Global 5G Enabled Virtual Reality (VR) Market Research Report 2021
Summary – A new market
study, “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”has
been featured on Wise Guy Reports.
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.
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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.)
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