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5G in Virtual Reality
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¼¼°èÀÇ °¡»óÇö½Ç¿ë 5G ½ÃÀåÀº 2030³â±îÁö 1,847¾ï ´Þ·¯¿¡ ´ÞÇÒ Àü¸Á

2024³â¿¡ 291¾ï ´Þ·¯·Î ÃßÁ¤µÇ´Â ¼¼°èÀÇ °¡»óÇö½Ç¿ë 5G ½ÃÀåÀº 2024-2030³â¿¡ CAGR 36.1%·Î ¼ºÀåÇϸç, 2030³â¿¡´Â 1,847¾ï ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù. ÀÌ ¸®Æ÷Æ®¿¡¼­ ºÐ¼®ÇÑ ºÎ¹®ÀÇ ÇϳªÀÎ Çϵå¿þ¾î ¿ÀÆÛ¸µÀº CAGR 38.5%¸¦ ±â·ÏÇϸç, ºÐ¼® ±â°£ Á¾·á½Ã¿¡´Â 1,135¾ï ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù. ¼ÒÇÁÆ®¿þ¾î Á¦°ø ºÎ¹®ÀÇ ¼ºÀå·üÀº ºÐ¼® ±â°£ Áß CAGR 33.3%·Î ÃßÁ¤µË´Ï´Ù.

¹Ì±¹ ½ÃÀåÀº 79¾ï ´Þ·¯·Î ÃßÁ¤, Áß±¹Àº CAGR 46.8%·Î ¼ºÀå ¿¹Ãø

¹Ì±¹ÀÇ °¡»óÇö½Ç¿ë 5G ½ÃÀåÀº 2024³â¿¡ 79¾ï ´Þ·¯·Î ÃßÁ¤µË´Ï´Ù. ¼¼°è 2À§ÀÇ °æÁ¦´ë±¹ÀÎ Áß±¹Àº ºÐ¼® ±â°£ÀÎ 2024-2030³âÀÇ CAGR 46.8%¸¦ °ßÀÎÇϸç, 2030³â¿¡´Â ¿¹Ãø ½ÃÀå ±Ô¸ð 490¾ï ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù. ±âŸ ÁÖ¸ñÇÒ ¸¸ÇÑ Áö¿ªº° ½ÃÀåÀ¸·Î´Â ÀϺ»°ú ij³ª´Ù°¡ ÀÖÀ¸¸ç, °¢°¢ ºÐ¼® ±â°£ Áß¿¡ 29.0%¿Í 32.6%ÀÇ CAGR·Î ¼ºÀåÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù. À¯·´¿¡¼­´Â µ¶ÀÏÀÌ CAGR ¾à 30.6%·Î ¼ºÀåÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù.

¼¼°èÀÇ °¡»óÇö½Ç¿ë 5G ½ÃÀå - ÁÖ¿ä µ¿Çâ°ú ÃËÁø¿äÀÎ Á¤¸®

5G°¡ ¸ôÀÔÇü ¹Ìµð¾î, ¿ø°Ý Çù¾÷, ½Ç½Ã°£ ½Ã¹Ä·¹ÀÌ¼Ç µî °¡»óÇö½ÇÀÇ °ÔÀÓ Ã¼ÀÎÀú°¡ µÇ´Â ÀÌÀ¯´Â ¹«¾ùÀΰ¡?

5G´Â Áö¿¬½Ã°£, ´ë¿ªÆø, À̵¿¼º°ú °ü·ÃµÈ ¿À·£ ¼º´É Á¦ÇÑÀ» ÇØ°áÇÔÀ¸·Î½á °¡»óÇö½Ç(VR)ÀÇ »óȲÀ» ¹Ù²Ù°í ÀÖ½À´Ï´Ù. ±âÁ¸ VR ½Ã½ºÅÛÀº À¯¼± ¿¬°á°ú ÇÏÀÌ¿£µå ·ÎÄà ó¸® ´É·Â¿¡ Å©°Ô ÀÇÁ¸ÇÏ¿© »ç¿ëÀÚÀÇ À̵¿°ú È®Àå °¡´É¼ºÀ» Á¦ÇÑÇß½À´Ï´Ù. ÃÊÀúÁö¿¬(ÃÖ¼Ò 1ms), ±¤´ë¿ªÆø, ³×Æ®¿öÅ© ½½¶óÀÌ½Ì ±â´ÉÀ» °®Ãá 5G´Â À̵¿¼º°ú ¹ÝÀÀ¼ºÀ» ¸ðµÎ °®Ãá ¹«¼± °íÃæ½Çµµ VR °æÇèÀ» °¡´ÉÇÏ°Ô ÇÕ´Ï´Ù. ÀÌ´Â ¸ð¼Ç Áö¿¬À̳ª ¹öÆÛ¸µÀÌ »ç¿ëÀÚ °æÇèÀ» ÀúÇϽÃŰ°Å³ª ºÒÆíÇÔÀ» À¯¹ßÇÒ ¼ö ÀÖ´Â ¿ëµµ¿¡ ÇʼöÀûÀÔ´Ï´Ù.

