2021 smart watch output value of 17.4 billion US dollars

According to the Gartner research report from research institutes, global shipments of wearable devices reached 310 million units in 2017, a 16.7% increase from 2016, and an output value of 30.5 billion U.S. dollars, including 9.3 billion U.S. dollars from smart watches. The smart watches will be shipped in 2017. With a capacity of 41.50 million units, it is expected to become the second-best wearable device after 2019 to 2021. By 2021, sales of smart watches will approach 81 million, accounting for 16% of the total wearable device sales. The smart watch output value in 2021 will reach US$17.4 billion, which is a category with higher unit price and gross profit, and a growing output value among all wearable devices.

In addition, children's smart watches and traditional watch brands will rise into an important category of smart watches. Gartner predicts that by 2021, children's smart watches will account for 30% of the total smart watch shipments. Such devices are locked for 2 to 13 years old, Parents have not given children with smart phones. As for traditional watch brands, they will account for 25% of total smart watch sales in 2021.

Bluetooth headsets are the largest category in terms of shipments in wearable applications. Gartner said that shipments will reach 150 million units in 2017, a 16.7% increase from 2016, and will grow to 206 million units in 2021, indicating Bluetooth before 2021. Headphones will be the best-selling wearable devices. The major smart phone suppliers have gradually canceled the design of the headset hole, and also led to the growth of Bluetooth headsets. Gartner predicts that in 2021, almost all top phones will no longer have 3.5 Mm headphone jack.

The highly-regarded head-mounted display (HMD) accounted for only 7% of all wearable device shipments in 2017, and its adoption rate cannot be mainstreamed until 2021, both for general consumers and industrial customers. In the short term, the market opportunities for virtual reality head-mounted displays are still dominated by gamers; workers can also use it to repair, inspect and maintain equipment, and use it in warehouses for manufacturing, training, design or customer interactions. The theme parks, theaters, museums and sports venues will purchase head-mounted displays to enhance the interactive experience or the customer experience of the film, or to provide information and supplemental images for sports events.

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