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Europe 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

  • GRA3868178
  • 125 Pages
  • May 2020
  • ICT & Media
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Europe 5G enabled virtual reality market reached $560 million in 2019 and will grow by 40.1% over 2020-2030 owing to the rising need for VR technology in the region.

Highlighted with 35 tables and 48 figures, this 125-page report “Europe 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 Europe 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 Europe 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 Europe 5G enabled virtual reality market in every aspect of the classification from perspectives of Offering, End Use, and Country.

Based on offering, the Europe 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 Europe 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:

• Germany

• UK

• France

• Spain

• Italy

• Russia

• Rest of Europe (further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)

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 Europe 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 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 Europe 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 Europe 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 52

4.3.2 E-commerce & Retail 53

4.3.3 E-learning & Education 54

4.3.4 Real Estate 55

4.3.5 Other Commercial Sectors 56

4.4 Industrial 57

4.4.1 Manufacturing 59

4.4.2 Pharmaceutical Industry 60

4.4.3 Defense & Aerospace 61

4.4.4 Farming 62

4.4.5 Other Industrial Sectors 63

5 European Market 2019-2030 by Country 64

5.1 Overview of European Market 64

5.2 Germany 67

5.3 UK 69

5.4 France 71

5.5 Spain 73

5.6 Italy 75

5.7 Russia 77

5.8 Rest of European Market 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 Europe Market: Risk Assessment and Management 119

7.1 Risk Evaluation of Europe Market 119

7.2 Critical Success Factors (CSFs) 122

Related Reports and Products 125

Table 1. Snapshot of Europe 5G Enabled Virtual Reality Market, 2019-2030 20

Table 2. World Smartphone Connections, Average Network Connection Speed for Smartphones and Tablets, 2019-2030 25

Table 3. World Mobile Data Traffic by Deployment Mode, 2019-2030, EB/year 26

Table 4. World Mobile Data Traffic by Device, 2019-2030, EB/year 26

Table 5. Main Product Trends and Market Opportunities in Europe 5G Enabled Virtual Reality Market 30

Table 6. Europe 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 38

Table 7. Europe 5G Enabled Virtual Reality Market: Hardware by Type, 2019-2030, $ bn 40

Table 8. Europe 5G Enabled Virtual Reality Market: Full Feature Devices by Type, 2019-2030, $ bn 41

Table 9. Europe 5G Enabled Virtual Reality Market: Hardware Components by Type, 2019-2030, $ bn 42

Table 10. Europe 5G Enabled Virtual Reality Market: Software by Application, 2019-2030, $ bn 43

Table 11. Europe 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 45

Table 12. Europe 5G Enabled Virtual Reality Market: Consumer Market by Segment, 2019-2030, $ bn 47

Table 13. Europe 5G Enabled Virtual Reality Market: Commercial Market by Segment, 2019-2030, $ bn 51

Table 14. Europe 5G Enabled Virtual Reality Market: Industrial Market by Segment, 2019-2030, $ bn 57

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

Table 16. Germany 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 68

Table 17. Germany 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 68

Table 18. UK 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 70

Table 19. UK 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 70

Table 20. France 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 72

Table 21. France 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 72

Table 22. Spain 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 74

Table 23. Spain 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 74

Table 24. Italy 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 76

Table 25. Italy 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 76

Table 26. Russia 5G Enabled Virtual Reality Market by Offering, 2019-2030, $ bn 78

Table 27. Russia 5G Enabled Virtual Reality Market by End Use, 2019-2030, $ bn 78

Table 28. 5G Enabled Virtual Reality Market in Rest of Europe by Country, 2019-2030, $ bn 80

Table 29. Atmel Corporation: Company Snapshot 85

Table 30. Atmel Corporation: Business Segmentation 85

Table 31. Atmel Corporation: Product Portfolio 86

Table 32. Atmel Corporation: Revenue, 2016-2018, $ bn 86

Table 33. Atmel Corporation: Recent Developments 86

Table 34. Risk Evaluation for Investing in Europe Market, 2019-2030 120

Table 35. Critical Success Factors and Key Takeaways 123

 
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