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The wearables market leading into 2016 is dominated by wrist devices. Our analysis will focus on these devices while referencing several devices that are on the fringe of this competitive space. There are several small pockets of highly forward-thinking products with an undetermined success rate to date. This is largely due to the infancy of the marketplace and the short time in the market. The Oculus VR, for example, does not currently have much mass-market commercial penetration, nor does it offer applications for the everyday person. The watch sector, in contrast, has been successfully proven over the last decade.
There are many players in the space. The primary dif- ferentiators between products are operating system and wearable form factor. Most watch products offer standard data capture and GPS features, with sever products entering into the personal computing arena. For example, the Android watches give text and call ability, as does the Apple Watch.