¼¼°èÀÇ ±â¾÷¿ë ¿þ¾î·¯ºí ½ÃÀå º¸°í¼­ : Á¦Ç° À¯Çü, ±â¼ú, ÃÖÁ¾ »ç¿ëÀÚ, Áö¿ªº°(2024-2032³â)
Enterprise Wearables Market Report by Product Type, Technology (Bluetooth, Internet of Things ), End User, and Region 2024-2032
»óǰÄÚµå : 1520596
¸®¼­Ä¡»ç : IMARC Group
¹ßÇàÀÏ : 2024³â 07¿ù
ÆäÀÌÁö Á¤º¸ : ¿µ¹® 141 Pages
 ¶óÀ̼±½º & °¡°Ý (ºÎ°¡¼¼ º°µµ)
US $ 2,999 £Ü 4,255,000
PDF & Excel (Single User License) help
PDF, Excel º¸°í¼­¸¦ 1¸í¸¸ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. Àμâ´Â 1ȸ °¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.
US $ 3,999 £Ü 5,674,000
PDF & Excel (5 User License) help
PDF, Excel º¸°í¼­¸¦ µ¿ÀÏ »ç¾÷ÀåÀÇ 5¸í±îÁö ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. Àμâ´Â °¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.
US $ 4,999 £Ü 7,094,000
PDF & Excel (Corporate License) help
PDF, Excel º¸°í¼­¸¦ µ¿ÀÏ ±â¾÷ÀÇ ¸ðµç ºÐÀÌ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. Àμâ´Â °¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.


¤± Add-on °¡´É: °í°´ÀÇ ¿äû¿¡ µû¶ó ÀÏÁ¤ÇÑ ¹üÀ§ ³»¿¡¼­ CustomizationÀÌ °¡´ÉÇÕ´Ï´Ù. ÀÚ¼¼ÇÑ »çÇ×Àº ¹®ÀÇÇØ Áֽñ⠹ٶø´Ï´Ù.

Çѱ۸ñÂ÷

Àü ¼¼°èÀÇ ±â¾÷¿ë ¿þ¾î·¯ºí ½ÃÀå ±Ô¸ð´Â 2023³â 65¾ï ´Þ·¯¿¡ ´ÞÇß½À´Ï´Ù. ÇâÈÄ IMARC GroupÀº ½ÃÀåÀÌ 2032³â±îÁö 1,039¾ï ´Þ·¯¿¡ À̸¦ Àü¸ÁÀ̸ç, 2024³â°ú 2032³â »çÀÌ¿¡ 35.4%ÀÇ º¹ÇÕ ¿¬°£ ¼ºÀå·ü(CAGR)À» ³ªÅ¸³¾ °ÍÀ¸·Î ¿¹ÃøÇß½À´Ï´Ù.

ÇöÀç Á÷¿øÀÇ ¾ÈÀü È®º¸´Â Á÷Àå¿¡¼­ ºÎ»ó, Áúº´, »ç¸ÁÀ» ¿¹¹æÇϱâ À§ÇÑ ÃÖ¿ì¼± °úÁ¦ÀÔ´Ï´Ù. ±× °á°ú ¼¼°èÀÇ Åë½Å, ÀÎÆ÷Å×ÀÎ¸ÕÆ®, ÇコÄɾî, Á¤º¸±â¼ú(IT), ÀÚµ¿Â÷, ¿î¼ÛºÎ¹®¿¡¼­ ¿þ¾î·¯ºí µð¹ÙÀ̽ºÀÇ ÀÌ¿ëÀÌ Áõ°¡Çϰí ÀÖ½À´Ï´Ù. ¿þ¾î·¯ºí ´Ü¸»±â´Â °í¿ëÁÖ¿¡°Ô Á÷¿øÀÇ »ý»ê¼º°ú ¼º´ÉÀ» Çâ»ó½ÃŰ´Â µ¥ µµ¿òÀÌ µÇ´Â ½Ç½Ã°£ ÀλçÀÌÆ®À» Á¦°øÇÕ´Ï´Ù. ¶ÇÇÑ À£´Ï½º ÇÁ·Î±×·¥ÀÇ ÀÏȯÀ¸·Î Á÷¿øÀÇ °Ç°­°ú ÇÇÆ®´Ï½º °ü·Ã Á¤º¸¸¦ ÃßÀûÇÒ ¼ö ÀÖ½À´Ï´Ù.

