| Characteristic | Apps | Wearables |
|---|---|---|
| - | - | - |
| - | - | - |
| - | - | - |
| - | - | - |
| - | - | - |
| - | - | - |
| - | - | - |
| - | - | - |
| - | - | - |
| - | - | - |
| - | - | - |
| - | - | - |
| - | - | - |
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Supplementary notes
The wearables sector includes devices specifically designed for use during sports activities. Specifically, those worn on the wrist and equipped with sensors and activity trackers that measure and analyze the physical activity and bodily functions of the person using them.
The considered applications include those focused on detecting, tracking, analyzing, or sharing achievements related to vitality and physical movement. Nutrition apps (for example, calorie counters) are excluded.
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