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

Europe 5G enabled virtual reality market reached $560 million in 2019 and will grow by 40.1% over 2020-2030

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.)

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Table of Contents

  • 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

Figure 1. Research Method Flow Chart 11
Figure 2. Breakdown of Primary Research 13
Figure 3. Bottom-up Approach and Top-down Approach for Market Estimation 15
Figure 4. Europe Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2030 17
Figure 5. Virtual Reality (VR): Europe Base Market, 5G Accelerated Uptake Market, and Delayed Market by Revenue, 2019-2030, $ bn 18
Figure 6. Virtual Reality (VR): Europe Base Market, 5G Accelerated Uptake Market, and Delayed Market by Shipment, 2019-2030, million units 18
Figure 7. Virtual Reality (VR): Europe Base Market, 5G Accelerated Uptake Market, and Delayed Market by Active Users, 2019-2030, million 19
Figure 8. Europe 5G Enabled Virtual Reality Market, 2019-2030, $ bn 21
Figure 9. Primary Drivers and Impact Factors of Europe 5G Enabled Virtual Reality Market 22
Figure 10. World 5G Traffic, 2019-2030, EB/year 25
Figure 11. Primary Restraints and Impact Factors of Europe 5G Enabled Virtual Reality Market 27
Figure 12. Investment Opportunity Analysis 31
Figure 13. Porter’s Fiver Forces Analysis of Europe 5G Enabled Virtual Reality Market 34
Figure 14. Breakdown of Europe 5G Enabled Virtual Reality Market by Offering, 2019-2030, % of Sales Revenue 38
Figure 15. Europe Addressable Market Cap in 2020-2030 by Offering, Value ($ bn) and Share (%) 39
Figure 16. Europe 5G Enabled Virtual Reality Market: Hardware, 2019-2030, $ bn 40
Figure 17. Europe 5G Enabled Virtual Reality Market: Full Feature Devices, 2019-2030, $ bn 41
Figure 18. Europe 5G Enabled Virtual Reality Market: Hardware Components, 2019-2030, $ bn 42
Figure 19. Europe 5G Enabled Virtual Reality Market: Software, 2019-2030, $ bn 43
Figure 20. Europe 5G Enabled Virtual Reality Market: Service, 2019-2030, $ bn 44
Figure 21. Breakdown of Europe 5G Enabled Virtual Reality Market by End Use, 2019-2030, % of Sales Revenue 45
Figure 22. Europe Addressable Market Cap in 2020-2030 by End Use, Value ($ bn) and Share (%) 46
Figure 23. Europe 5G Enabled Virtual Reality Market: Consumer, 2019-2030, $ bn 47
Figure 24. Europe 5G Enabled Virtual Reality Market: Gaming, 2019-2030, $ bn 48
Figure 25. Europe 5G Enabled Virtual Reality Market: Entertainment & Media, 2019-2030, $ bn 49
Figure 26. Europe 5G Enabled Virtual Reality Market: Other Consumer Sections, 2019-2030, $ bn 50
Figure 27. Europe 5G Enabled Virtual Reality Market: Commercial, 2019-2030, $ bn 51
Figure 28. Europe 5G Enabled Virtual Reality Market: Healthcare, 2019-2030, $ bn 52
Figure 29. Europe 5G Enabled Virtual Reality Market: E-commerce & Retail, 2019-2030, $ bn 53
Figure 30. Europe 5G Enabled Virtual Reality Market: E-learning & Education, 2019-2030, $ bn 54
Figure 31. Europe 5G Enabled Virtual Reality Market: Real Estate, 2019-2030, $ bn 55
Figure 32. Europe 5G Enabled Virtual Reality Market: Other Commercial Sectors, 2019-2030, $ bn 56
Figure 33. Europe 5G Enabled Virtual Reality Market: Industrial, 2019-2030, $ bn 57
Figure 34. Europe 5G Enabled Virtual Reality Market: Manufacturing, 2019-2030, $ bn 59
Figure 35. Europe 5G Enabled Virtual Reality Market: Pharmaceutical Industry, 2019-2030, $ bn 60
Figure 36. Europe 5G Enabled Virtual Reality Market: Defense & Aerospace, 2019-2030, $ bn 61
Figure 37. Europe 5G Enabled Virtual Reality Market: Farming, 2019-2030, $ bn 62
Figure 38. Europe 5G Enabled Virtual Reality Market: Other Industrial Sectors, 2019-2030, $ bn 63
Figure 39. Breakdown of European 5G Enabled Virtual Reality Market by Country, 2019 and 2030, % of Revenue 65
Figure 40. Contribution to Europe 2020-2030 Cumulative Revenue by Country, Value ($ bn) and Share (%) 66
Figure 41. 5G Enabled Virtual Reality Market in Germany, 2019-2030, $ bn 67
Figure 42. 5G Enabled Virtual Reality Market in UK, 2019-2030, $ bn 69
Figure 43. 5G Enabled Virtual Reality Market in France, 2019-2030, $ bn 71
Figure 44. 5G Enabled Virtual Reality Market in Spain, 2019-2030, $ bn 73
Figure 45. 5G Enabled Virtual Reality Market in Italy, 2019-2030, $ bn 75
Figure 46. 5G Enabled Virtual Reality Market in Russia, 2019-2030, $ bn 77
Figure 47. 5G Enabled Virtual Reality Market in Rest of Europe, 2019-2030, $ bn 79
Figure 48. Growth Stage of Europe 5G Enabled Virtual Reality Industry over the Forecast Period 81

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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

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