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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

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

Bonafide Trust 28-05-2020 180 Pages Figures : 71 Tables : 80
Region : Global Category : IT & Telecommunications Telecommunications & Networks

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.)

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