wearable conferencing technology market

Global Wearable Conferencing Technology Market - Industry Trends and Forecast to 2031

  • Published Date: 2022-11-22
  • Report ID: 144384
  • Pages: 200
  • Format: prudent report format


Short Description
Global 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 (U.S., Canada, Mexico, Germany, France, U.K., Italy, Spain, The Netherlands, Switzerland, Russia, Turkey, Belgium, Rest of Europe, China, South Korea, Japan, India, Australia, Singapore, Malaysia, Indonesia, Thailand, Philippines, Rest Of Asia-Pacific, Saudi Arabia, South Africa, U.A.E., Egypt, Israel and Rest Of Middle East and Africa,) 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 global 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 global wearable conferencing technology market is segmented into hardware, software, and services
Based on conferencing type, the global wearable conferencing technology market is segmented into audio conferencing and video conferencing
Based on deployment mode, the global wearable conferencing technology market is segmented into on-premise and cloud
Based on organization size, the global wearable conferencing technology market is segmented into small & medium organization and large organization
Based on application, the global wearable conferencing technology market is segmented into consumer and enterprise
Based on end use, the global 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 the global 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.)
Chironix
Seiko Epson Corporation
Iristick
Robert Bosch GmbH
ezTalks
HTC Corporation
Sony Corporation
Lenovo
EON Reality
TeamViewer


TABLE OF CONTENTS
1 INTRODUCTION 55
1.1 OBJECTIVES OF THE STUDY 55
1.2 MARKET DEFINITION 56
1.3 OVERVIEW OF GLOBAL WEARABLE CONFERENCING TECHNOLOGY MARKET 56
1.4 CURRENCY AND PRICING 58
1.5 LIMITATIONS 58
1.6 MARKETS COVERED 58
2 MARKET SEGMENTATION 61
2.1 MARKETS COVERED 61
2.2 GEOGRAPHICAL SCOPE 62
2.3 YEARS CONSIDERED FOR THE STUDY 63
2.4 DBMR TRIPOD DATA VALIDATION MODEL 64
2.5 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS 67
2.6 DBMR MARKET POSITION GRID 68
2.7 VENDOR SHARE ANALYSIS 69
2.8 MULTIVARIATE MODELING 70
2.9 TYPE TIMELINE CURVE 70
2.10 MARKET APPLICATION COVERAGE GRID 71
2.11 SECONDARY SOURCES 72
2.12 ASSUMPTIONS 72
3 EXECUTIVE SUMMARY 73
4 PREMIUM INSIGHTS 76
5 MARKET OVERVIEW 79
5.1 DRIVERS 81
5.1.1 SURGING FOCUS AND ADOPTION OF REMOTE WORKING CULTURE 81
