Europe 5G Enabled Virtual Reality (VR) Market Outlook, 2030

The Europe 5G-enabled virtual reality market, valued at $560M in 2019, will grow by 40%, fueled by advancements in immersive experiences.

The Europe 5G-enabled Virtual Reality (VR) market is poised for significant growth, driven by the confluence of rapid advancements in 5G network deployment, increasing consumer interest in immersive experiences, and expanding applications across various sectors. 5G networks, with their high bandwidth, low latency, and increased connectivity, are transforming the VR landscape by enabling seamless streaming of high-resolution VR content, reducing lag, and facilitating real-time interactions in virtual environments. This enhanced connectivity is crucial for delivering truly immersive and engaging VR experiences, overcoming the limitations of previous network technologies. The market is witnessing a surge in demand for 5G-enabled VR solutions that offer enhanced realism, improved interactivity, and greater accessibility. The proliferation of 5G networks across Europe is creating a fertile ground for the development and deployment of innovative VR applications. Telecommunication companies are investing heavily in 5G infrastructure, expanding coverage and improving network performance. This widespread availability of 5G connectivity is a key enabler of VR adoption, as it removes the bottleneck of slow and unreliable internet connections. The market is also being propelled by the increasing availability of affordable and high-quality VR headsets and devices. Advancements in VR hardware are leading to improved display resolution, enhanced tracking capabilities, and more comfortable designs. This is making VR technology more accessible to a wider audience, both consumers and businesses. The growing interest in immersive entertainment and gaming is a significant driver of the 5G-enabled VR market. Consumers are seeking more engaging and interactive entertainment experiences, and VR offers a compelling alternative to traditional forms of media. The availability of 5G networks is enabling the streaming of high-quality VR games and videos, enhancing the immersive experience and attracting a larger audience. Beyond entertainment, 5G-enabled VR is finding increasing applications in various industries, including healthcare, education, training, manufacturing, and retail. In healthcare, VR is being used for medical training, pain management, and rehabilitation. In education, VR is creating immersive learning environments that enhance student engagement and understanding. In training, VR is providing realistic simulations for various professions, allowing employees to practice skills in a safe and controlled environment. In manufacturing, VR is being used for design visualization, assembly simulation, and remote collaboration. In retail, VR is creating immersive shopping experiences that allow customers to virtually try on clothes or explore products before making a purchase.

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. The Europe 5G-enabled Virtual Reality (VR) market can be uniquely described by the word "Immersion." 5G networks, with their high bandwidth and low latency, are the key to unlocking true immersion in virtual reality. They enable seamless streaming of high-resolution VR content, reducing lag and creating a sense of presence that was previously unattainable. "Immersion" is the core of the VR experience, allowing users to feel like they are truly present in the virtual world. 5G-enabled VR takes this "immersion" to the next level, enhancing realism, interactivity, and accessibility. The high speed of 5G networks eliminates the buffering and delays that can disrupt the sense of "immersion," allowing for smooth and uninterrupted VR experiences. The low latency of 5G is crucial for real-time interactions in virtual environments, enabling users to communicate and collaborate with others as if they were physically present. This enhanced interactivity further enhances the sense of "immersion," making the VR experience more engaging and believable. 5G also enables the streaming of high-quality VR content, including 4K video and 3D graphics, which creates a more visually stunning and immersive experience. The increased connectivity of 5G networks supports multi-user VR experiences, allowing multiple users to share the same virtual environment and interact with each other. This social aspect of VR further enhances the sense of "immersion," making the experience more dynamic and engaging. Beyond entertainment, 5G-enabled "immersion" is transforming various industries. In healthcare, VR is creating immersive training environments for medical professionals, allowing them to practice complex procedures in a safe and realistic setting.

