Wearable technology has taken the industry by storm with millions of devices being sold and more still on demand.

Market expectations

These include smart watches as well as virtual reality (VR). Wearable technology is mainly associated with the consumer space including Fitbit and Apple Watch which have played a big role in having smart bands on our wrists. Gamers are well represented on the VR sector with headsets including the Oculus Rift.

According to predictions by analyst CCS Insight, the proliferation of the wearable devices is expected to grow with about 96 million devices expected to be sold by the end of this year which are worth approximately $10.8 billion. This is an increase to 185 million and value of about 16.9 billion by the year 2021.

Wearable technology in the travel industry

Travel companies including Carnival have incorporated wearable technology into their system with the introduction of Ocean Medallion that is designed to replace credit cards, smartphones as well as other gadgets once the customer is aboard. It comes with the options of carrying it in the pocket, wearing a chain or a wristband. It is used for typically everything ranging from checking into paying for goods in the cruise.

Visitors will also use the accompanying mobile app to reserve or pre-order drinks and as soon as they near the site, the token alerts the staff allowing them to be seamlessly served. It also alerts the housekeeping staff when the guest is out of the room for cleaning and daily servicing.

The vice president of U.K. & Europe at Princess Cruises, Tony Roberts says, “The goal is to enhance our guest experience so that Ocean Vacations become the first choice.” He went further to state that they are providing the guests with the best-personalized experience so that they are able to make the best of their time on vacation.

Other sectors in the economy

More industries are going the wearable technology way. This includes industries that don’t wish to invest in hardware-like headsets or smart tokens. More opportunities are available which are related to the wearable devices that people own already. By the year 2025, about 500 million headsets will be in use globally hence firms will communicate with their customers and partners through supporting apps for the devices.