5.1.2 INCREASING PENETRATION OF SMART DEVICES AND INTERNET SERVICES 81
5.1.3 RISE IN ADOPTION OF CONFERENCING TECHNOLOGY BY EDUCATIONAL INSTITUTES 82
5.2 RESTRAINTS 82
5.2.1 HIGH COST OF CONFERENCING INFRASTRUCTURE 82
5.2.2 LOSS OF DATA AND PRIVACY 83
5.3 OPPORTUNITIES 83
5.3.1 INCREASE IN VARIOUS STRATEGIC DECISIONS SUCH AS PARTNERSHIP AND ACQUISITION 83
5.3.2 RISE IN INITIATIVES BY GOVERNMENT 84
5.4 CHALLENGES 84
5.4.1 GLOBAL ECONOMIC SLOWDOWN LIMITS 84
5.4.2 ELECTRONIC COMPONENTS ARE PUSHING SMART GLASSES BOUNDARIES 85
6 IMPACT ANALYSIS OF COVID-19 ON GLOBAL WEARABLE CONFERENCING TECHNOLOGY MARKET 86
6.1 ANALYSIS ON IMPACT OF COVID-19 ON THE MARKET 86
6.2 STRATEGIC DECISION BY MANUFACTURERS AND GOVERNMENT INITIATIVES AFTER COVID-19 86
6.3 IMPACT ON DEMAND 86
6.4 PRICE IMPACT 87
6.5 IMPACT ON SUPPLY CHAIN 87
6.6 CONCLUSION 87
7 GLOBAL WEARABLE CONFERENCING TECHNOLOGY MARKET, BY OFFERING 88
7.1 OVERVIEW 89
7.2 HARDWARE 90
7.2.1 CAMERA 91
7.2.2 MICROPHONE 91
7.2.3 OTHERS 91
7.3 SOFTWARE 91
7.4 SERVICES 92
7.4.1 MANAGED SERVICES 93
7.4.2 PROFESSIONAL SERVICES 93
8 GLOBAL WEARABLE CONFERENCING TECHNOLOGY MARKET, BY CONFERENCING TYPE 94
8.1 OVERVIEW 95
8.2 VIDEO CONFERENCING 96
8.3 AUDIO CONFERENCING 96
9 GLOBAL WEARABLE CONFERENCING TECHNOLOGY MARKET, BY DEPLOYMENT MODE 98
9.1 OVERVIEW 99
9.2 ON-PREMISE 100
9.3 CLOUD 100
10 GLOBAL WEARABLE CONFERENCING TECHNOLOGY MARKET, BY ORGANIZATION SIZE 102
10.1 OVERVIEW 103
10.2 LARGE ORGANIZATION 104
10.3 SMALL & MEDIUM ORGANIZATION 104
11 GLOBAL WEARABLE CONFERENCING TECHNOLOGY MARKET, BY APPLICATION 106
11.1 OVERVIEW 107
11.2 ENTERPRISE 108
11.3 CONSUMER 108
12 GLOBAL WEARABLE CONFERENCING TECHNOLOGY MARKET, BY END USE 110
12.1 OVERVIEW 111
12.2 CORPORATE 112
12.2.1 MARKET BY DEPLOYMENT MODE 113
12.2.1.1 ON-PREMISE 113
12.2.1.2 CLOUD 113
12.2.2 MARKET BY ORGANIZATION SIZE 113
12.2.2.1 LARGE ORGANIZATION 113
12.2.2.2 SMALL & MEDIUM ORGANIZATION 113
12.3 EDUCATION 113
12.3.1 MARKET BY DEPLOYMENT MODE 114
12.3.1.1 ON-PREMISE 114
12.3.1.2 CLOUD 114
12.3.2 MARKET BY ORGANIZATION SIZE 115
12.3.2.1 LARGE ORGANIZATION 115
12.3.2.2 SMALL & MEDIUM ORGANIZATION 115
12.4 HEALTHCARE 115
12.4.1 MARKET BY DEPLOYMENT MODE 116
12.4.1.1 ON-PREMISE 116
12.4.1.2 CLOUD 116
12.4.2 MARKET BY ORGANIZATION SIZE 116
12.4.2.1 LARGE ORGANIZATION 117
12.4.2.2 SMALL & MEDIUM ORGANIZATION 117
12.5 GOVERNMENT AND DEFENSE 117
12.5.1 MARKET BY DEPLOYMENT MODE 118
12.5.1.1 ON-PREMISE 118
