPTION OF REMOTE WORKING CULTURE
5.1.2 INCREASING PENETRATION OF SMART DEVICES AND INTERNET SERVICES
5.1.3 RISE IN ADOPTION OF CONFERENCING TECHNOLOGY BY EDUCATIONAL INSTITUTES
5.2 RESTRAINTS
5.2.1 HIGH COST OF CONFERENCING INFRASTRUCTURE
5.2.2 LOSS OF DATA AND PRIVACY
5.3 OPPORTUNITIES
5.3.1 INCREASE IN VARIOUS STRATEGIC DECISIONS SUCH AS PARTNERSHIP AND ACQUISITION
5.3.2 RISE IN INITIATIVES BY GOVERNMENT
5.4 CHALLENGES
5.4.1 EUROPE ECONOMIC SLOWDOWN LIMITS
5.4.2 ELECTRONIC COMPONENTS ARE PUSHING SMART GLASSES BOUNDARIES
6 IMPACT ANALYSIS OF COVID-19 ON EUROPE WEARABLE CONFERENCING TECHNOLOGY MARKET
6.1 ANALYSIS ON IMPACT OF COVID-19 ON THE MARKET
6.2 STRATEGIC DECISION BY MANUFACTURERS AND GOVERNMENT INITIATIVES AFTER COVID-19
6.3 IMPACT ON DEMAND
6.4 PRICE IMPACT
6.5 IMPACT ON SUPPLY CHAIN
6.6 CONCLUSION
7 EUROPE WEARABLE CONFERENCING TECHNOLOGY MARKET, BY OFFERING
7.1 OVERVIEW
7.2 HARDWARE
7.2.1 CAMERA
7.2.2 MICROPHONE
7.2.3 OTHERS
7.3 SOFTWARE
7.4 SERVICES
7.4.1 MANAGED SERVICES
7.4.2 PROFESSIONAL SERVICES
8 EUROPE WEARABLE CONFERENCING TECHNOLOGY MARKET, BY CONFERENCING TYPE
8.1 OVERVIEW
8.2 VIDEO CONFERENCING
8.3 AUDIO CONFERENCING
9 EUROPE WEARABLE CONFERENCING TECHNOLOGY MARKET, BY DEPLOYMENT MODE
9.1 OVERVIEW
9.2 ON-PREMISE
9.3 CLOUD
10 EUROPE WEARABLE CONFERENCING TECHNOLOGY MARKET, BY ORGANIZATION SIZE
10.1 OVERVIEW
10.2 LARGE ORGANIZATION
10.3 SMALL & MEDIUM ORGANIZATION
11 EUROPE WEARABLE CONFERENCING TECHNOLOGY MARKET, BY APPLICATION
11.1 OVERVIEW
11.2 ENTERPRISE
11.3 CONSUMER
12 EUROPE WEARABLE CONFERENCING TECHNOLOGY MARKET, BY END USE
12.1 OVERVIEW
12.2 CORPORATE
12.2.1 MARKET BY DEPLOYMENT MODE
12.2.1.1 ON-PREMISE
12.2.1.2 CLOUD
12.2.2 MARKET BY ORGANIZATION SIZE
12.2.2.1 LARGE ORGANIZATION
12.2.2.2 SMALL & MEDIUM ORGANIZATION
12.3 EDUCATION
12.3.1 MARKET BY DEPLOYMENT MODE
12.3.1.1 ON-PREMISE
12.3.1.2 CLOUD
12.3.2 MARKET BY ORGANIZATION SIZE
12.3.2.1 LARGE ORGANIZATION
12.3.2.2 SMALL & MEDIUM ORGANIZATION
12.4 HEALTHCARE
12.4.1 MARKET BY DEPLOYMENT MODE
12.4.1.1 ON-PREMISE
12.4.1.2 CLOUD
12.4.2 MARKET BY ORGANIZATION SIZE
12.4.2.1 LARGE ORGANIZATION
12.4.2.2 SMALL & MEDIUM ORGANIZATION
12.5 GOVERNMENT AND DEFENSE
12.5.1 MARKET BY DEPLOYMENT MODE
12.5.1.1 ON-PREMISE
12.5.1.2 CLOUD
12.5.2 MARKET BY ORGANIZATION SIZE
12.5.2.1 LARGE ORGANIZATION
12.5.2.2 SMALL & MEDIUM ORGANIZATION
12.6 MEDIA AND ENTERTAINMENT
12.6.1 MARKET BY DEPLOYMENT MODE
12.6.1.1 ON-PREMISE
12.6.1.2 CLOUD
12.6.2 MARKET BY ORGANIZATION SIZE
12.6.2.1 LARGE ORGANIZATION
12.6.2.2 SMALL & MEDIUM ORGANIZATION
12.7 BANKING, FINANCIAL SERVICES AND INSURANCE (BFSI)
12.7.1 MARKET BY DEPLOYMENT MODE
12.7.1.1 ON-PREMISE
12.7.1.2 CLOUD
12.7.2 MARKET BY ORGANIZATION SIZE
12.7.2.1 LARGE ORGANIZATION
12.7.2.2 SMALL & MEDIUM ORGANIZATION
12.8 OTHER
12.8.1 MARKET BY DEPLOYMENT MODE
12.8.1.1 ON-PREMISE
12.8.1.2 CLOUD
12.8.2 MARKET BY ORGANIZATION SIZE