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The offering segment of the Europe 5G-enabled VR market is multifaceted, encompassing a wide array of products and services that cater to the diverse needs of consumers and businesses. This segment can be broadly categorized into several key areas, each playing a crucial role in shaping the market's growth trajectory. Hardware forms the foundation of the offering segment, including VR headsets, controllers, and other devices that enable users to interact with virtual environments. The market is witnessing a proliferation of VR headsets with varying features, such as different display resolutions, tracking capabilities, and ergonomic designs. Advancements in hardware are leading to more immersive and comfortable VR experiences, driving consumer adoption. Software is the key to unlocking the potential of VR hardware, providing the platform for creating and delivering VR content and applications. This segment includes VR development tools, operating systems, and application software for various use cases, from gaming and entertainment to training and education. The availability of robust and user-friendly software is essential for enabling developers to create compelling VR experiences. Content is the heart of the VR experience, encompassing the games, videos, simulations, and other digital experiences that users interact with in virtual environments. The quality and diversity of VR content are crucial factors influencing market growth. The market is witnessing a surge in the creation of high-quality VR content across various genres and applications, from immersive games and cinematic VR experiences to educational simulations and training programs. Services play a vital role in supporting the VR ecosystem, including VR development services, content creation services, integration services, and maintenance and support services. These services help businesses and individuals to adopt and implement VR solutions effectively. The availability of comprehensive services is crucial for accelerating the adoption of VR technology across various sectors. Connectivity is a critical enabler of 5G-enabled VR, with 5G networks providing the high bandwidth and low latency required for seamless streaming of VR content. Telecommunication companies are playing a key role in the offering segment by investing in 5G infrastructure and offering 5G connectivity plans that support VR applications. The widespread availability of 5G networks is essential for realizing the full potential of 5G-enabled VR.


The end-use segment of the Europe 5G-enabled VR market is diverse and expanding, encompassing a wide range of sectors that are leveraging VR technology to enhance their operations, improve efficiency, and create new experiences. This segment can be broadly classified into several key areas, each with its unique applications and requirements for 5G-enabled VR. Gaming and entertainment is a major end-use segment, with VR offering immersive gaming experiences and interactive entertainment content. 5G networks are enabling the streaming of high-quality VR games and videos, enhancing the immersive experience and attracting a larger audience. The gaming and entertainment segment is a key driver of the 5G-enabled VR market, with consumers seeking more engaging and interactive entertainment experiences. Healthcare is a significant end-use segment, with VR being used for medical training, pain management, rehabilitation, and remote surgery. 5G-enabled VR is enabling real-time collaboration between medical professionals, improving access to healthcare, and enhancing the quality of care. The healthcare segment is witnessing a growing adoption of VR technology, with applications ranging from surgical simulations to virtual therapy. Education and training is a crucial end-use segment, with VR creating immersive learning environments that enhance student engagement and understanding. 5G-enabled VR is enabling interactive and collaborative learning experiences, making education more engaging and effective. The education and training segment is witnessing a growing adoption of VR technology, with applications ranging from virtual field trips to simulated training scenarios. Manufacturing is a key end-use segment, with VR being used for design visualization, assembly simulation, remote collaboration, and training. 5G-enabled VR is improving efficiency in manufacturing processes, reducing costs, and enhancing product quality. The manufacturing segment is witnessing a growing adoption of VR technology, with applications ranging from virtual prototyping to simulated assembly tasks. Retail is an emerging end-use segment, with VR creating immersive shopping experiences that allow customers to virtually try on clothes or explore products before making a purchase. 5G-enabled VR is enhancing the customer experience, driving sales, and improving customer engagement. The retail segment is witnessing a growing adoption of VR technology, with applications ranging from virtual showrooms to interactive product demonstrations. Real estate is another growing end-use segment, with VR allowing potential buyers to virtually tour properties without physically visiting them. 5G-enabled VR is enhancing the real estate experience, making it more convenient and efficient for buyers and sellers.


The country segment of the Europe 5G-enabled VR market is diverse, with different countries exhibiting varying levels of technological adoption, 5G network deployment, and consumer interest in VR. These factors shape the growth and development of the VR market in each country. Germany is a leading market for 5G-enabled VR in Europe, with a strong technology infrastructure, high internet penetration, and a large consumer base interested in immersive experiences. The country's robust economy and focus on innovation are driving the growth of the VR market in Germany. United Kingdom is another significant market for 5G-enabled VR in Europe, with a high adoption rate of digital technologies and a growing interest in VR across various sectors. The UK's vibrant gaming and entertainment industry is contributing to the growth of the VR market. France is a growing market for 5G-enabled VR in Europe, with increasing investments in 5G infrastructure and a rising consumer interest in VR experiences. The French government's support for digital innovation is driving the growth of the VR market. Spain is a developing market for 5G-enabled VR in Europe, with a growing adoption of digital technologies and a rising interest in VR across various sectors. The country's tourism and entertainment industries are contributing to the growth of the VR market. Italy is another developing market for 5G-enabled VR in Europe, with increasing investments in 5G infrastructure and a growing consumer interest in VR experiences. The Italian government's focus on digital transformation is driving the growth of the VR market. Netherlands is a technologically advanced country with a high internet penetration and a strong interest in VR across various sectors. The country's well-developed 5G infrastructure is supporting the growth of the VR market. Nordic countries such as Sweden, Norway, and Denmark are early adopters of 5G technology and have a strong interest in VR experiences.

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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 Outlook, 2030

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