COLORADO SPRINGS, CO--(Marketwired - October 25, 2016) - Digital technologies are changing how consumers live, work and shop, and wearables are playing a significant role in the revolution, according to new research released by Global Market Development Center (GMDC) -- a leading trade association that connects its members to innovation in the marketplace.
GMDC's latest "next practices" report called "How Wearables and Digital Technology Are Changing Consumer Behavior & Retail Environments," produced in collaboration with Brick Meets Click, explores the evolving technologies reshaping consumer behavior in the marketplace: social media, wearables, augmented reality, virtual reality, advanced voice and directional audio.
"Digital's influence on consumer purchase behavior is huge -- and growing. In fact, our research reported nearly half of all in-store retail sales were influenced by digital in 2014, and by the end of 2015, 64 percent of in-store sales were expected to be affected," said Patrick Spear, president and CEO of GMDC. "As we continue to spotlight tomorrow's trends and point toward the store of the future, this report answers the 'now what' question for member trading partners."
Wearable technologies -- such as Fitbit and Apple Watch -- which literally keep the pulse of today's connected consumer by monitoring physical activities with a variety of data and diagnostics at the tip of your hand -- are expected to vault more than 200 percent from 80 million units sold in 2015 to 214 million in 2019. Sales are expected to nearly triple from $2 billion in 2015 to $5.8 billion by 2019.
Wearables, a big and diverse category, can be grouped by where they are worn/located or by their focus. Wrist-worn devices dominate today. Wearables users consider themselves early adopters. They are split evenly between men and women and skew younger -- 48 percent are 18 to 34 and 52 percent are 35 and older.
New Realities: Augmented and Virtual
Closely following wearables in popularity are augmented reality (AR) and virtual reality (VR).
Huge investments in AR and VR can be seen in Q1 of 2016 -- over a billion dollars. Corporate giants, like Google, are working on development while retailers, like Netflix, have launched virtual reality stores. AR is expected to be more popular than VR since connected consumers can access it at a lower cost with no special equipment needed.
Today's social media is all about sharing pictures, news and experiences with friends, family and colleagues -- and even strangers who share common interests via a group or mutual connections. For many connected consumers, social media is replacing mass media as their main source of information. Each social platform has its own personality and plays a different role in the lives of users. Most importantly, images and user-generated content have become the new language of social media. Snapchat is a good example of both in action. Content is visual, almost always user-generated, and tends to be spontaneous and unpolished.
Most connected consumers with smartphones are familiar with voice input capabilities. The more people try it, the more times and places they find that voice is the best way to interact with their device. Amazon's Echo device and its voice-controlled digital assistant, Alexa, act as both a listener and speaker. Voice connections are powerful because input is easy and often hands free, and help is delivered "in the moment."
Connected consumers love the comfortable, almost private listening experience, directional audio delivers, whether at home, in the car or at the store. The ability to deliver audio directly to the individual makes it feel like wearing earphones without the gear. A study on the impact of directional audio installed in a grocery dairy department showed an 87 percent increase in the number of shoppers who purchased a new organic dairy product that they had not known about previously.
"Digital connections are exploding, which means there are more communications channels to reach connected consumers, but that could also mean increased fragmentation and potentially less efficient communications," said Bill Bishop, the white paper's lead author and chief architect of Brick Meets Click. "Retailers and suppliers are learning to talk digital. In the coming years, digital influence will play an increasingly important role in marketing and merchandising, so the two groups must not only execute the current standards but also consider how they can develop future standards."
Energizer and Big Time Products sponsored GMDC's Connected Consumer "next practices," with Nielsen contributing to the consumer insights.
Access the white paper here: https://www.gmdc.org/content-library
Global Market Development Center (GMDC) energizes members and the marketplace by advancing a culture of Connect-Collaborate-Create-Commerce. As the leading GM and HBW trade association, GMDC is dedicated to serving its ecosystem of more than 600 General Merchandise and Health Beauty Wellness retailers, wholesalers, suppliers and service/solution member companies by enabling consumer-facing innovation and retail reimagined. GMDC's combined member volume represents more than 125,000 retail outlets and more than $500 billion in sales. To learn more, visit gmdc.org.
Attachment Available: http://www.marketwire.com/library/MwGo/2016/10/25/11G119488/gmdc_cc_executive_summary-fa14e1087adc945ca7d7d4e30ad1eec5.pdf