- Access & Entertainment Services
- Advertising
- Connected CE and Platforms
- Connected Home Sys. & Srvcs
- Digital Gaming
- Digital Health
- Digital Home Support Services
- Digital Media
- Home Energy Management
Core Research Areas
Related Research
Primary ResearchNewslettersReceive regular updates to your email.
| 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 2.0 Health Entertainment: Concept and Market Overview 2.1 Why Fun Matters to Wellness and Fitness 2.2 Health Entertainment Market Defined 3.0 Health Entertainment: Hardware Innovations 3.1 Music Players and Smartphones 3.2 Game Consoles and Motion Sensor Peripherals 3.3 New Generation Fitness Tracking Devices and Equipment 4.0 Health Entertainment: Software and Service Innovations 4.1 Games for Health and Wellness 4.1.1 Console and PC Games for Better Health 4.1.2 Online Health Services Using Games and Social Communications 4.1.3 Business Models and Industry Growth 4.2 Mobile Apps for Wellness and Fitness 4.2.1 Wellness and Fitness Apps: by Numbers and Types 4.2.2 Wellness and Fitness App Developers: Business Models 5.0 Market Forecasts 5.1 Industry Growth Trajectory and Inflection Points 5.2 Forecast Methodology 5.3 Forecast of User Base of Health Entertainment Hardware and Services 5.4 Forecast of Health Entertainment Market End User Revenues 6.0 Market Implications and Recommendations 7.0 Appendix 7.1 Glossary 7.2 Company Index Coming Soon Publish Date: 2Q 2012 Pages: 0 Authored By: Jennifer Kent - Research Analyst Harry Wang - Director, Health & Mobile Product Research
© December 2011 Parks Associates Printed in the United States of America.
Disclaimer |