Global 5G Enabled Virtual Reality (VR) Market 2020-2030 by Offering (Hardware, Software, Service), End Use (Consumer, Commercial, Industrial), and Region: Trend Forecast and Growth Opportunity
Global 5G enabled virtual reality market will reach $103.26 billion by 2030, growing by 36.9% annually over 2020-2030 despite the impact of COVID-19. The shipment of 5G VR devices is expected to advance to 9,899.8 million units in 2030 driven by the fast-growing 5G deployment and active users.
Highlighted with 70 tables and 80 figures, this 180-page report “Global 5G Enabled Virtual Reality (VR) Market 2020-2030 by Offering (Hardware, Software, Service), End Use (Consumer, Commercial, Industrial), and Region: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire global 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 global 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 global 5G enabled virtual reality market in every aspect of the classification from perspectives of Offering, End Use, and Region.
Based on offering, the global 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 global 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 regions together with the listed national/local markets are fully investigated:
• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
• Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)
• North America (U.S., Canada, and Mexico)
• South America (Brazil, Chile, Argentina, Rest of South America)
• RoW (Saudi Arabia, UAE, South Africa)
For each of the aforementioned regions and countries, detailed analysis and data for annual revenue are available for 2019-2030. The breakdown of all regional markets by country and split 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 global 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
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 8
1.1 Industry Definition and Research Scope 8
1.1.1 Industry Definition 8
1.1.2 Research Scope 9
1.2 Research Methodology 12
1.2.1 Overview of Market Research Methodology 12
1.2.2 Market Assumption 13
1.2.3 Secondary Data 13
1.2.4 Primary Data 13
1.2.5 Data Filtration and Model Design 15
1.2.6 Market Size/Share Estimation 16
1.2.7 Research Limitations 17
1.3 Executive Summary 18
2 Market Overview and Dynamics 22
2.1 Market Size and Forecast 22
2.2 Major Growth Drivers 23
2.3 Market Restraints and Challenges 28
2.4 Emerging Opportunities and Market Trends 31
2.5 Porter’s Fiver Forces Analysis 35
3 Segmentation of Global Market by Offering 39
3.1 Market Overview by Offering 39
3.2 Hardware 41
3.2.1 Full Feature Devices 42
3.2.2 Hardware Components 43
3.3 Software 44
3.4 Service 45
4 Segmentation of Global Market by End Use 46
4.1 Market Overview by End Use 46
4.2 Consumer 48
4.2.1 Gaming 49
4.2.2 Entertainment & Media 50
4.2.3 Other Consumer Sections 51
4.3 Commercial 52
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 Segmentation of Global Market by Region 65
5.1 Geographic Market Overview 2019-2030 65
5.2 North America Market 2019-2030 by Country 69
5.2.1 Overview of North America Market 69
5.2.2 U.S. 73
5.2.3 Canada 77
5.2.4 Mexico 79
5.3 European Market 2019-2030 by Country 81
5.3.1 Overview of European Market 81
5.3.2 Germany 85
5.3.3 UK 87
5.3.4 France 89
5.3.5 Spain 91
5.3.6 Italy 93
5.3.7 Russia 95
5.3.8 Rest of European Market 97
5.4 Asia-Pacific Market 2019-2030 by Country 99
5.4.1 Overview of Asia-Pacific Market 99
5.4.2 Japan 103
5.4.3 China 106
5.4.4 Australia 108
5.4.5 India 110
5.4.6 South Korea 112
5.4.7 Rest of APAC Region 114
5.5 South America Market 2019-2030 by Country 116
5.5.1 Argentina 119
5.5.2 Brazil 121
5.5.3 Chile 123
5.5.4 Rest of South America Market 125
5.6 Rest of World Market 2019-2030 by Country 126
5.6.1 UAE 129
5.6.2 Saudi Arabia 131
5.6.3 South Africa 133
5.6.4 Other National Markets 135
6 Competitive Landscape 136
6.1 Overview of Key Vendors 136
6.2 New Product Launch, Partnership, Investment, and M&A 139
6.3 Company Profiles 140
Atmel Corporation 140
BARCO 142
Cypress Semiconductor Corp 143
Facebook 144
Google 145
HoloLens 146
Huawei Technologies 147
Integrated Device Technology Inc 148
Intel Corporation 149
Leap Motion, Inc. 150
LG Corporation 151
Maxim Integrated 152
Microsoft Corporation 153
NGRAIN 154
NKK Switches 155
Nokia 156
Oculus 157
Orion Software 158
Qualcomm Inc. 159
Rohm Semiconductor 160
Samsung Electronics 161
Semtech Corporation 162
Sensics, Inc. 163
Sixense Entertainment, Inc. 164
Sixense MakeVR 165
Sixense STEM 166
StreamVR 167
Texas Instruments 168
VREAL 169
VRWorks 170
Vuzix Corporation 171
ZTE Corporation 173
7 Investing in Global Market: Risk Assessment and Management 174
7.1 Risk Evaluation of Global Market 174
7.2 Critical Success Factors (CSFs) 177
Related Reports and Products 180