市場調査レポート

ゲームにおけるウェアラブル技術

Wearable Technology in Gaming 2014

発行 Mind Commerce 商品コード 317088
出版日 ページ情報 英文 24 Pages
納期: 即日から翌営業日
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ゲームにおけるウェアラブル技術 Wearable Technology in Gaming 2014
出版日: 2014年10月22日 ページ情報: 英文 24 Pages
概要

ウェアラブルコンピューターはゲームの世界を本拠地を構えています。任天堂Wiiのコントローラーは既にモーションセンサーを有しており、衣服を含めて、ビデオゲームプレイヤーの装置がより双方向的な装置になるのに、さほど時間はかからないでしょう。将来のゲームは、頭から足までユーザーが身につけられるウェアラブルデバイスが主役となる見込みです。

当レポートでは、ゲームにおけるウェアラブル技術の現況と将来の展望について調査しており、主要企業、製品および戦略の評価、市場機会とゲームをウェアラブル技術の主流に投入するタイミングなどを分析し、お届けいたします。

第1章 エグゼクティブサマリー

第2章 イントロダクション

  • ウェアラブル技術
  • センサー・環境認識
  • モバイルゲームvs.従来型アプリケーションの開発

第3章 ウェアラブルゲーム

  • ウェアラブルゲームプラットフォームとしてのスマートウォッチ
  • ゲームプラットフォーム分析
  • プライバシーの懸念
  • ケーススタディ
  • ゲーム製品
    • NINTENDO WII
    • THE KINECT
    • LEAP MOTION CONTROLLER
    • SMART WATCH GAMING GADGETS
    • DUROVIS DIVE
    • GAME PLATFORM "WOVEN"
    • ELECTRONIC FIBERS
    • FROM IPHONE TO EYEPHONE
    • その他のゲームデバイス
  • 主要企業
  • 市場の可能性

図表一覧

目次

Wearable computing has a natural home in the world of gaming. Nintendo's Wii controller already has motion-sensors and it will not be long before more interactive gear, including clothing, become part of a video-game player's apparatus. Gaming in the future will be dominated by wearable devices that users can wear from head to foot.

There will also be head pieces, vests, sleeves, gloves among others. While early virtual reality attempts such as the Nintendo's Virtual Boy failed to change the gaming world, wearable technologies with augmented reality will. The drivers of growth will be the expansion of the broadband industry, efficient hardware compatibility and the development of wireless gaming. Of course, continuing increase in disposable incomes will be instrumental in propelling growth.

This research assesses the current state and future outlook of wearable technology in gaming. The report evaluates major players, offerings, and strategies. The report also identifies the opportunities and timing for introduction of gaming into mainstream wearable technology. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Target Audience:

  • Augmented reality companies
  • Wireless device manufacturers
  • Wireless infrastructure providers
  • Consumer electronics companies
  • Wearable technology developers
  • Embedded computing companies
  • Regulatory bodies and governments
  • Wireless service providers of all types
  • Mobile marketing/commerce companies

Report Benefits

  • Gain foundation knowledge about wearable tech
  • Identify major players and offerings in wearable gaming
  • Identify the advantages of different gaming development platforms
  • Understand advantages and challenges of different devices in gaming
  • Learn about important usability and fitness for use issues for wearable gaming
  • Understand the market dynamics for gaming industry relative to wearable technology
  • Recognize the difference between general purpose and standalone wearable devices in gaming

Table of Contents

1.0 EXECUTIVE SUMMARY

2.0 INTRODUCTION

  • 2.1 WEARABLE TECHNOLOGY
    • 2.1.1 BODY AREA NETWORKS (BAN)
    • 2.1.2 AUGMENTED REALITY (AR)
  • 2.2 SENSORS AND AMBIENT AWARENESS
  • 2.3 MOBILE GAME VS. CONVENTIONAL APPS DEVELOPMENT

3.0 WEARABLE GAMING

  • 3.1 SMARTWATCH AS WEARABLE GAMING PLATFORM
  • 3.2 GAMING PLATFORM ANALYSIS
    • 3.2.1 MIND PIRATE
    • 3.2.2 OBJE (OBSCENE INTERACTIVE)
    • 3.2.3 OCULUS RIFT
    • 3.2.4 SONY
  • 3.3 PRIVACY CONCERNS
  • 3.4 CASE STUDY
    • 3.4.1 GRAND THEFT AUTO (GTA)
    • 3.4.2 NIKE AND SPORTS GAME
    • 3.4.3 FITBIT CASUAL GAMING
  • 3.5 GAMING OFFERINGS
    • 3.5.1 NINTENDO WII
    • 3.5.2 THE KINECT
    • 3.5.3 LEAP MOTION CONTROLLER
    • 3.5.4 SMART WATCH GAMING GADGETS
    • 3.5.5 DUROVIS DIVE
    • 3.5.6 GAME PLATFORM "WOVEN"
    • 3.5.7 ELECTRONIC FIBERS
    • 3.5.8 FROM IPHONE TO EYEPHONE
    • 3.5.9 OTHER GAME DEVICES
  • 3.6 MAJOR MARKET PLAYERS
  • 3.7 MARKET POTENTIAL

Figures

  • Figure 1: Use Case from SixthSense
  • Figure 2: Hand as Dial Pad
  • Figure 3: GTA Running Interface
  • Figure 4: Nike Sports Point
  • Figure 5: FitBit Lifestyle Marketing
  • Figure 6: Nintendo Wii
  • Figure 7: Kinnect Functions without Controller
  • Figure 8: Oculus Rift Headset
  • Figure 9: Woven, E-wearable Game Platform built into Clothing
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