An IDTechEx report has shown that the wearable technology sector is currently worth over $30bn, and despite the total market growing to over $150bn by 2026, it forecasts shake-ups in several prominent sectors.
With hype around some of the core wearable technology sectors beginning to wane, IDTechEx have released their latest analysis of this diverse and growing industry in their brand new report Wearable Technology 2016-2026. The report finds the market to be worth over $30bn in 2016, with over $11bn of that coming from newly popular products including smartwatches and fitness trackers. However, despite the total market growing to over $150bn by 2026, IDTechEx forecast shake-ups in several prominent sectors, with commoditization hitting hard, and product form factors changing rapidly.
The IDTechEx report covers these trends in granular detail, including 39 separate forecast lines by product type and 60 formal company profiles and interviews compiled from primary research by IDTechEx’s expert analysts. The report also covers all of the industry megatrends that are driving innovation, demand and development, as well as describing application sectors including fitness & wellness, elite sportswear, healthcare & medical, infotainment, commercial, industrial, military, and others. For each, general sector-wide themes are described, but also detailed case studies are used to explain value propositions, end user needs and unmet problems that are driving the market forward.
Fuelled by a frenzy of hype, funding and global interest, wearable technology was catapulted to the top of the agenda for companies spanning the entire value chain and world. This investment manifested in hundreds of new products and extensive tailored R&D investigating relevant technology areas. However, the fickle nature of hype is beginning to show, and many companies are now progressing beyond discussing “wearables” to focus on the detailed and varied sub-sectors. Within this report, we include sections on each key of these key product areas, including fitness trackers, smartwatches, smart clothing, smart eyewear (including AR and VR), smart skin patches, headphones and more. For each, the key trends are discussed, the key players characterised, and qualified market forecasts provided.
IDTechEx’s expert analyst team has been covering this topic for over three years, including device level studies, but also looking to the component level at displays, sensors, batteries & power solutions, microcontrollers, e-textiles and haptics. This understanding of the entire value chain is used to qualify the market forecasts, and particularly when looking at the future of personal communication devices.
In a unique aspect of this report, IDTechEx outlines a long term case for standalone wearable communication devices as a future evolution of the smartphone. Today, most smartwatches and many fitness trackers still rely, at least partially, on a connection to a smartphone hub. The ubiquity of the smartphone as a central platform has been a key enabler for growth in wearables so far, but all of the largest manufacturers now look to a future, where the hub itself may become wearable. In the report, the authors describes the growth central, personal hub providing connectivity to peripheral devices, whether they be displays, sensor platforms or otherwise. With many smartwatches already beginning to move in this direction, we extend this case further providing a 10 year forecast for growth of devices of this type.
This is the most thorough and comprehensive report covering the entire wearable technology ecosystem. It provides detailed description of all of the hardware challenges and opportunities across the varied device types, and draws from IDTechEx’s case study database of around 1000 companies in the wearable technology value chain. The report lists around 500 companies actively making products (both hardware and software) to support this report. For full details of Wearable Technology 2016-2026, including the table of contents, please see www.IDTechEx.com/wearable.
AppDate: DStv taps Xbox, Hisense
DStv Now for Xbox and Hisense
Usage of DStv Now, the online DStv service available free to DStv customers, is increasing rapidly with more than two million plays of live and Catch Up content per week. In addition to using DStv Now to watch TV on tablets and smartphones, an increasing number of DStv customers are also opting to use it as their primary method of getting DStv on additional TVs in the house. This is set to increase with the release of two new big-screen TV apps, one for Xbox gaming consoles (Xbox One, Xbox One S, Xbox One X) and another for Hisense smart TVs (2018 and newer models).
Expect to pay: A free download.
Platform: Any of the Xbox One range of gaming consoles and 2018 or later Hisense smart TVs.
Stockists: Visit the store linked to your Xbox console or HiSense smart TV.
Santam Safety Ideas
Start-up businesses that have a FinTech or InsurTech business venture brewing are called to enter the third annual Santam Safety Ideas competition. Safety solutions or InsurTech ventures that are ready for piloting could win up to R150 000 worth of incubation support and R200 000 in seed funding.
The Safety Ideas competition was launched two years ago in partnership with LaunchLab, Stellenbosch University’s startup incubator that facilitates valuable connections for corporates and startups sourced from the startup ecosystem and partner universities in South Africa. The previous winners are Herman Bester and Anton Swanevelder, co-founders of MyLifeLine – a wearable panic device that won the competition last year; and Ntsako Mgiba and Ntandoyenkosi Shezi, co-founders of Jonga – a cost-effective security system for low income families, which won the competition in 2017.
Entries close on 28 February 2019. For more information on how to enter, visit: www.santam.co.za/safetyideas/
Click here to read about the FNB Snapchat lens, Spotify Free with data saver, and 00:37.
Fortnite fixes hackers’ hole
Epic Games has repaired a vulnerability that exposed Fortnite, the world’s most popular game of the moment, to hackers. The hole, which was left in Epic’s web infrastructure, allowed hackers to target players with email that appeared to come from Epic Games, but would have led them to a phishing site, where their log-in details would have been stolen.
Researchers at cyber security solutions provider Check Point Software alerted Epic to vulnerabilities that could have affected any player of the hugely popular online battle game.
Fortnite has nearly 80 million players worldwide. The game is popular on all gaming platforms, including Android, iOS, PC via Microsoft Windows and consoles such as Xbox One and PlayStation 4. In addition to casual players, Fortnite is used by professional gamers who stream their sessions online, and is popular with e-sports enthusiasts.
If exploited, the vulnerability would have given an attacker full access to a user’s account and their personal information as well as enabling them to purchase virtual in-game currency using the victim’s payment card details. The vulnerability would also have allowed for a massive invasion of privacy, as an attacker could listen to in-game chatter as well as surrounding sounds and conversations within the victim’s home or other location of play.
While Fortnite players had previously been targeted by scams that deceived them into logging into fake websites that promised to generate Fortnite’s ‘V-Buck’ in-game currency, these new vulnerabilities could have been exploited without the player handing over any login details.
Click here to read how the Fortnite hack would have worked.