¼ÒºñÀÚ ¿£ÅÍÅ×ÀÎ¸ÕÆ® ºÐ¾ß¿¡¼­ 5G´Â ¿øÈ°ÇÑ Å¬¶ó¿ìµå ·»´õ¸µ°ú ÄÁÅÙÃ÷ ½ºÆ®¸®¹Ö, º¹ÀâÇÑ °¡»ó ȯ°æ, 360µµ µ¿¿µ»ó, Å×´õ¸µ Çìµå¼ÂÀÌ ÇÊ¿ä ¾ø´Â ¸ÖƼ±â¾÷ °ÔÀÓÀ» Áö¿øÇÕ´Ï´Ù. ±â¾÷ ȯ°æ¿¡¼­´Â 5G ±â¹Ý VRÀÌ °øµ¿ ¼³°è °ËÅä, ¿ø°Ý ±³À°, °¡»ó ÇÁ·ÎÅäŸÀÌÇÎ, ½Ç½Ã°£ ¹®Á¦ ÇØ°á¿¡ µµÀԵǰí ÀÖ½À´Ï´Ù. ºÐ»êµÈ ÆÀµéÀÌ ½Ç½Ã°£À¸·Î µ¥ÀÌÅÍ¿¡ ¾×¼¼½ºÇÏ°í °øÀ¯µÈ 3D ȯ°æ°ú »óÈ£ ÀÛ¿ëÇÒ ¼ö ÀÖ´Â ´É·ÂÀº °ÇÃà, ÀÚµ¿Â÷, ÷´Ü Á¦Á¶¾÷°èÀÇ ¿öÅ©Ç÷ο쿡 Çõ¸íÀ» ÀÏÀ¸Å°°í ÀÖ½À´Ï´Ù.

±³À° ¹× ÀÇ·á ºÐ¾ß¿¡¼­´Â VR°ú 5G¸¦ °áÇÕÇÏ¿© ¼ö¼ú ÈÆ·Ã ¹× Ä¡·á¸¦ À§ÇÑ °¡»ó ±³½ÇÀ̳ª ¸ôÀÔÇü ½Ã¹Ä·¹ÀÌ¼Ç Ç÷§Æû¿¡¼­ ½Ç½Ã°£ »óÈ£ ÀÛ¿ëÀ» ÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ °æÇèÀ» À§Çؼ­´Â ³·Àº Áö¿¬½Ã°£ÀÇ Çǵå¹é°ú ¾ÈÁ¤ÀûÀÎ µ¥ÀÌÅÍ Ã³¸®·®ÀÌ ¸ðµÎ ÇÊ¿äÇϸç, 5G°¡ À̸¦ ½ÇÇöÇÒ ¼ö ÀÖ´Â Á¶°ÇÀÌ µË´Ï´Ù. °¡»ó Âü¿©°¡ ¿ø°Ý ¼­ºñ½º, ¸¶ÄÉÆÃ, °æÇè ¼³°èÀÇ Áß½ÉÀÌ µÇ¸é¼­ 5GÀÇ ¾ÈÁ¤¼º°ú È®À强Àº ¸ðµç ºÐ¾ß¿¡¼­ Â÷¼¼´ë VR µµÀÔÀÇ ±â¹ÝÀÌ µÉ ¼ö ÀÖ´Â ¿øµ¿·ÂÀÌ µÇ°í ÀÖ½À´Ï´Ù.

³×Æ®¿öÅ© ½½¶óÀ̽Ì, ¿§Áö ÄÄÇ»ÆÃ, Ŭ¶ó¿ìµå ·»´õ¸µÀº ¾î¶»°Ô 5G¸¦ Áö¿øÇÏ´Â VR ¼º´ÉÀ» ÃÖÀûÈ­Çϰí Àִ°¡?

