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可穿戴设备热潮将带火六大行业

可穿戴设备热潮将带火六大行业

Kim Lachance Shandrow 2014年10月24日
普华永道预计,到2018年,可穿戴设备的出货量将达到1.3亿台左右。随着这类产品的兴起,娱乐、社交媒体、游戏、广告、医疗和零售行业有可能成为最大的受益者。

    本篇文章是与Entrepreneur合作发布的。以下内容最初发表于Entrepreneur.com

    普华永道会计师事务所(PricewaterhouseCoopers)日前发布的一份报告显示,如同智能手机永远改变了我们的日常生活一样,可穿戴式连网设备即将带来的革命性影响,将远远超出我们的手腕、腰部和脸部。

    这份长达50页的报告题为《可穿戴设备的未来》。该报告认为,可穿戴设备将会是“下一个大事物”,预计到2018年,可穿戴设备的出货量将达到约1.3亿,该行业届时将斩获近60亿美元收益。当然,这是一个各大公司现在就应该开始为之布局的“竞争机会”。

    普华永道美国区娱乐、媒体和通讯行业分析主管黛博拉•贝休恩表示:“企业现有的移动优先战略必须考虑到可穿戴设备革命的因素,并凭借经验将感知价值传递给顾客。”

    普华永道表示,以下六个行业处于利用可穿戴设备趋势的最佳位置,如果你的公司位于其中,那就准备好大干一场吧:

     1、娱乐

    普华永道的报告称,属于这一宽泛类别的公司,最有可能从可穿戴设备的发展中获益。报告指出:“大致说来,屏幕在哪里,机遇就在哪里。”

    共有1,000人参与了普华永道的调查,包括顾客、可穿戴技术领域的大腕和企业主管,其中有73%认为可穿戴技术会让媒体和娱乐体验“更加身临其境、妙趣横生。”报告称,他们不认为可穿戴设备会“创造新的通讯和娱乐方式,而是改善现有的方式”。

    受访者中,千禧一代最愿意尝试媒体和娱乐公司提供的可穿戴设备。这点并不令人意外。

    2、社交媒体

    普华永道发现,顾客们希望通过可穿戴设备更加方便地访问他们喜爱的社交网络。在随时在线的千禧一代身上,这点体现得尤其明显,他们的在线时间是一般人的3倍。普华永道表示,可穿戴设备的主要优势在于用户能够实时在社交媒体上更新状态。

    3、游戏

    12岁至17岁之间的美国人中,有97%每天至少玩一个小时的电子游戏。可穿戴设备可以让用户在玩游戏时拥有更加身临其境的视感和体感。在普华永道调查的18岁至24岁的群体中,64%的人表示他们“有兴趣”体验结合可穿戴设备的游戏。

    换句话说,未来的游戏可能不再出现在电视屏幕上,而是穿在身上。想想用头戴式显示器Oculus Rift体验3D虚拟现实游戏的感受吧。

    This post is in partnership with Entrepreneur. The article below was originally published at Entrepreneur.com.

    Just as smartphones have forever altered our daily lives, the revolutionizing impact of connected gadgets made for us to don on our bods will ripple well beyond our wrists, waists and faces, according to a report out today from PricewaterhouseCoopers (PwC).

    The gist of the 50-page The Wearable Future report: Wearables will be “the next big thing,” with some 130 million wearable devices expected to ship by 2018 — and the wearables industry on the whole forecast to gross nearly $6 billion, also by 2018. This, of course, offers a “competitive opportunity” that companies should have a game plan for by now.

    “Businesses must evolve their existing mobile-first strategy to now include the wearable revolution and deliver perceived value to the consumer in an experiential manner,” says Deborah Bothun, PwC’s U.S. entertainment, media and communications leader.

    If your business is in one of the following six industries PwC says is best poised to take advantage of the wearables trend, it’s time to up your game:

      1. Entertainment

    Companies that fall in this broad category are likely in the best position to benefit from the burgeoning wearables movement, PwC reports. “Basically, where there’s a screen, there’s an opportunity,” the report posits.

    Of PwC’s 1,000 survey participants — which included consumers, wearable technology influencers and business executives — 73 percent expect wearable technology to make media and entertainment experiences “more immersive and fun.” They’re not looking to wearables “to create new genres of communication and entertainment–but rather to improve those already in existence,” according to the report.

    Of those polled, millennials were the most open to trying branded wearables offered by media and entertainment companies. No surprise there.

     2. Social media

    PwC found that consumers want even more on-the-go access to their favorite social networks via wearables. This is especially true of always-on millennials, who were three times as likely as the general population, PwC says, to name real-time social-media updates as a key benefit of wearables.

     3. Gaming

    Ninety-seven percent of American children ages 12 to 17 play an average of at least one hour of video games per day — games that wearables could render more visually and physically engaging. Of the consumers ages 18 to 24 that PwC polled, 64 percent say they would be “motivated by” wearable-integrated gaming.

    In other words, the future of gaming will not be televised. It will be worn. Think literally on-your-face, 3-D virtual reality gaming via Oculus Rift and you’re there.

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