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Wearable Technology in Gaming 2014

Overview

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 5
2.0 INTRODUCTION 6
2.1 WEARABLE TECHNOLOGY 6
2.1.1 BODY AREA NETWORKS (BAN) 6
2.1.2 AUGMENTED REALITY (AR) 9
2.2 SENSORS AND AMBIENT AWARENESS 11
2.3 MOBILE GAME VS. CONVENTIONAL APPS DEVELOPMENT 12
3.0 WEARABLE GAMING 13
3.1 SMARTWATCH AS WEARABLE GAMING PLATFORM 13
3.2 GAMING PLATFORM ANALYSIS 14
3.2.1 MIND PIRATE 14
3.2.2 OBJE (OBSCENE INTERACTIVE) 14
3.2.3 OCULUS RIFT 14
3.2.4 SONY 14
3.3 PRIVACY CONCERNS 14
3.4 CASE STUDY 15
3.4.1 GRAND THEFT AUTO (GTA) 15
3.4.2 NIKE AND SPORTS GAME 15
3.4.3 FITBIT CASUAL GAMING 16
3.5 GAMING OFFERINGS 16
3.5.1 NINTENDO WII 16
3.5.2 THE KINECT 17
3.5.3 LEAP MOTION CONTROLLER 18
3.5.4 SMART WATCH GAMING GADGETS 19
3.5.5 DUROVIS DIVE 19
3.5.6 GAME PLATFORM "WOVEN" 20
3.5.7 ELECTRONIC FIBERS 21
3.5.8 FROM IPHONE TO EYEPHONE 21
3.5.9 OTHER GAME DEVICES 21
3.6 MAJOR MARKET PLAYERS 23
3.7 MARKET POTENTIAL 23

Figures

Figure 1: Use Case from SixthSense 10
Figure 2: Hand as Dial Pad 11
Figure 3: GTA Running Interface 15
Figure 4: Nike Sports Point 15
Figure 5: FitBit Lifestyle Marketing 16
Figure 6: Nintendo Wii 17
Figure 7: Kinnect Functions without Controller 18
Figure 8: Oculus Rift Headset 19
Figure 9: Woven, E-wearable Game Platform built into Clothing 20