5G°¡ VR¿¡ ¹ÌÄ¡´Â ¿µÇâÀ» °¡¼ÓÈ­ÇÏ´Â °¡Àå Áß¿äÇÑ Çõ½Å Áß Çϳª´Â ³×Æ®¿öÅ© ½½¶óÀ̽Ì(Network Slicing)À¸·Î, ¼­ºñ½º ÇÁ·Î¹ÙÀÌ´õ´Â Áö¿¬¿¡ Ãë¾àÇÑ ¿ëµµ¿¡ Àü¿ë °¡»ó ³×Æ®¿öÅ©¸¦ ÇÒ´çÇÒ ¼ö ÀÖ½À´Ï´Ù. À̸¦ ÅëÇØ Æ®·¡ÇÈÀÌ ¸¹Àº ȯ°æ¿¡¼­µµ VR ¼¼¼ÇÀÌ ÀϰüµÈ ¼­ºñ½º ǰÁú(QoS)À» Á¦°ø¹ÞÀ» ¼ö ÀÖ½À´Ï´Ù. ³×Æ®¿öÅ© ½½¶óÀ̽ÌÀº VR e-sports °æ±âÀå, ¿ø°Ý ¼ö¼ú ½Ã¹Ä·¹À̼Ç, »ê¾÷ ±³À° ȯ°æ µî Áß´Ü ¾ø´Â µ¥ÀÌÅÍ È帧ÀÌ ¹Ì¼Ç Å©¸®Æ¼ÄÃÇÑ È¯°æ¿¡¼­ ƯÈ÷ À¯¿ëÇÕ´Ï´Ù.

¿§Áö ÄÄÇ»ÆÃÀº »ç¿ëÀÚ °¡±îÀÌ¿¡¼­ µ¥ÀÌÅ͸¦ ó¸®ÇÏ°í µ¥ÀÌÅͰ¡ ¸Ö¸® ¶³¾îÁø Ŭ¶ó¿ìµå µ¥ÀÌÅͼ¾ÅÍ·Î ´Ù½Ã Àü¼ÛµÇ´Â °ÍÀ» ÁÙ¿© VR ¼º´ÉÀ» ´õ¿í Çâ»ó½Ãŵ´Ï´Ù. VR ¿ëµµÀÌ ¿§Áö ³ëµå¿¡¼­ È£½ºÆÃµÇ°í 5G ¿¬°á°ú °áÇյǸé, 1ÀÎĪ ½Ã¹Ä·¹À̼Ç, ½Ç½Ã°£ ÅÚ·¹ÇÁ·¹Àü½º(telepresence) µî VR ¿ëµµ¿¡ ÇʼöÀûÀΠȰµ¿ÀÇ Áö¿¬À» ÃÖ¼ÒÈ­ÇÒ ¼ö ÀÖ½À´Ï´Ù. Ȱµ¿¿¡ ÇʼöÀûÀÎ Áö¿¬À» ÃÖ¼ÒÈ­ÇÏ¿© »ç¿ëÀÚ°¡ º¸´Ù ºÎµå·¯¿î ¸ôÀÔ°¨À» °æÇèÇÒ ¼ö ÀÖ½À´Ï´Ù.

Ŭ¶ó¿ìµå ·»´õ¸µÀº °­·ÂÇÑ ¿Âº¸µå GPU ¾øÀ̵µ °íÇØ»óµµ VR ÄÁÅÙÃ÷¸¦ °æ·® Çìµå¼ÂÀ̳ª ¸ð¹ÙÀÏ ±â±â¿¡ Á÷Á¢ ½ºÆ®¸®¹ÖÇÒ ¼ö ÀÖ°Ô ÇØÁÝ´Ï´Ù. 5G¸¦ ÅëÇØ ¿¬°áµÈ Ŭ¶ó¿ìµå ¼­¹ö·Î °è»ê·®ÀÌ ¸¹Àº ÀÛ¾÷À» ¿ÀÇÁ·ÎµåÇÔÀ¸·Î½á VR ½Ã½ºÅÛÀ» º¸´Ù Àú·ÅÇϰí ÄÄÆÑÆ®ÇÏ°Ô ¸¸µé ¼ö ÀÖÀ¸¸ç, È޴뼺À» ³ôÀÏ ¼ö ÀÖ½À´Ï´Ù. À̸¦ ÅëÇØ VRÀ» ´ë·®À¸·Î µµÀÔÇÒ ¼ö ÀÖ´Â ±æÀ» ¿­¾î ·ÎÄà ÄÄÇ»ÆÃ ¼º´ÉÀÌ Á¦ÇÑÀûÀΠȯ°æ¿¡¼­µµ VRÀ» ¹èÆ÷ÇÒ ¼ö ÀÖµµ·Ï Áö¿øÇÕ´Ï´Ù. ÀÌ·¯ÇÑ ±â¼úµéÀÇ °áÇÕÀ¸·Î VR ½Ã½ºÅÛ ¾ÆÅ°ÅØÃ³´Â Çϵå¿þ¾î¿¡ ÀÇÁ¸ÇÏ´Â ¼³Á¤¿¡¼­ À¯¿¬ÇÏ°í ºÐ»êµÈ È®Àå °¡´ÉÇÑ »ýŰè·Î ÀçÁ¤Àǵǰí ÀÖ½À´Ï´Ù.

