MedGizmo - Wearables Driving Development of Gaming
09.10.2015, 08:55   Vandrico

Wearables Driving Development of Gaming

Wearables are essential in gaming life. So, here we prepared a brief overview of wearables usage in gaming. It seems that this application has a good feature ahead:

Wearables in the Gaming World
by GameSkinny by Steven Oz  Jun. 5th 2015

 Will there ever be a wearable that attracts a gamers attention?

Wearables are becoming more prevalent in today’s society. You see people at work with one. Most of them wear these at the gym. Some even when sleeping. There are wearables for every occasion.

So where does that leave us gamers? There is a market for this? Yep! First, let me define this for you. Wearable gaming is played with small computing devices, which are body-mounted in some fashion, and they support game play with functions not possible in established systems like consoles or computers.

It is a market that has not been tapped in the gaming world. There are some companies that have introduced the idea of a gamer style wearable. One example of this is Razer Nabu. This was a sport type band much like a FitBit. It had a small LED screen which showed caller ID, texts, and social media updates. This project was rolled out in a private beta to some members of the public. Since then Razer has stopped production and focused on promoting the Nabu X. While not fully a gaming Wearable, the Apple Watch does gamify everyday labor and fitness. Some companies have already created gaming apps for the Apple Watch.

Other major companies are interested in this technology. According to Sony President and CEO Kazuo Hirai believes that wearables that work with other tech including PlayStation consoles “have a lot of potential to make it a more exciting ecosystem,” Hirai said. “It’s not just the wearable but it’s in fact an extension of a lot of the product experiences that we bring to consumers today.”

There is one wearable that I avoided talking about...Virtual Reality. When getting into the topic of wearables you have to mention VR. Technically speaking, VR headsets are a wearable. It might not look like those little wrist bands or belt clips but you do wear and interact with it.

There are three main VR devices: Sony Morpheus, Samsung Gear VR and of course Oculus Rift. Most of these have been released to the public at the time of writing this. Developer kits are out there and content is being created. Many of these require a computer with high computing power or a console.

There are two problems with wearable gaming products: Price and Need. When creating a product you must have the right price. If the price is too high, no one will buy it. If it's too low, it can affect the credibility of your product. Sony's PlayStation 3 had that problem when it was first released back in 2006. The PS3 was priced at $500 and $600. People switched to a Xbox 360 and the PS3 continued to lose money.

Will it work? Will people buy a wearable designed for gaming? This is the question that I poised to a Facebook group I'm in. Most in the group would not buy a wearable on the first day of release. They would want to see if how the this device is supported. How will people react to this new piece of tech? Will it be a success or flop? This is what gamers want to know.

If and when the gaming wearable comes out will you be buying it? Why or why not?


Increased Adoption of Wearable Technology Will Uplift the Social Gaming Market in APAC from 2015-2019: Technavio
October 08, 2015

LONDON--(BUSINESS WIRE)--Technavio has published a new report on the social gaming market in the APAC region, which is expected to grow at a CAGR of over 20% from 2015-2019.

    “In recent times, the number of gamers has increased significantly as games have become more immersive with enhanced virtual environment. This increase will propel the growth of the social gaming market during the forecast period”

About the Report
According to the latest report by Technavio, APAC has the highest number of casual gamers and the number will continue to increase, thus driving the market during the forecast period. India, Indonesia, and South Korea are the leading countries in terms of growth rate, not just in APAC but globally.
“In recent times, the number of gamers has increased significantly as games have become more immersive with enhanced virtual environment. This increase will propel the growth of the social gaming market during the forecast period,” says Faisal Ghaus, Vice President of Technavio.
The latest report by Technavio also emphasizes the increasing adoption of wearable technology, especially in Japan, which is expected to bring forth new social media platforms in the future.
“Wearable technology devices include features such as location based services, social gaming and various other applications which can function discretely,” adds Ghaus.
Market Scope and Calculation of Market Size
The new Technavio report covers the present scenario and growth prospects of the social gaming market in the APAC region from 2015-2019. To calculate the market size, the report considers the revenue generated from the sales of social games, virtual goods, and game apps from gaming and social media sites.
Key Information Covered in the Report:
    Key Vendors:
  •         GungHo Online Entertainment
  •         King
  •         Rekoo
  •         Tencent Holdings
  •         Zynga
    Market Growth Drivers:
        Increase in Internet penetration
    Market Challenges:
        Decline in Facebook gaming
      Market Trends:
        Adoption of cloud-based technology in social gaming
       
Technavio currently has more than 3000 market research reports on a huge range of topics, including 200+ reports on the social gaming market:

    Global Social Gaming Market 2015-2019
    Social Gaming Market in the US 2015-2019

If you are interested in more information, please contact our media team at media@technavio.com.

Contacts

Technavio Research
Jesse Maida
Media & Marketing Executive
US: +1-630-333-9501
UK: +44-208-123-1770
www.technavio.com

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Devices Used for Gaming Applications

The following is a list of devices that have been geared towards gaming purposes.

Gaming is defined as providing an enhanced user-experience during gameplay.
    