12.8.2.1 LARGE ORGANIZATION
12.8.2.2 SMALL & MEDIUM ORGANIZATION
13 EUROPE WEARABLE CONFERENCING TECHNOLOGY MARKET, BY REGION
13.1 EUROPE
13.1.1 GERMANY
13.1.2 U.K.
13.1.3 FRANCE
13.1.4 ITALY
13.1.5 SPAIN
13.1.6 RUSSIA
13.1.7 NETHERLANDS
13.1.8 BELGIUM
13.1.9 SWITZERLAND
13.1.10 TURKEY
13.1.11 REST OF EUROPE
14 EUROPE WEARABLE CONFERENCING TECHNOLOGY MARKET: COMPANY LANDSCAPE
14.1 COMPANY SHARE ANALYSIS: EUROPE
15 SWOT ANALYSIS
16 COMPANY PROFILE
16.1 GOOGLE (A SUBSIDIARY OF ALPHABET INC.)
16.1.1 COMPANY SNAPSHOT
16.1.2 REVENUE ANALYSIS
16.1.3 COMPANY SHARE ANALYSIS
16.1.4 PRODUCT PORTFOLIO
16.1.5 RECENT DEVELOPMENTS
16.2 MICROSOFT
16.2.1 COMPANY SNAPSHOT
16.2.2 REVENUE ANALYSIS
16.2.3 COMPANY SHARE ANALYSIS
16.2.4 PRODUCT PORTFOLIO
16.2.5 RECENT DEVELOPMENTS
16.3 LENEVO
16.3.1 COMPANY SNAPSHOT
16.3.2 REVENUE ANALYSIS
16.3.3 COMPANY SHARE ANALYSIS
16.3.4 PRODUCT PORTFOLIO
16.3.5 RECENT DEVELOPMENT
16.4 RICOH
16.4.1 COMPANY SNAPSHOT
16.4.2 REVENUE ANALYSIS
16.4.3 COMPANY SHARE ANALYSIS
16.4.4 PRODUCT PORTFOLIO
16.4.5 RECENT DEVELOPMENTS
16.5 SEIKO EPSON CORPORATION
16.5.1 COMPANY SNAPSHOT
16.5.2 REVENUE ANALYSIS
16.5.3 PRODUCT PORTFOLIO
16.5.4 RECENT DEVELOPMENTS
16.6 CHIRONIX
16.6.1 COMPANY SNAPSHOT
16.6.2 PRODUCT PORTFOLIO
16.6.3 RECENT DEVELOPMENT
16.7 DIALPAD, INC.
16.7.1 COMPANY SNAPSHOT
16.7.2 PRODUCT PORTFOLIO
16.7.3 RECENT DEVELOPMENT
16.8 EON REALITY
16.8.1 COMPANY SNAPSHOT
16.8.2 PRODUCT PORTFOLIO
16.8.3 RECENT DEVELOPMENTS
16.9 EZTALKS
16.9.1 COMPANY SNAPSHOT
16.9.2 PRODUCT PORTFOLIO
16.9.3 RECENT DEVELOPMENT
16.10 HTC CORPORATION
16.10.1 COMPANY PROFILE
16.10.2 REVENUE ANALYSIS
16.10.3 PRODUCT PORTFOLIO
16.10.4 RECENT DEVELOPMENTS
16.11 IRISTICK
16.11.1 COMPANY SNAPSHOT
16.11.2 PRODUCT PORTFOLIO
16.11.3 RECENT DEVELOPMENT
16.12 LOGITECH
16.12.1 COMPANY SNAPSHOT
16.12.2 REVENUE ANALYSIS
16.12.3 PRODUCT PORTFOLIO
16.12.4 RECENT DEVELOPMENTS
16.13 LOGMEIN, INC.
16.13.1 COMPANY SNAPSHOT
16.13.2 PRODUCT PORTFOLIO
16.13.3 RECENT DEVELOPMENTS
16.14 REALWEAR, INC.
16.14.1 COMPANY SNAPSHOT
16.14.2 PRODUCT PORTFOLIO
16.14.3 RECENT DEVELOPMENT
16.15 ROBERT BOSCH GMBH
16.15.1 COMPANY SNAPSHOT
16.15.2 REVENUE ANALYSIS
16.15.3 PRODUCT PORTFOLIO
16.15.4 RECENT DEVELOPMENT
16.16 SONY CORPORATION
16.16.1 COMPANY SNAPSHOT
16.16.2 REVENUE ANALYSIS
16.16.3 PRODUCT PORTFOLIO
16.16.4 RECENT DEVELOPMENTS
16.17 TEAMVIEWER
16.17.1 COMPANY SNAPSHOT
16.17.2 REVNUE ANALYSIS
16.17.3 PRODUCT PORTFOLIO
16.17.4 RECENT DEVELOPMENTS
16.18 VIDYO, INC.
16.18.1 COMPANY SNAPSHOT
16.18.2 PRODUCT PORTFOLIO
16.18.3 RECENT DEVELOPMENTS
16.19 VUZIX CORPORATION
16.19.1 COMPANY SNAPSHOT
16.19.2 REVENUE ANALYSIS
16.19.3 PRODUCT PORTFOLIO
16.19.4 RECENT DEVELOPMENT
16.20 ZOOM VIDEO COMMUNICATIONS, INC.
16.20.1 COMPANY SNAPSHOT
16.20.2 REVENUE ANALYSIS
16.20.3 COMPANY SHARE ANALYSIS
16.20.4 PRODUCT PORTFOLIO
16.20.5 RECENT DEVELOPMENTS
17 QUESTIONNAIRE
18 RELATED REPORTS