Highlights
The global 5G and Virtual Reality market was valued at US$ million in 2022 and is anticipated to reach US$ million by 2029, witnessing a CAGR of % during the forecast period 2023-2029. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
North American market for 5G and Virtual Reality is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
Asia-Pacific market for 5G and Virtual Reality is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The global market for 5G and Virtual Reality in Games and Entertainment is estimated to increase from $ million in 2023 to $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The key global companies of 5G and Virtual Reality include Facebook, Huawei Technologies, Qualcomm, ZTE Corporation, Samsung Electronics, Google, SK Telecom, LG Corporation and Microsoft Corporation, etc. In 2022, the world's top three vendors accounted for approximately % of the revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for 5G and Virtual Reality, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding 5G and Virtual Reality.
The 5G and Virtual Reality market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global 5G and Virtual Reality market comprehensively. Regional market sizes, concerning products by type, by application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the 5G and Virtual Reality companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by type, by application, and by regions.
By Company
Facebook
Huawei Technologies
Qualcomm
ZTE Corporation
Samsung Electronics
Google
SK Telecom
LG Corporation
Microsoft Corporation
Segment by Type
Software
Service
Hardware
Segment by Application
Games and Entertainment
Retail
Medical
Military
Agricultural
Other
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of 5G and Virtual Reality companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the key companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Âé¶¹Ô´´ Analysis by Type
1.2.1 Global 5G and Virtual Reality Âé¶¹Ô´´ Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 Software
1.2.3 Service
1.2.4 Hardware
1.3 Âé¶¹Ô´´ by Application
1.3.1 Global 5G and Virtual Reality Âé¶¹Ô´´ Growth by Application: 2018 VS 2022 VS 2029
1.3.2 Games and Entertainment
1.3.3 Retail
1.3.4 Medical
1.3.5 Military
1.3.6 Agricultural
1.3.7 Other
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global 5G and Virtual Reality Âé¶¹Ô´´ Perspective (2018-2029)
2.2 5G and Virtual Reality Growth Trends by Region
2.2.1 Global 5G and Virtual Reality Âé¶¹Ô´´ Size by Region: 2018 VS 2022 VS 2029
2.2.2 5G and Virtual Reality Historic Âé¶¹Ô´´ Size by Region (2018-2023)
2.2.3 5G and Virtual Reality Forecasted Âé¶¹Ô´´ Size by Region (2024-2029)
2.3 5G and Virtual Reality Âé¶¹Ô´´ Dynamics
2.3.1 5G and Virtual Reality Industry Trends
2.3.2 5G and Virtual Reality Âé¶¹Ô´´ Drivers
2.3.3 5G and Virtual Reality Âé¶¹Ô´´ Challenges
2.3.4 5G and Virtual Reality Âé¶¹Ô´´ Restraints
3 Competition Landscape by Key Players
3.1 Global Top 5G and Virtual Reality Players by Revenue
3.1.1 Global Top 5G and Virtual Reality Players by Revenue (2018-2023)
3.1.2 Global 5G and Virtual Reality Revenue Âé¶¹Ô´´ Share by Players (2018-2023)
3.2 Global 5G and Virtual Reality Âé¶¹Ô´´ Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by 5G and Virtual Reality Revenue
3.4 Global 5G and Virtual Reality Âé¶¹Ô´´ Concentration Ratio
3.4.1 Global 5G and Virtual Reality Âé¶¹Ô´´ Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by 5G and Virtual Reality Revenue in 2022
3.5 5G and Virtual Reality Key Players Head office and Area Served
3.6 Key Players 5G and Virtual Reality Product Solution and Service
3.7 Date of Enter into 5G and Virtual Reality Âé¶¹Ô´´
3.8 Mergers & Acquisitions, Expansion Plans
4 5G and Virtual Reality Breakdown Data by Type
4.1 Global 5G and Virtual Reality Historic Âé¶¹Ô´´ Size by Type (2018-2023)
4.2 Global 5G and Virtual Reality Forecasted Âé¶¹Ô´´ Size by Type (2024-2029)
5 5G and Virtual Reality Breakdown Data by Application
5.1 Global 5G and Virtual Reality Historic Âé¶¹Ô´´ Size by Application (2018-2023)
5.2 Global 5G and Virtual Reality Forecasted Âé¶¹Ô´´ Size by Application (2024-2029)
6 North America
6.1 North America 5G and Virtual Reality Âé¶¹Ô´´ Size (2018-2029)