5G ±â¹Ý VR ¼Ö·ç¼Ç ¼ö¿ä¸¦ ÁÖµµÇÏ´Â ¿ëµµ ºÐ¾ß, »ç¿ëÀÚ ºÎ¹®, Áö¿ª ½ÃÀåÀº?

°ÔÀÓ ¹× ¿£ÅÍÅ×ÀÎ¸ÕÆ®´Â 5G Áö¿ø VRÀÇ °¡Àå Å©°í °¡Àå ÁÖ¸ñ¹Þ´Â ºÐ¾ß·Î, ¸ÖƼ±â¾÷ °ÔÀÓ°ú °¡»ó Äܼ­Æ®ºÎÅÍ ¸ôÀÔÇü ½ºÆ÷Ã÷ °üÀü, ¼Ò¼È VR Ç÷§Æû¿¡ À̸£±â±îÁö ´Ù¾çÇÑ »ç¿ë»ç·Ê°¡ ÀÖ½À´Ï´Ù. Çѱ¹, ÀϺ», Áß±¹, ¹Ì±¹ µî ¸ð¹ÙÀÏ ³×Æ®¿öÅ©°¡ ¹ß´ÞÇÑ Áö¿ª¿¡¼­´Â ±â¼ú¿¡ Á¤ÅëÇÑ ¼ÒºñÀÚ¿Í ¾ó¸®¾î´äÅ͵éÀÌ 5G ³×Æ®¿öÅ©¸¦ ÅëÇÑ ÇÁ¸®¹Ì¾ö ¾ØÅ×´õ¸µ VR °æÇè¿¡ ´ëÇÑ ¼ö¿ä¸¦ ÃËÁøÇϰí ÀÖ½À´Ï´Ù.

±â¾÷ ¹× »ê¾÷ ºÐ¾ß¿¡¼­´Â ÈÆ·Ã ½Ã¹Ä·¹À̼Ç, µðÁöÅÐ Æ®À©, °øµ¿ ¼³°è ȯ°æ¿¡¼­ °íÇØ»óµµ ºñÁÖ¾ó°ú µ¿±âÈ­µÈ ÀÎÅÍ·¢¼ÇÀ» Á¦°øÇϱâ À§ÇØ 5G¸¦ Ȱ¿ëÇÑ VR¿¡ ´ëÇÑ ÀÇÁ¸µµ°¡ ³ô¾ÆÁö°í ÀÖ½À´Ï´Ù. ¼®À¯ ¹× °¡½º, Ç×°ø, Á¦Á¶, ¹°·ù µîÀÇ ºÐ¾ß¿¡¼­´Â ¾ÈÀü ÈÆ·Ã, ¿ø°Ý À¯Áöº¸¼ö, °ø°£ °èȹÀ» °­È­Çϱâ À§ÇØ VRÀ» µµÀÔÇϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ¿ëµµ´Â ½Ç½Ã°£ Çǵå¹é°ú ´ë¿ªÆøÀÌ Á¦ÇÑµÈ Àå¼Ò³ª ¿ø°ÝÁö¿¡¼­ ÀÛµ¿ÇÒ ¼ö ÀÖ´Â ´É·ÂÀÌ ÇÊ¿äÇϸç, 5G´Â ¼º´É°ú Ä¿¹ö¸®Áö¸¦ Çâ»ó½Ãų ¼ö ÀÖ½À´Ï´Ù.

