DUBLIN--(BUSINESS WIRE)--The "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" report has been added to ResearchAndMarkets.com's offering.
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.
This report 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.
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 Five 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.
- Atmel Corporation
- Cypress Semiconductor Corp
- Huawei Technologies
- Integrated Device Technology Inc
- Intel Corporation
- Leap Motion, Inc.
- LG Corporation
- Maxim Integrated
- Microsoft Corporation
- NKK Switches
- Orion Software
- Qualcomm Inc.
- Rohm Semiconductor
- Samsung Electronics
- Semtech Corporation
- Sensics, Inc.
- Sixense Entertainment, Inc.
- Sixense MakeVR
- Sixense STEM
- Texas Instruments
- Vuzix Corporation
- ZTE Corporation
Key Topics Covered:
2 Market Overview and Dynamics
3 Segmentation of Global Market by Offering
3.1 Market Overview by Offering
3.2.1 Full Feature Devices
3.2.2 Hardware Components
4 Segmentation of Global Market by End Use
4.1 Market Overview by End Use
4.2.2 Entertainment & Media
4.2.3 Other Consumer Sections
4.3.2 E-commerce & Retail
4.3.3 E-learning & Education
4.3.4 Real Estate
4.3.5 Other Commercial Sectors
4.4.2 Pharmaceutical Industry
4.4.3 Defense & Aerospace
4.4.5 Other Industrial Sectors
5 Segmentation of Global Market by Region
5.1 Geographic Market Overview 2019-2030
5.2 North America Market 2019-2030 by Country
5.3 European Market 2019-2030 by Country
5.4 Asia-Pacific Market 2019-2030 by Country
5.5 South America Market 2019-2030 by Country
5.6 Rest of World Market 2019-2030 by Country
6 Competitive Landscape
6.1 Overview of Key Vendors
6.2 New Product Launch, Partnership, Investment, and M&A
6.3 Company Profiles
7 Investing in Global Market: Risk Assessment and Management
7.1 Risk Evaluation of Global Market
7.2 Critical Success Factors (CSFs)
For more information about this report visit https://www.researchandmarkets.com/r/mkad8w