Global 5G in VR Market Overview:
5G has been associated with the promise of new digital applications and services that come with a hyper-connected life. We have seen that this new technology, which provides “perfect” connectivity, creates new value for both us as individuals and to industries and enterprises. The telecom industry has always evolved to take advantage of newer, better technologies as they become available – starting with 1G and evolving into 4G, and now 5G. In fact, the pace of technology adoption will accelerate with 5G. Technologies such as virtualization, cloud-native, cloud computing, edge computing, artificial intelligence, machine learning, network slicing, automation, management, and orchestration are all key components in enabling the use cases and business models that are expected to come with 5G. These technologies will contribute to the high-performance, high-capacity, high-reliability, and low-latency associated with 5G, all delivered at a low total cost of ownership (TCO). This combination of high performance and low TCO is essential, both in addressing the exponential growth in data traffic and in handling the increasing number of IoT devices.
Growth Drivers
- The Growing application of virtual reality (VR) solutions in the defense sector
- High demand for immersive solutions
Roadblocks
- Delay in Standardization of Spectrum Allocation
Opportunities
- The growing acceptance of digital technologies
Challenges
- Technological Design Challenges
Competitive Landscape:
The companies are exploring the market by adopting expansions, investments, new service launches, and collaborations as their preferred strategies. The players are exploring new geographies through expansions and acquisitions across the globe to gain a competitive advantage through combined collaborations.
Some of the key players profiled in the report are Google LLC ( United States), Oculus Rift (Facebook Inc.) (United States), Sony Corporation (Japan), Unity Technologies (United States), HTC Corporation (Taiwan), Microsoft Corporation (United States), Apple Inc. (United States), Sixense Enterprises Inc. (United States), Eon Reality Inc. (United States), Dassault Systems SE (France) and Qualcomm Inc. (United States). Additionally, following companies can also be profiled that are part of our coverage like Autodesk Inc. (United States). Analyst at AMA Research see United States Players to retain maximum share of Global 5G in VR market by 2025. Considering Market by Industry Verticles, the sub-segment i.e. Gaming will boost the 5G in VR market. Considering Market by Component , the sub-segment i.e. Hardware will boost the 5G in VR market. Considering Market by By 5G Operational Frequency, the sub-segment i.e. Sub 6 GHz will boost the 5G in VR market. Considering Market by Services , the sub-segment i.e. Managed services will boost the 5G in VR market.
In February 2020 Qualcomm United States company launches 5G-enabled VR, AR reference design. According to the organization, reference design provides a rough outline for building headsets for the 5G-enabled Snapdragon XR2 chipset.
Available Customization:
Data related to EXIM [Export- Import], production & consumption by country or regional level break-up can be provided based on client request**
** Confirmation on availability of data would be provided prior to purchase
Research Methodology:
The top-down and bottom-up approaches are used to estimate and validate the size of the Global 5G in VR market.
In order to reach an exhaustive list of functional and relevant players various industry classification standards are closely followed such as NAICS, ICB, SIC to penetrate deep in important geographies by players and a thorough validation test is conducted to reach most relevant players for survey in 5G in VR market.
In order to make priority list sorting is done based on revenue generated based on latest reporting with the help of paid databases such as Factiva, Bloomberg etc.
Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment by targeting key target audience that includes New Entrants/Investors, Analysts and Strategic Business Planners, 5G in VR Provider, Government Regulatory and Research Organizations and End-Use Industry.
This helps us to gather the data related to players revenue, operating cycle and expense, profit along with product or service growth etc.
Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that includes Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, USPTO, EPO, Annual reports, press releases etc.