Global Wireless Wearable Speaker Market Overview:
Radiofrequency waves generally provide the signal for the wireless wearable speakers. They are made up of two components: the main speaker and an RF transmitter. Because of the comfort, more consumers are choosing wireless wearable speakers over conventional speakers. Companies are also taking advantage of economies of scale as a result of increased demand, lowering prices significantly. With the introduction of a comfortable, lightweight, and secure design; luxury wireless wearable speakers are also available in the market. Wireless Wearable Speakers have many applications like they can be used for people who have a hearing disability to certain degrees, they can also be used for richer VR experience and they can also be used for gaming. They have the ability to deliver richer and fuller sound than the traditional speakers who are generally spaced at some distance apart from the listener.
- Increasing Demand of Wireless Wearable Speakers for Music Listening
- Growing Demand for Wireless Wearable Speakers Due to Their Smart Features
- Adoption of Wireless Wearable Speaker as A Fashion Accessory
- Availability of Alternative Options Like Earbuds
- Removal of Headphone Jack from Phones Will Increase the Demand for Wireless Wearable Speaker
- Growing Demand of Wireless Wearable Speaker from Asian Markets
- Increasing Consumer Adoption of Wireless Wearable Speakers Is Challenging
- Due to Their Structure, Wireless Wearable Speakers Can Not Offer Active Noise Cancellation
This is a niche market compared to earbuds of neckbands market. The players in this market are mostly US or China-based companies. Educating customer of benefits of Wireless Wearable Speakers over other types of its alternative is the key thing to do in this market. Cost-effectiveness and smart features are key things to offer in this market. There are no major barriers to entry in this market for new entrants.
Some of the key players profiled in the report are JBL (United States), Sony (Japan), BOSE (United States), Cambridge Soundworks (United States), Sonos (United States), DOSS (China), Anker (China), MARSHALL (United Kingdom), Ultimate Ears (United States) and Samsung Inc. (South Korea). Considering Market by Connectivity, the sub-segment i.e. Bluetooth will boost the Wireless Wearable Speaker market. Considering Market by Operation, the sub-segment i.e. Buttons will boost the Wireless Wearable Speaker market. Considering Market by Compatibility, the sub-segment i.e. IOS Devices will boost the Wireless Wearable Speaker market.
Sony has released the Sony SRS-WS1 wireless immersive speaker. These are similar to neckbands, but they are thicker and wireless. They are worn around the user's neck and are designed to provide immersive audio when watching movies or playing video games. These wearable speakers have a similar look to Bose Soundwear companion or JBL Soundgear, but Sony has some special features.
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The top-down and bottom-up approaches are used to estimate and validate the size of the Global Wireless Wearable Speaker market.
In order to reach an exhaustive list of functional and relevant players various industry classification standards are closely followed such as NAICS, ICB, SIC to penetrate deep in important geographies by players and a thorough validation test is conducted to reach most relevant players for survey in Wireless Wearable Speaker market.
In order to make priority list sorting is done based on revenue generated based on latest reporting with the help of paid databases such as Factiva, Bloomberg etc.
Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment by targeting key target audience that includes Venture Capitalists and Private Equity Firms, New Entrants/Investors, Analysts and Strategic Business Planners, Wireless Wearable Speaker Manufacturers, Suppliers, and Distributors, Raw Material Suppliers, Government Regulatory and Research Organizations, End-Use Industries and Others.
This helps us to gather the data related to players revenue, operating cycle and expense, profit along with product or service growth etc.
Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that includes Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, USPTO, EPO, Annual reports, press releases etc.