±â¾÷¿ë ¿þ¾î·¯ºí ½ÃÀå µ¿Çâ :

¼¾¼­ ±â¼úÀÇ ¹ßÀüÀº ½ÃÀå ¼ºÀåÀ» °¡¼ÓÇÏ´Â Áß¿äÇÑ ¿ä¼Ò Áß ÇϳªÀÔ´Ï´Ù. ¶ÇÇÑ ±â¾÷¿ë ¿þ¾î·¯ºí¿¡´Â ÇÇÆ®´Ï½º Æ®·¡Ä¿, ÀÓº£µðµå ¿þ¾î·¯ºí, ½º¸¶Æ® ¸µ, ¾È°æ, ÀÇ·ù µîÀÌ Æ÷ÇԵǾî ÀÖÀ¸¸ç, Á÷¿øÀÇ ½É¹Ú¼ö, Ç÷¾Ð, ü¿Â¿¡ ´ëÇÑ Á¤º¸¸¦ Á¦°øÇÕ´Ï´Ù. ¶ÇÇÑ ¿Ü°ñ°Ý, ¿þ¾î·¯ºí ·Îº¿, Áß·®¹°À» µé¾î¿Ã¸± ¶§ÀÇ ÀÚ¼¼¸¦ Á¦¾îÇÏ´Â ÆÐÄ¡ µîµµ Æ÷ÇԵ˴ϴÙ. ÀÌ ¿Ü¿¡ ÇÚÁîÇÁ¸® ¸¶ÀÌÅ©¸¦ ³»ÀåÇÑ Çìµå¼Â µîÀÇ ±â¾÷¿ë ¿þ¾î·¯ºíÀº Æí¸®Çϰí, ÀÛ¾÷Áß¿¡ ½Å°æ ¾²Áö ¾Ê°í ÀÛ¾÷¿ø °£ÀÇ Ä¿¹Â´ÏÄÉÀ̼ÇÀ» ¿ëÀÌÇÏ°Ô ÇÕ´Ï´Ù. ÀÌ ¿Ü¿¡µµ °¡»óÇö½Ç(VR) ¹× Áõ°­Çö½Ç(AR) Çï¸äÀ» »ç¿ëÇÏ¸é º¹ÀâÇÑ ÀÛ¾÷À» ¼öÇàÇϱâ Àü¿¡ ÀÛ¾÷ÀÚ ±³À°À» ¿ëÀÌÇÏ°Ô ÇÏ¿© ºÎ»ó °¡´É¼ºÀ» ÁÙÀÏ ¼ö ÀÖ½À´Ï´Ù. ¶ÇÇÑ ±â¾÷¿ë ¿þ¾î·¯ºíÀº ÀÛ¾÷ ÇöÀåÀÇ ¿Âµµ, ±â¾Ð ¹× ¹æ»ç¼± ¼öÁØ¿¡ ´ëÇÑ µ¥ÀÌÅ͸¦ Á¦°øÇϹǷΠ±â¾÷Àº ºñ»ó »çŸ¦ ¿¹¹æÇϰí ÀÛ¾÷ÀÚÀÇ Çdz­À» Àû½Ã¿¡ ¼öÇàÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ÀÌÁ¡Àº ±â¾÷¿ë ¿þ¾î·¯ºíÀÇ ¼¼°èÀÇ ¸ÅÃâÀ» °ßÀÎÇϰí ÀÖ½À´Ï´Ù. °Ô´Ù°¡, ÀÇ·á Á¦°øÀÚ´Â Áï°¢ÀûÀÎ Áö¿øÀÌ ÇÊ¿äÇÑ È¯ÀڷκÎÅÍ Çª½Ã ¾Ë¸²À» ¹Þ±â À§ÇØ ÀÌ·¯ÇÑ ¿þ¾î·¯ºíÀÇ »ç¿ëÀ» ´Ã¸®°í ÀÖ´Ù´Â °ÍÀº ÇâÈÄ ¼ö³â°£ ½ÃÀå¿¡ ±àÁ¤ÀûÀÎ ¿µÇâÀ» ¹ÌÄ¥ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.

