Weltweite Verkäufe von Wearables steigen 2016 um 18,4 Prozent

2016 sollen 50,4 Millionen Smartwatches verkauft werden.

foto cc0 pixabay aa wearable

Im Jahr 2016 werden weltweit 274,6 Millionen Wearables verkauft werden, so das IT Research- und Beratungsunternehmen Gartner. Im Jahr 2015 wurden 232 Millionen Einheiten verkauft, Gartner geht nun von einem Anstieg von 18,4 Prozent im Jahr 2016 aus. Die gesammelten Verkäufe werden 2016 einen Umsatz von 28,7 Milliarden US-Dollar generieren. Davon fallen allein 11,5 Milliarden US-Dollar auf den Verkauf von Smartwatches.

»Im Zeitraum 2015-2017 wird die Adoptionsrate um 48 Prozent ansteigen«, erklärt Angela McIntyre, Research Director bei Gartner. »Das liegt vor allem am Unternehmen Apple, das Wearables als Lifestyle-Trend vermarktet. Obwohl Smartwatches einen großen Teil der Wearables-Verkäufe ausmachen, werden sie aber bei weitem nicht die Verkaufszahlen von Smartphones erreichen.«


Gartner Says Worldwide Wearable Devices Sales to Grow 18.4 Per Cent in 2016

Sales of Smartwatches to Total 50.4 Million Units in 2016

STAMFORD, Conn., February 2, 2016 — Gartner, Inc. forecasts that 274.6 million wearable electronic devices will be sold worldwide in 2016, an increase of 18.4 per cent from 232.0 million units in 2015 (see Table 1). Sales of wearable electronic devices will generate revenue of $28.7 billion in 2016. Of that, $11.5 billion will be from smartwatches.

»From 2015 through 2017, smartwatch adoption will have 48 per cent growth largely due to Apple popularising wearables as a lifestyle trend. Smartwatches have the greatest revenue potenzial among all wearables through 2019, reaching $17.5 billion,« said Angela McIntyre, research director at Gartner. »Though the sales of smartwatches are the one of the strongest types of wearables, their adoption will remain much below sales of smartphones. For example, in 2016 more than 374 million smartphones will sell in mature market countries and in large urban areas of emerging market countries, for example, in Hong Kong and Singapore.«

 

Table 1: Forecast for Wearable Devices Worldwide (Millions of Units)

Device 2015 2016 2017
Smartwatch 30.32 50.40 66.71
Head-mounted display 0.14 1.43 6.31
Body-worn camera 0.05 0.17 1.05
Bluetooth headset 116.32 128.50 139.23
Wristband 30.15 34.97 44.10
Smart garment 0.06 1.01 5.30
Chest strap 12.88 13.02 7.99
Sports watch 21.02 23.98 26.92
Other fitness monitor 21.07 21.11 25.08
Total 232.01 274.59 322.69

Source: Gartner (January 2016)

 

Fitness wearables — which include wristbands, smart garments, chest straps, sports watches and other fitness monitors — continue to increase in popularity, driven in some part by US wellness programmes.

»Of all the fitness wearables, sports watches will be the one product category to maintain its average retail price over the next several years,« said Ms McIntyre. »Race runners, cyclists and divers will choose sports watches over smartwatches because the user interface, capabilities and durability are tailored to the needs of an athlete in their sport. Continued advances in sensors and analytics for sports watches will bring new capabilities that bolster average retail prices.«

Although the size of the worldwide wristband market was on par with the unit sales of smartwatches in 2015, looking forward smartwatches will have stronger appeal with consumers as they typically have more multifunctional devices that can track exercise. Wristband providers are experimenting with how to compete with smartwatches and take market share from the market leader, Fitbit. Examples of emerging value propositions for wristbands beyond fitness include mobile payments, access, safety, wellness and health.

Head-mounted displays (HMDs) are an emerging market with origins as expensive military projects, and in 2016 the HMD market will progress toward mainstream adoption for consumers and enterprise use. »New virtual reality HMDs for consumers, such as the HTC Vive, Oculus Rift, Sony PlayStation VR, and Microsoft HoloLens are expected to be available along with video games and entertainment content as well as business applications critical for their success,« said Brian Blau, research director at Gartner. »Film producers and sports leagues will augment their traditional content through HMDs to enhance their customer experiences by creating interactive attractions, movies, and sporting events that make the content more personal and meaningful.«

Enterprise use of HMDs will also grow in the coming years with 26 per cent of HMDs designed for business use in 2018. HMDs will be purchased by businesses for use by employees for tasks such as equipment repair, inspections and maintenance. Workers also will use HMDs for viewing instructions and directions hands free while they are performing a task.

Additional information is available in the report »Forecast: Wearable Electronic Devices, Worldwide, 2016.« https://www.gartner.com/login/loginInitAction.do?method=initialize&TARGET=http%3A%2F%2Fwww.gartner.com%2Fdocument%2F3187421%3Fref%3DsolrAll%26refval%3D161932067%26qid%3D9ffaf8627ec47a2918a10c1d72cd9e4e
Further analysis on the wristband market can be found in the report »Market Trends: Wristbands, Worldwide, 2015.« https://www.gartner.com/login/loginInitAction.do?method=initialize&TARGET=http%3A%2F%2Fwww.gartner.com%2Fdocument%2F3171737%3Fref%3DsolrAll%26refval%3D161993461%26qid%3D4edd10daedf688602ff87e8bcc2ed924