12.5.1.2 CLOUD 118
12.5.2 MARKET BY ORGANIZATION SIZE 118
12.5.2.1 LARGE ORGANIZATION 118
12.5.2.2 SMALL & MEDIUM ORGANIZATION 118
12.6 MEDIA AND ENTERTAINMENT 118
12.6.1 MARKET BY DEPLOYMENT MODE 119
12.6.1.1 ON-PREMISE 119
12.6.1.2 CLOUD 119
12.6.2 MARKET BY ORGANIZATION SIZE 120
12.6.2.1 LARGE ORGANIZATION 120
12.6.2.2 SMALL & MEDIUM ORGANIZATION 120
12.7 BANKING, FINANCIAL SERVICES AND INSURANCE (BFSI) 120
12.7.1 MARKET BY DEPLOYMENT MODE 121
12.7.1.1 ON-PREMISE 121
12.7.1.2 CLOUD 121
12.7.2 MARKET BY ORGANIZATION SIZE 121
12.7.2.1 LARGE ORGANIZATION 121
12.7.2.2 SMALL & MEDIUM ORGANIZATION 121
12.8 OTHER 121
12.8.1 MARKET BY DEPLOYMENT MODE 122
12.8.1.1 ON-PREMISE 122
12.8.1.2 CLOUD 122
12.8.2 MARKET BY ORGANIZATION SIZE 123
12.8.2.1 LARGE ORGANIZATION 123
12.8.2.2 SMALL & MEDIUM ORGANIZATION 123
13 GLOBAL WEARABLE CONFERENCING TECHNOLOGY MARKET, BY REGION 124
13.1 OVERVIEW 125
13.2 NORTH AMERICA 130
13.2.1 U.S. 138
13.2.2 CANADA 143
13.2.3 MEXICO 148
13.3 EUROPE 153
13.3.1 GERMANY 162
13.3.2 U.K. 167
13.3.3 FRANCE 172
13.3.4 ITALY 177
13.3.5 SPAIN 182
13.3.6 RUSSIA 187
13.3.7 NETHERLANDS 192
13.3.8 BELGIUM 197
13.3.9 SWITZERLAND 202
13.3.10 TURKEY 207
13.3.11 REST OF EUROPE 212
13.4 ASIA-PACIFIC 213
13.4.1 CHINA 222
13.4.2 JAPAN 227
13.4.3 SOUTH KOREA 232
13.4.4 AUSTRALIA 237
13.4.5 INDIA 242
13.4.6 SINGAPORE 247
13.4.7 THAILAND 252
13.4.8 MALAYSIA 257
13.4.9 INDONESIA 262
13.4.10 PHILIPPINES 267
13.4.11 REST OF ASIA-PACIFIC 272
13.5 MIDDLE EAST & AFRICA 273
13.5.1 SOUTH AFRICA 282
13.5.2 SAUDI ARABIA 287
13.5.3 ISRAEL 292
13.5.4 U.A.E. 297
13.5.5 EGYPT 302
13.5.6 REST OF MIDDLE EAST & AFRICA 307
13.6 SOUTH AMERICA 308
13.6.1 BRAZIL 316
13.6.2 ARGENTINA 321
13.6.3 REST OF SOUTH AMERICA 326
14 GLOBAL WEARABLE CONFERENCING TECHNOLOGY MARKET: COMPANY LANDSCAPE 327
14.1 COMPANY SHARE ANALYSIS: GLOBAL 327
14.2 COMPANY SHARE ANALYSIS: NORTH AMERICA 328
14.3 COMPANY SHARE ANALYSIS: EUROPE 329
14.4 COMPANY SHARE ANALYSIS: ASIA-PACIFIC 330
15 SWOT ANALYSIS 331
16 COMPANY PROFILE 332
16.1 GOOGLE (A SUBSIDIARY OF ALPHABET INC.) 332
16.1.1 COMPANY SNAPSHOT 332
16.1.2 REVENUE ANALYSIS 332
16.1.3 COMPANY SHARE ANALYSIS 333
16.1.4 PRODUCT PORTFOLIO 333
16.1.5 RECENT DEVELOPMENTS 334
16.2 MICROSOFT 335
16.2.1 COMPANY SNAPSHOT 335
16.2.2 REVENUE ANALYSIS 335
16.2.3 COMPANY SHARE ANALYSIS 336
16.2.4 PRODUCT PORTFOLIO 336
16.2.5 RECENT DEVELOPMENTS 336
16.3 LENEVO 337
16.3.1 COMPANY SNAPSHOT 337
16.3.2 REVENUE ANALYSIS 337
