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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

  • GRA3868176
  • 180 Pages
  • May 2020
  • ICT & Media
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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

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.)

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

Table 1. Snapshot of Global 5G Enabled Virtual Reality Market, 2019-2030 21

Table 2. World Smartphone Connections, Average Network Connection Speed for Smartphones and Tablets, 2019-2030 26

Table 3. World Mobile Data Traffic by Deployment Mode, 2019-2030, EB/year 27

Table 4. World Mobile Data Traffic by Device, 2019-2030, EB/year 27

Table 5. Main Product Trends and Market Opportunities in Global 5G Enabled Virtual Reality Market 31

Table 6. Global 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 39

Table 7. Global 5G Enabled Virtual Reality Market: Hardware by Type, 2019-2030, $ bn 41

Table 8. Global 5G Enabled Virtual Reality Market: Full Feature Devices by Type, 2019-2030, $ bn 42

Table 9. Global 5G Enabled Virtual Reality Market: Hardware Components by Type, 2019-2030, $ bn 43

Table 10. Global 5G Enabled Virtual Reality Market: Software by Application, 2019-2030, $ bn 44

Table 11. Global 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 46

Table 12. Global 5G Enabled Virtual Reality Market: Consumer Market by Segment, 2019-2030, $ bn 48

Table 13. Global 5G Enabled Virtual Reality Market: Commercial Market by Segment, 2019-2030, $ bn 52

Table 14. Global 5G Enabled Virtual Reality Market: Industrial Market by Segment, 2019-2030, $ bn 58

Table 15. Global 5G Enabled Virtual Reality Market by Region, 2019-2030, $ bn 66

Table 16. Leading National 5G Enabled Virtual Reality Market, 2019 and 2030, $ bn 68

Table 17. North America 5G Enabled Virtual Reality Market by Country, 2019-2030, $ bn 71

Table 18. U.S. 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 75

Table 19. U.S. 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 75

Table 20. Canada 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 78

Table 21. Canada 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 78

Table 22. Mexico 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 80

Table 23. Mexico 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 80

Table 24. Europe 5G Enabled Virtual Reality Market by Country, 2019-2030, $ bn 84

Table 25. Germany 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 86

Table 26. Germany 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 86

Table 27. UK 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 88

Table 28. UK 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 88

Table 29. France 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 90

Table 30. France 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 90

Table 31. Spain 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 92

Table 32. Spain 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 92

Table 33. Italy 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 94

Table 34. Italy 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 94

Table 35. Russia 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 96

Table 36. Russia 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 96

Table 37. 5G Enabled Virtual Reality Market in Rest of Europe by Country, 2019-2030, $ bn 98

Table 38. APAC 5G Enabled Virtual Reality Market by Country, 2019-2030, $ bn 101

Table 39. Japan 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 105

Table 40. Japan 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 105

Table 41. China 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 107

Table 42. China 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 107

Table 43. Australia 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 109

Table 44. Australia 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 109

Table 45. India 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 111

Table 46. India 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 111

Table 47. South Korea 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 113

Table 48. South Korea 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 113

Table 49. 5G Enabled Virtual Reality Market in Rest of APAC by Country, 2019-2030, $ bn 115

Table 50. South America 5G Enabled Virtual Reality Market by Country, 2019-2030, $ bn 118

Table 51. Argentina 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 120

Table 52. Argentina 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 120

Table 53. Brazil 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 122

Table 54. Brazil 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 122

Table 55. Chile 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 124

Table 56. Chile 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 124

Table 57. RoW 5G Enabled Virtual Reality Market by Country, 2019-2030, $ bn 128

Table 58. UAE 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 130

Table 59. UAE 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 130

Table 60. Saudi Arabia 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 132

Table 61. Saudi Arabia 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 132

Table 62. South Africa 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 134

Table 63. South Africa 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 134

Table 64. Atmel Corporation: Company Snapshot 140

Table 65. Atmel Corporation: Business Segmentation 140

Table 66. Atmel Corporation: Product Portfolio 141

Table 67. Atmel Corporation: Revenue, 2016-2018, $ bn 141

Table 68. Atmel Corporation: Recent Developments 141

Table 69. Risk Evaluation for Investing in Global Market, 2019-2030 175

Table 70. Critical Success Factors and Key Takeaways 178

 
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