American Early Adopters Go For Wearable Technology

Online gambling firms developing products for the new wave are on the right track

Online gambling companies developing products compatible with the "wearable technology" trend are on the right track, judging by a Forrester Research report released today (Monday).
The results of the research firm's latest study on wearables make encouraging reading for developers, manufacturers and enthusiasts alike, with 21 percent of the US online population buying a wearable device, and the younger generations leading the trend.
Interest in wearables has been steadily rising, and peaked in March this year with the launch of the Apple Watch, followed by smartwatches from Samsung, Pebble and Motorola and the release of other wearable devices by fitness-focused companies such as Fitbit and Jawbone.
Fitbit currently leads the field in terms of wearable technology, with 36 percent of respondents to the Forrester study confirming they were using the product, a statistic supported by IDC numbers in August, which also recorded a 223 percent rise in wearable sales overall.
The Nike Fuel Band and the Apple Watch tied for second at 16 percent, while the now-discontinued Google Glass still accounts for 15 percent of wearable devices in use, Forrester reports.
Forrester research exec Gina Fleming says that consumer adoption of wearable technology has clearly taken off, with the growth of smartphone use contributing to its popularity by driving down the cost of components and accelerating the miniaturisation of electronics. Smartphone technology also gives consumers access to the apps necessary for wearable data.
"The combination of machine learning, which gives consumers accurate data and insights, and the added apps layer, which allows users to act on those insights, creates a winning formula," the Forrester report notes. "The result is that fitness wearables have matured from a 'fun to have' gadget for those tackling a new goal, to a category impacting the financials of entire industries."
There are challenges ahead, including persuading consumers to keep using their devices once they've bought them, but Forrester's is the second industry report in two months to point to promising growth.
Expect more developments over the next year such as better hardware designs, more apps with greater capabilities and a growing range of virtual reality devices, Forrester concludes.

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