16.3.3 COMPANY SHARE ANALYSIS 338
16.3.4 PRODUCT PORTFOLIO 338
16.3.5 RECENT DEVELOPMENT 338
16.4 RICOH 339
16.4.1 COMPANY SNAPSHOT 339
16.4.2 REVENUE ANALYSIS 339
16.4.3 COMPANY SHARE ANALYSIS 340
16.4.4 PRODUCT PORTFOLIO 340
16.4.5 RECENT DEVELOPMENTS 340
16.5 SEIKO EPSON CORPORATION 341
16.5.1 COMPANY SNAPSHOT 341
16.5.2 REVENUE ANALYSIS 341
16.5.3 PRODUCT PORTFOLIO 342
16.5.4 RECENT DEVELOPMENTS 342
16.6 CHIRONIX 343
16.6.1 COMPANY SNAPSHOT 343
16.6.2 PRODUCT PORTFOLIO 343
16.6.3 RECENT DEVELOPMENT 344
16.7 DIALPAD, INC. 345
16.7.1 COMPANY SNAPSHOT 345
16.7.2 PRODUCT PORTFOLIO 345
16.7.3 RECENT DEVELOPMENT 345
16.8 EON REALITY 346
16.8.1 COMPANY SNAPSHOT 346
16.8.2 PRODUCT PORTFOLIO 346
16.8.3 RECENT DEVELOPMENTS 346
16.9 EZTALKS 347
16.9.1 COMPANY SNAPSHOT 347
16.9.2 PRODUCT PORTFOLIO 347
16.9.3 RECENT DEVELOPMENT 347
16.10 HTC CORPORATION 348
16.10.1 COMPANY PROFILE 348
16.10.2 REVENUE ANALYSIS 348
16.10.3 PRODUCT PORTFOLIO 349
16.10.4 RECENT DEVELOPMENTS 349
16.11 IRISTICK 350
16.11.1 COMPANY SNAPSHOT 350
16.11.2 PRODUCT PORTFOLIO 350
16.11.3 RECENT DEVELOPMENT 350
16.12 LOGITECH 351
16.12.1 COMPANY SNAPSHOT 351
16.12.2 REVENUE ANALYSIS 351
16.12.3 PRODUCT PORTFOLIO 352
16.12.4 RECENT DEVELOPMENTS 352
16.13 LOGMEIN, INC. 353
16.13.1 COMPANY SNAPSHOT 353
16.13.2 PRODUCT PORTFOLIO 353
16.13.3 RECENT DEVELOPMENTS 354
16.14 REALWEAR, INC. 355
16.14.1 COMPANY SNAPSHOT 355
16.14.2 PRODUCT PORTFOLIO 355
16.14.3 RECENT DEVELOPMENT 355
16.15 ROBERT BOSCH GMBH 356
16.15.1 COMPANY SNAPSHOT 356
16.15.2 REVENUE ANALYSIS 356
16.15.3 PRODUCT PORTFOLIO 357
16.15.4 RECENT DEVELOPMENT 357
16.16 SONY CORPORATION 358
16.16.1 COMPANY SNAPSHOT 358
16.16.2 REVENUE ANALYSIS 358
16.16.3 PRODUCT PORTFOLIO 359
16.16.4 RECENT DEVELOPMENTS 359
16.17 TEAMVIEWER 360
16.17.1 COMPANY SNAPSHOT 360
16.17.2 REVNUE ANALYSIS 360
16.17.3 PRODUCT PORTFOLIO 361
16.17.4 RECENT DEVELOPMENTS 361
16.18 VIDYO, INC. 362
16.18.1 COMPANY SNAPSHOT 362
16.18.2 PRODUCT PORTFOLIO 362
16.18.3 RECENT DEVELOPMENTS 363
16.19 VUZIX CORPORATION 364
16.19.1 COMPANY SNAPSHOT 364
16.19.2 REVENUE ANALYSIS 364
16.19.3 PRODUCT PORTFOLIO 365
16.19.4 RECENT DEVELOPMENT 365
16.20 ZOOM VIDEO COMMUNICATIONS, INC. 366
16.20.1 COMPANY SNAPSHOT 366
16.20.2 REVENUE ANALYSIS 366
16.20.3 COMPANY SHARE ANALYSIS 367
16.20.4 PRODUCT PORTFOLIO 367
16.20.5 RECENT DEVELOPMENTS 368
17 QUESTIONNAIRE 369
18 RELATED REPORTS 373
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