Razer OSVR
Worn on the Head and used for Gaming applications.
The Razer OSVR Hacker Dev Kit is an open-source virtual reality headset kit, designed to encourage innovation in virtual reality gaming....
Jumpy
Worn on the Wrist and used for Entertainment, Gaming & Lifestyle applications.
The Jumpy is a smartwatch designed for children that enables parents, guardians, and caregivers to keep track of the wearer. This wearable...
Samsung Gear VR
Worn on the Hand and used for Gaming applications.
The Samsung Gear VR is a headset which attaches to the Samsung Galaxy Note 4 smartphone to create a head mounted virtual reality display....
Gameband Minecraft
Worn on the Wrist and used for Gaming & Entertainment applications.
The Gameband Minecraft is a wearable device that allows Minecraft players to save and transport their created maps. The gadget has a USB...
Vuzix 1200DX-AR
Worn on the Head and used for Industrial, Entertainment & Gaming applications.
The Vuzix Wrap 1200DX-AR is a heads-up display capable of 2D and 3D viewing. This wearable device is capable of WVGA (852 x 480) video at a...
Vuzix 1200DX-VR
Worn on the Head and used for Industrial, Entertainment & Gaming applications.
The Vuzix Wrap 1200DX-VR is a heads-up display capable of 2D and 3D viewing. This wearable device is capable of WVGA (852 x 480) video at a...
Vuzix 1200DX
Worn on the Head and used for Industrial, Entertainment & Gaming applications.
The Vuzix Wrap 1200DX is a heads-up display capable of 2D and 3D viewing. This wearable device is capable of WVGA (852 x 480) video at a...
CastAR
Worn on the Head and used for Gaming & Entertainment applications.
The CastAR is a wearable device used to project a 3D image onto a retroreflective surface. This means that any light projected on the...
4D Force
Worn on the Head and used for Gaming & Entertainment applications.
The 4D Force is a wearable technology that detects brain waves and converts them into electric signals. 4D Force developed a platform that...
Moff
Worn on the Wrist and used for Gaming applications.
Moff is a wearable device worn on the wrist that reproduces toys' sounds while children are playing. Moff can be controlled via iOS...
Cinemizer OLED
Worn on the Head and used for Gaming & Entertainment applications.
The Cinemizer OLED by Zeiss is a virtual-reality pair of glasses designed for 3D video entertainment. Cinemizer OLED can be used with...
Peregrine
Worn on the Hand and used for Gaming & Entertainment applications.
The Peregrine is a hi-tech glove designed for gamers that works as a controller thanks to sensors located on the tip of the fingers The...
EPOC Neuroheadset
Worn on the Head and used for Lifestyle, Entertainment & Gaming applications.
The Emotiv Neuroheadset is a neuro-signal acquisition personal interface for human and computer interaction. It uses sensors to detect...
Intelligent Headset
Worn on the Head and used for Lifestyle, Entertainment & Gaming applications.
The Intelligent Headset is a wearable 3D stereo headset that uses binaural audio to create surround sound using only two speakers. The...
Tarsier MoveEye
Worn on the Head and used for Entertainment, Lifestyle & Gaming applications.
The Tarsier MoveEye device allow the user to interact with Smart TVs using natural hand gestures. This new wearable technology allows the...
GlassUp
Worn on the Head and used for Lifestyle, Gaming, Entertainment & Fitness applications.
The GlassUp is a wearable glasses that can display incoming emails, notifications and text messages. The GlassUp is compatible with most...
META Pro
Worn on the Head and used for Entertainment, Gaming & Lifestyle applications.
The Meta Pro glasses are a wearable head mounted display with augmented reality capabilities. The Metapro features two transparent 1280x720...
TN Games 3RD Space Vest
Worn on the Torso and used for Gaming applications.
The TN Games 3RD Space Vest is a haptic wearable suit designed to augment video games' reality. Eight "contact points" are located on the...
Thalmic Labs MYO Armband
Worn on the Arm and used for Entertainment, Gaming & Lifestyle applications.
The Thalmic Labs MYO Armband is a gesture control device that uses arm and hand movements to operate. The wearable device is capable of...
Sony HMZ-T3W Personal 3D Viewer
Worn on the Head and used for Entertainment & Gaming applications.
The Sony HMZ-T3W Personal 3D Viewer is an augmented-reality heads up display that works as a personal 3D viewer. This wearable device...
Oculus Rift
Worn on the Head and used for Entertainment & Gaming applications.
The Oculus Rift is a wearable head mounted display with motion tracking and 3D virtual reality capabilities. It is primarily designed for...
META Developer Edition
Worn on the Head and used for Entertainment, Gaming & Lifestyle applications.
The Meta Spaceglasses are a head mounted display with augmented reality capabilities. This wearable device features two transparent 960x640...
InfinitEye Virtual Reality Display
Worn on the Head and used for Entertainment & Gaming applications.
The InfinitEye is a wearable head mounted display with 3D virtual reality (VR) capabilities. It is constructed from easily sourced...
Avegant Glyph
Worn on the Head and used for Entertainment & Gaming applications.
The Avegant Glyph is a cutting edge wearable head-mounted display designed to provide a more lifelike and comfortable viewing experience...
 
09.10.2015, 08:55   Vandrico
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