6.2 North America 5G and Virtual Reality Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America 5G and Virtual Reality Âé¶¹Ô´´ Size by Country (2018-2023)
6.4 North America 5G and Virtual Reality Âé¶¹Ô´´ Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe 5G and Virtual Reality Âé¶¹Ô´´ Size (2018-2029)
7.2 Europe 5G and Virtual Reality Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe 5G and Virtual Reality Âé¶¹Ô´´ Size by Country (2018-2023)
7.4 Europe 5G and Virtual Reality Âé¶¹Ô´´ Size by Country (2024-2029)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific 5G and Virtual Reality Âé¶¹Ô´´ Size (2018-2029)
8.2 Asia-Pacific 5G and Virtual Reality Âé¶¹Ô´´ Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific 5G and Virtual Reality Âé¶¹Ô´´ Size by Region (2018-2023)
8.4 Asia-Pacific 5G and Virtual Reality Âé¶¹Ô´´ Size by Region (2024-2029)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America 5G and Virtual Reality Âé¶¹Ô´´ Size (2018-2029)
9.2 Latin America 5G and Virtual Reality Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America 5G and Virtual Reality Âé¶¹Ô´´ Size by Country (2018-2023)
9.4 Latin America 5G and Virtual Reality Âé¶¹Ô´´ Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa 5G and Virtual Reality Âé¶¹Ô´´ Size (2018-2029)
10.2 Middle East & Africa 5G and Virtual Reality Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa 5G and Virtual Reality Âé¶¹Ô´´ Size by Country (2018-2023)
10.4 Middle East & Africa 5G and Virtual Reality Âé¶¹Ô´´ Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Facebook
11.1.1 Facebook Company Detail
11.1.2 Facebook Business Overview
11.1.3 Facebook 5G and Virtual Reality Introduction
11.1.4 Facebook Revenue in 5G and Virtual Reality Business (2018-2023)
11.1.5 Facebook Recent Development
11.2 Huawei Technologies
11.2.1 Huawei Technologies Company Detail
11.2.2 Huawei Technologies Business Overview
11.2.3 Huawei Technologies 5G and Virtual Reality Introduction
11.2.4 Huawei Technologies Revenue in 5G and Virtual Reality Business (2018-2023)
11.2.5 Huawei Technologies Recent Development
11.3 Qualcomm
11.3.1 Qualcomm Company Detail
11.3.2 Qualcomm Business Overview
11.3.3 Qualcomm 5G and Virtual Reality Introduction
11.3.4 Qualcomm Revenue in 5G and Virtual Reality Business (2018-2023)
11.3.5 Qualcomm Recent Development
11.4 ZTE Corporation
11.4.1 ZTE Corporation Company Detail
11.4.2 ZTE Corporation Business Overview
11.4.3 ZTE Corporation 5G and Virtual Reality Introduction
11.4.4 ZTE Corporation Revenue in 5G and Virtual Reality Business (2018-2023)
11.4.5 ZTE Corporation Recent Development
11.5 Samsung Electronics
11.5.1 Samsung Electronics Company Detail
11.5.2 Samsung Electronics Business Overview
11.5.3 Samsung Electronics 5G and Virtual Reality Introduction
11.5.4 Samsung Electronics Revenue in 5G and Virtual Reality Business (2018-2023)
11.5.5 Samsung Electronics Recent Development
11.6 Google
11.6.1 Google Company Detail
11.6.2 Google Business Overview
11.6.3 Google 5G and Virtual Reality Introduction
11.6.4 Google Revenue in 5G and Virtual Reality Business (2018-2023)
11.6.5 Google Recent Development
11.7 SK Telecom
11.7.1 SK Telecom Company Detail
11.7.2 SK Telecom Business Overview
11.7.3 SK Telecom 5G and Virtual Reality Introduction
11.7.4 SK Telecom Revenue in 5G and Virtual Reality Business (2018-2023)
11.7.5 SK Telecom Recent Development
11.8 LG Corporation
11.8.1 LG Corporation Company Detail
11.8.2 LG Corporation Business Overview
11.8.3 LG Corporation 5G and Virtual Reality Introduction
11.8.4 LG Corporation Revenue in 5G and Virtual Reality Business (2018-2023)
11.8.5 LG Corporation Recent Development
11.9 Microsoft Corporation
11.9.1 Microsoft Corporation Company Detail
11.9.2 Microsoft Corporation Business Overview
11.9.3 Microsoft Corporation 5G and Virtual Reality Introduction
11.9.4 Microsoft Corporation Revenue in 5G and Virtual Reality Business (2018-2023)
11.9.5 Microsoft Corporation Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
Facebook
Huawei Technologies
Qualcomm
ZTE Corporation
Samsung Electronics
Google
SK Telecom
LG Corporation
Microsoft Corporation
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*If Applicable.