Global Wearable Computing Market Size & Outlook, 2023-2030

The wearable computing industry worldwide is expected to reach a projected revenue of US$ 244,436.4 million by 2030. A compound annual growth rate of 20.2% is expected of the worldwide wearable computing industry from 2024 to 2030.
Revenue, 2023 (US$M)
$67,478.0
Forecast, 2030 (US$M)
$244,436.4
CAGR, 2024 - 2030
20.2%
Report Coverage
Worldwide

Global wearable computing market highlights

  • The global wearable computing market generated a revenue of USD 67,478.0 million in 2023 and is expected to reach USD 244,436.4 million by 2030.
  • The market is expected to grow at a CAGR (2024 - 2030) of 20.2% by 2030.
  • In terms of segment, fitness trackers accounted for a revenue of USD 23,419.4 million in 2023.
  • Head Mount Displays is the most lucrative product segment registering the fastest growth during the forecast period.
  • In terms of region, North America was the largest revenue generating market in 2023.
  • Country-wise, U.S. is expected to register the highest CAGR from 2024 to 2030.

Global data book summary

Market revenue in 2023USD 67,478.0 million
Market revenue in 2030USD 244,436.4 million
Growth rate20.2% (CAGR from 2023 to 2030)
Largest segmentFitness trackers
Fastest growing segmentHead Mount Displays
Historical data covered2017 - 2022
Base year for estimation2023
Forecast period covered2024 - 2030
Quantitative unitsRevenue in USD million
Market segmentationSmart Watches, Smart Jewlery, Fitness Trackers, Body-worn Cameras, Head Mount Displays

Other key industry trends

  • In terms of revenue, the North America accounted for 40.6% of the global wearable computing market in 2023.
  • By country, the U.S. is projected to lead the global market in terms of revenue in 2030.
  • By country, U.S. is the fastest growing regional market and is projected to reach USD 67,446.7 million by 2030.

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Wearable Computing Market Companies

Name Profile # Employees HQ Website

Global wearable computing market outlook

The databook is designed to serve as a comprehensive guide to navigating this sector. The databook focuses on market statistics denoted in the form of revenue and y-o-y growth and CAGR across the globe and regions. A detailed competitive and opportunity analyses related to wearable computing market will help companies and investors design strategic landscapes.


Fitness trackers was the largest segment with a revenue share of 34.71% in 2023. Horizon Databook has segmented the Global wearable computing market based on smart watches, smart jewlery, fitness trackers, body-worn cameras, head mount displays covering the revenue growth of each sub-segment from 2017 to 2030.


  • Global Wearable Computing Product Outlook (Revenue, USD Million, 2017-2030)
    • Smart Watches
    • Smart Jewlery
    • Fitness Trackers
    • Body-worn Cameras
    • Head Mount Displays
    • Others
  • Global Wearable Computing Connectivity Outlook (Revenue, USD Million, 2017-2030)
    • Bluetooth
    • Wi-Fi
    • 4G/5G
    • Others
  • Global Wearable Computing Application Outlook (Revenue, USD Million, 2017-2030)
    • Consumer
      • General Consumer
      • Fitness, sports, and wellness
      • Gaming & REC
      • Home Entertainment
      • Fashion & apparel
    • Non-Consumer
      • Healthcare
      • Defense & Security
      • Enterprises & Industrial

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Horizon Databook provides a detailed overview of global-level data and insights on the Global wearable computing market , including forecasts for subscribers. This global databook contains high-level insights into Global wearable computing market from 2017 to 2030, including revenue numbers, major trends, and company profiles.

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Global wearable computing market size, by regions, 2017-2030 (US$M)

Top 10 countries: Wearable computing market size, 2023 (US$M)

Global wearable computing market share, by product, 2023 & 2030 (%, US$M)

Wearable computing market: Opportunity assessment by country

Global wearable computing market, by region, 2023 (US$M)

Global wearable computing market size, by regions, 2017-2030 (US$M)

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