Intelligent watches and wristbands, Bluetooth headsets and virtual reality helmets are the categories with the highest percentage of sales to hoard over the year, according to Gartner.
About 310.37 million units worldwide. That’s the number of wearable devices that Gartner predicts will be sold around the world this year, which will mean a 16.7% growth over the previous year. This marketing will also generate revenues of $ 30.5 billion in 2017, of which only $ 9.3 billion will come from smart watches, which will sell about 41.5 million units worldwide. Of course, this figure will be much lower than in 2021, with smartwatch sales of 81 million devices, 16% of all wearables that will be marketed that year.
In the words of Angela McIntyre, Gartner’s research director, “smartwatches are making good progress to reach their highest earning potential for all wearables in 2021, reaching $ 17.4 billion in revenue that year.” In addition, this category will be reinforced by relatively stable average selling prices, which will fall from $ 223.25 on average in 2017 to $ 214.99 in 2021.
In this regard, Apple will continue to have the largest market share. However, as more suppliers enter, it will decline from about one-third by 2016 to one-quarter by 2021. Despite this, according to the consultancy, other consumer electronics brands such as Asus, Huawei, LG, Samsung and Sony, will only sell 15% of the smartwatches in 2021, because their brands do not have as strong appeal as those of lifestyle.
Another category that will have more sales in the coming years in the field of wearables is the Bluetooth headset. In 2017 150 million units will be sold, an increase of 16.7% compared to 2016, and that number will increase to 206 million units in 2021.
On the other hand, Gartner also highlights the role of virtual reality helmets, which today represent only 7% of wearable devices with 22 million units sold, but in 2021 it will triple to 67 million. In this sense, the consultant emphasizes that the main use of these devices will be in video games, although they will also be used for other tasks such as training, design, interaction with customers or manufacturing.