Asia Pacific 5G Enabled Virtual Reality (VR) Market 2020-2030 by Offering (Hardware, Software, Service), End Use (Consumer, Commercial, Industrial), and Country: Trend Forecast and Growth Opportunity
Asia Pacific 5G enabled virtual reality market will grow by 43.1% over 2020-2030 with a total addressable market cap of $110.8 billion driven by the fast-growing deployment of 5G and adoption of VR technology. Highlighted with 33 tables and 47 figures, this 125-page report “Asia Pacific 5G Enabled Virtual Reality (VR) Market 2020-2030 by Offering (Hardware, Software, Service), End Use (Consumer, Commercial, Industrial), and Country: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire Asia Pacific 5G enabled virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2015-2019 and provides forecast from 2020 till 2030 with 2019 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.) In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter’s Fiver Forces The trend and outlook of Asia Pacific market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify Asia Pacific 5G enabled virtual reality market in every aspect of the classification from perspectives of Offering, End Use, and Country. Based on offering, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section. Hardware • Full Feature Devices • Hardware Components Software • Consumer • Commercial • Industrial Service Based on end use, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section. Consumer • Gaming • Entertainment & Media • Other Consumer Sections Commercial • Healthcare • E-commerce & Retail • E-learning & Education • Real Estate • Other Commercial Sectors Industrial • Manufacturing • Pharmaceutical Industry • Defense & Aerospace • Farming • Other Industrial Sectors Geographically, the following national/local markets are fully investigated: • Japan • China • South Korea • Australia • India • Rest of APAC (further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka) For each country, detailed analysis and data for annual revenue are available for 2019-2030. The breakdown of key national markets by Offering and End Use over the forecast years are also included. The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players. Specifically, potential risks associated with investing in Asia Pacific 5G enabled virtual reality market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions. Key Players (this may not be a complete list and extra companies can be added upon request): Atmel Corporation BARCO Cypress Semiconductor Corp Facebook Google HoloLens Huawei Technologies Integrated Device Technology Inc Intel Corporation Leap Motion, Inc. LG Corporation Maxim Integrated Microsoft Corporation NGRAIN NKK Switches Nokia Oculus Orion Software Qualcomm Inc. Rohm Semiconductor Samsung Electronics Semtech Corporation Sensics, Inc. Sixense Entertainment, Inc. Sixense MakeVR Sixense STEM StreamVR Texas Instruments VREAL VRWorks Vuzix Corporation ZTE Corporation (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
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1 Introduction 7 1.1 Industry Definition and Research Scope 7 1.1.1 Industry Definition 7 1.1.2 Research Scope 8 1.2 Research Methodology 11 1.2.1 Overview of Market Research Methodology 11 1.2.2 Market Assumption 12 1.2.3 Secondary Data 12 1.2.4 Primary Data 12 1.2.5 Data Filtration and Model Design 14 1.2.6 Market Size/Share Estimation 15 1.2.7 Research Limitations 16 1.3 Executive Summary 17 2 Market Overview and Dynamics 21 2.1 Market Size and Forecast 21 2.2 Major Growth Drivers 22 2.3 Market Restraints and Challenges 27 2.4 Emerging Opportunities and Market Trends 30 2.5 Porter’s Fiver Forces Analysis 34 3 Segmentation of Asia Pacific Market by Offering 38 3.1 Market Overview by Offering 38 3.2 Hardware 40 3.2.1 Full Feature Devices 41 3.2.2 Hardware Components 42 3.3 Software 43 3.4 Service 44 4 Segmentation of Asia Pacific Market by End Use 45 4.1 Market Overview by End Use 45 4.2 Consumer 47 4.2.1 Gaming 48 4.2.2 Entertainment & Media 49 4.2.3 Other Consumer Sections 50 4.3 Commercial 51 4.3.1 Healthcare 53 4.3.2 E-commerce & Retail 54 4.3.3 E-learning & Education 55 4.3.4 Real Estate 56 4.3.5 Other Commercial Sectors 57 4.4 Industrial 58 4.4.1 Manufacturing 60 4.4.2 Pharmaceutical Industry 61 4.4.3 Defense & Aerospace 62 4.4.4 Farming 63 4.4.5 Other Industrial Sectors 64 5 Asia-Pacific Market 2019-2030 by Country 65 5.1 Overview of Asia-Pacific Market 65 5.2 Japan 68 5.3 China 71 5.4 Australia 73 5.5 India 75 5.6 South Korea 77 5.7 Rest of APAC Region 79 6 Competitive Landscape 81 6.1 Overview of Key Vendors 81 6.2 New Product Launch, Partnership, Investment, and M&A 84 6.3 Company Profiles 85 Atmel Corporation 85 BARCO 87 Cypress Semiconductor Corp 88 Facebook 89 Google 90 HoloLens 91 Huawei Technologies 92 Integrated Device Technology Inc 93 Intel Corporation 94 Leap Motion, Inc. 95 LG Corporation 96 Maxim Integrated 97 Microsoft Corporation 98 NGRAIN 99 NKK Switches 100 Nokia 101 Oculus 102 Orion Software 103 Qualcomm Inc. 104 Rohm Semiconductor 105 Samsung Electronics 106 Semtech Corporation 107 Sensics, Inc. 108 Sixense Entertainment, Inc. 109 Sixense MakeVR 110 Sixense STEM 111 StreamVR 112 Texas Instruments 113 VREAL 114 VRWorks 115 Vuzix Corporation 116 ZTE Corporation 118 7 Investing in Asia Pacific Market: Risk Assessment and Management 119 7.1 Risk Evaluation of Asia Pacific Market 119 7.2 Critical Success Factors (CSFs) 122 Related Reports and Products 125