¸ñÂ÷

Á¦1Àå ¼­¹®

Á¦2Àå Á¶»ç ¹üÀ§¿Í Á¶»ç ¹æ¹ý

Á¦3Àå ÁÖ¿ä ¿ä¾à

Á¦4Àå ¼Ò°³

Á¦5Àå ¼¼°èÀÇ ±â¾÷¿ë ¿þ¾î·¯ºí ½ÃÀå

Á¦6Àå ½ÃÀå ³»¿ª: Á¦Ç° À¯Çüº°

Á¦7Àå ½ÃÀå ºÐ¼® : ±â¼úº°

Á¦8Àå ½ÃÀå ºÐ¼® : ÃÖÁ¾»ç¿ëÀÚº°

Á¦9Àå ½ÃÀå ºÐ¼® : Áö¿ªº°

Á¦10Àå SWOT ºÐ¼®

Á¦11Àå ¹ë·ùüÀÎ ºÐ¼®

Á¦12Àå Porter's Five Forces ºÐ¼®

Á¦13Àå °¡°Ý ºÐ¼®

Á¦14Àå °æÀï ±¸µµ

BJH
¿µ¹® ¸ñÂ÷

¿µ¹®¸ñÂ÷

The global enterprise wearables market size reached US$ 6.5 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 103.9 Billion by 2032, exhibiting a growth rate (CAGR) of 35.4% during 2024-2032.

Ensuring the safety of employees currently remains a top priority to prevent workplace injuries, illnesses, and deaths. As a result, there is a rise in the usage of wearable devices in telecommunications, infotainment, healthcare, information technology (IT), automotive, and transportation sectors across the globe. Wearable devices provide employers with real-time insights that help improve the productivity and performance of employees. They also track information related to the health and fitness of employees as a part of their wellness program.

Enterprise Wearables Market Trends:

Rising advancements in sensor technology represent one of the key factors propelling the growth of the market. Moreover, enterprise wearables include fitness trackers, implantable wearables, smart rings, glasses, and clothing, which offer information about heart rate, blood pressure, and the body temperature of workers. They also comprise exoskeletons, wearable robots, and patches to control the position of the body while lifting heavy objects. Besides this, enterprise wearables, such as headsets with embedded hand-free microphones, are convenient and ease communication between workers without causing a distraction during work. Apart from this, the usage of virtual reality (VR) and augmented reality (AR) helmets facilitate the training of workers on complicated operations before performing them, thereby reducing the likelihood of injury. In addition, enterprise wearables provide data about the temperature, atmospheric pressure, and level of radiation at the worksite, which enables enterprises to prevent emergencies and organize the evacuation of workers timely. These advantages are driving the sales of enterprise wearables worldwide. Furthermore, the increasing utilization of these wearables by healthcare providers to receive push notifications from patients in need of immediate assistance is projected to positively influence the market in the coming years.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the global enterprise wearables market report, along with forecasts at the global, regional and country level from 2024-2032. Our report has categorized the market based on product type, technology and end user.

Breakup by Product Type:

Wrist Wear

Eye Wear

Head Wear

Others

Breakup by Technology:

Bluetooth

Internet of Things (IoT)

Breakup by End User:

Manufacturing

Healthcare

Retail

Aerospace and Defense

IT and Telecom

Others

Breakup by Region:

North America

United States

Canada

Asia-Pacific

China

Japan

India

South Korea

Australia

Indonesia

Others

Europe

Germany

France

United Kingdom

Italy

Spain

Russia

Others

Latin America

Brazil

Mexico

Others

Middle East and Africa

Competitive Landscape:

The competitive landscape of the industry has also been examined along with the profiles of the key players being Adidas AG, Apple Inc., AT&T Inc., EnOcean GmbH, Eurotech S.p.A., Fossil Group Inc., Google LLC, Samsung Electronics Co. Ltd., Seiko Epson Corporation, Sony Corporation, Texas Instruments Incorporated and Xiaomi Inc.

Key Questions Answered in This Report:

Table of Contents

1 Preface

2 Scope and Methodology

3 Executive Summary

4 Introduction

5 Global Enterprise Wearables Market

6 Market Breakup by Product Type

7 Market Breakup by Technology

8 Market Breakup by End User

9 Market Breakup by Region

10 SWOT Analysis

11 Value Chain Analysis

12 Porters Five Forces Analysis

13 Price Analysis

14 Competitive Landscape

(ÁÖ)±Û·Î¹úÀÎÆ÷¸ÞÀÌ¼Ç 02-2025-2992 kr-info@giikorea.co.kr
¨Ï Copyright Global Information, Inc. All rights reserved.
PC¹öÀü º¸±â