- Smart Home Products and Services
- CE Devices and Mobility
- Residential Security
- Broadband and Entertainment Services
- Smart Energy Management
- Entertainment Content
- Wellness and Independent Living
- Global Connected Living
- Support Services
Core Research Areas
Related ResearchPrimary ResearchSubscribe TodayThe Parks Points newsletter features all aspects of our research, including smart home, IoT devices, entertainment and digital media, security, energy, health, and consumer data. Subscribe Now | Health Entertainment: Bringing the Fun to Wellness and FitnessDownload Table of Contents (PDF) The Bottom Line 1.0 Report Summary 1.1 Purpose of Report 1.2 Scope of Report 1.3 Research Approach 1.4 Why Fun Matters to Wellness and Fitness 1.5 Health Entertainment Market Defined 2.0 Health Entertainment: Hardware Innovations 2.1 Mobile Computing Devices 2.2 Games Consoles and Motion-Sensing Peripherals 2.3 New Generation Fitness Tracking Devices and Equipment 3.0 Health Entertainment: Software and Service Innovations 3.1 Games for Health and Wellness 3.1.1 Console and Online Games for Better Health 3.1.2 Online Health Services Using Games and Social Communications 3.1.3 Business Models and Industry Outlook 3.2 Mobile Apps for Wellness and Fitness 3.2.1 Wellness and Fitness Apps: by Numbers and Types 3.2.2 Wellness and Fitness App Developers: Business Models 4.0 Market Forecasts 4.1 Industry Growth Trajectory and Inflection Point 4.2 Forecast Methodology 4.3 Users of Health Entertainment Hardware and Services 4.4 Forecast of Health Entertainment Market Revenues 5.0 Market Implications and Recommendations 6.0 Appendix 6.1 Glossary 6.2 Index of Companies
Companies Interviewed for this Report Publish Date: 3Q 2012 Pages: 55 Authored By: Harry Wang - Senior Director of Research Jennifer Kent - Vice President, Research
© July 2012 Parks Associates Printed in the United States of America.
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