可穿戴設(shè)備熱潮將帶火六大行業(yè)
????本篇文章是與Entrepreneur合作發(fā)布的。以下內(nèi)容最初發(fā)表于Entrepreneur.com ????普華永道會計師事務(wù)所(PricewaterhouseCoopers)日前發(fā)布的一份報告顯示,如同智能手機永遠(yuǎn)改變了我們的日常生活一樣,可穿戴式連網(wǎng)設(shè)備即將帶來的革命性影響,將遠(yuǎn)遠(yuǎn)超出我們的手腕、腰部和臉部。 ????這份長達(dá)50頁的報告題為《可穿戴設(shè)備的未來》。該報告認(rèn)為,可穿戴設(shè)備將會是“下一個大事物”,預(yù)計到2018年,可穿戴設(shè)備的出貨量將達(dá)到約1.3億,該行業(yè)屆時將斬獲近60億美元收益。當(dāng)然,這是一個各大公司現(xiàn)在就應(yīng)該開始為之布局的“競爭機會”。 ????普華永道美國區(qū)娛樂、媒體和通訊行業(yè)分析主管黛博拉?貝休恩表示:“企業(yè)現(xiàn)有的移動優(yōu)先戰(zhàn)略必須考慮到可穿戴設(shè)備革命的因素,并憑借經(jīng)驗將感知價值傳遞給顧客。” ????普華永道表示,以下六個行業(yè)處于利用可穿戴設(shè)備趨勢的最佳位置,如果你的公司位于其中,那就準(zhǔn)備好大干一場吧: ?????1、娛樂 ????普華永道的報告稱,屬于這一寬泛類別的公司,最有可能從可穿戴設(shè)備的發(fā)展中獲益。報告指出:“大致說來,屏幕在哪里,機遇就在哪里。” ????共有1,000人參與了普華永道的調(diào)查,包括顧客、可穿戴技術(shù)領(lǐng)域的大腕和企業(yè)主管,其中有73%認(rèn)為可穿戴技術(shù)會讓媒體和娛樂體驗“更加身臨其境、妙趣橫生。”報告稱,他們不認(rèn)為可穿戴設(shè)備會“創(chuàng)造新的通訊和娛樂方式,而是改善現(xiàn)有的方式”。 ????受訪者中,千禧一代最愿意嘗試媒體和娛樂公司提供的可穿戴設(shè)備。這點并不令人意外。 ????2、社交媒體 ????普華永道發(fā)現(xiàn),顧客們希望通過可穿戴設(shè)備更加方便地訪問他們喜愛的社交網(wǎng)絡(luò)。在隨時在線的千禧一代身上,這點體現(xiàn)得尤其明顯,他們的在線時間是一般人的3倍。普華永道表示,可穿戴設(shè)備的主要優(yōu)勢在于用戶能夠?qū)崟r在社交媒體上更新狀態(tài)。 ????3、游戲 ????12歲至17歲之間的美國人中,有97%每天至少玩一個小時的電子游戲。可穿戴設(shè)備可以讓用戶在玩游戲時擁有更加身臨其境的視感和體感。在普華永道調(diào)查的18歲至24歲的群體中,64%的人表示他們“有興趣”體驗結(jié)合可穿戴設(shè)備的游戲。 ????換句話說,未來的游戲可能不再出現(xiàn)在電視屏幕上,而是穿在身上。想想用頭戴式顯示器Oculus Rift體驗3D虛擬現(xiàn)實游戲的感受吧。 |
????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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