ÇコÄɾî, ±³À°, ºÎµ¿»êµµ 5G VR ¼Ö·ç¼ÇÀ» äÅÃÇϰí ÀÖ½À´Ï´Ù. ¿ø°Ý ÀçȰ, Ä¡·á ¼¼¼Ç, ÇØºÎÇÐ ½Ã°¢È­, °¡»ó Ä·ÆÛ½º Åõ¾î´Â ¸ð¹ÙÀÏ VR ±â´ÉÀ» ÅëÇØ º¸´Ù ÀÎÅÍ·¢Æ¼ºêÇÏ°í ½±°Ô Á¢±ÙÇÒ ¼ö ÀÖ½À´Ï´Ù. À¯·´, Áßµ¿, µ¿³²¾Æ½Ã¾Æ µî ½ÃÀå¿¡¼­´Â Á¤ºÎ¿Í Åë½Å »ç¾÷ÀÚ°¡ 5G ÀÎÇÁ¶ó¿Í ½ÃÇè ÇÁ·Î±×·¥¿¡ ÅõÀÚÇÏ¿© °¡»ó ÇнÀ, ¿ø°ÝÀÇ·á, ¸ôÀÔÇü °ü±¤À» Áö¿øÇϰí ÀÖ½À´Ï´Ù. Çìµå¼ÂÀÇ °¡°ÝÀÌ ³·¾ÆÁö°í ÄÁÅÙÃ÷ ¶óÀ̺귯¸®°¡ ´Ã¾î³²¿¡ µû¶ó ´Ù¾çÇÑ Áö¿ª°ú Àα¸Ãþ¿¡¼­ µµÀÔÀÌ °¡¼ÓÈ­µÉ °ÍÀÔ´Ï´Ù.

¸ôÀÔÇü ½Ç½Ã°£ °¡»ó ȯ°æÀÇ ¹Ì·¡¿¡¼­ 5GÀÇ Àü·«Àû ¿ªÇÒÀ» Çü¼ºÇÏ´Â ÈûÀº ¹«¾ùÀΰ¡?

5G´Â ¸ôÀÔÇü ±â¼úÀÇ ¹Ì·¡¸¦ ±¸ÃàÇÏ´Â µ¥ ÀÖÀ¸¸ç, °¡»óÇö½Ç°ú Çö½Ç ¼¼°èÀÇ »óÈ£ ÀÛ¿ë »çÀÌÀÇ °£±ØÀ» ¸Þ¿ì´Â ±âº» ·¹À̾ µÉ °ÍÀ¸·Î ¿¹»óµÇ¸ç, VR »ýŰè¿ÍÀÇ ÅëÇÕÀº ¼º´É Çâ»ó»Ó¸¸ ¾Æ´Ï¶ó ±â¾÷ ¿öÅ©Ç÷οì, °ø°ø ¼­ºñ½º, µðÁöÅÐ ¿£ÅÍÅ×ÀÎ¸ÕÆ® ¹× ¼Ò¼È Âü¿©¿¡ À̸£±â±îÁö ´Ù¾çÇÑ ¿ëµµ¸¦ ±¸ÇöÇÒ ¼ö ÀÖ°Ô ÇÕ´Ï´Ù. ¿£ÅÍÅ×ÀÎ¸ÕÆ® ¹× ¼Ò¼È Âü¿©¿¡ À̸£±â±îÁö ½ÇÇö °¡´ÉÇÑ ¿ëµµÀÇ ¹üÀ§°¡ ³Ð¾îÁý´Ï´Ù. 5G´Â À̵¿¼º, ¾ÈÁ¤¼º, ÃÊÀúÁö¿¬¼ºÀ» ÅëÇØ VRÀ» Æ´»õ ¿ëµµ¿¡¼­ ÁÖ·ù µðÁöÅÐ ÀÎÇÁ¶ó·Î ÀüȯÇÒ ¼ö ÀÖ½À´Ï´Ù.

VR°ú AI, IoT, µðÁöÅÐ Æ®À©, ÇÝÆ½ Çǵå¹é µî ´Ù¸¥ ±â¼ú°úÀÇ À¶ÇÕÀº ¸ðµç ±â±â¿Í ȯ°æ¿¡¼­ ½Ç½Ã°£ °¨Áö, ·»´õ¸µ, µ¿ÀÛÀ» Áö¿øÇÏ´Â 5G¿¡ Å©°Ô ÀÇÁ¸Çϰí ÀÖ½À´Ï´Ù. ¸ÞŸ¹ö½º Ç÷§Æû, °¡»ó ÀÛ¾÷Àå, ¸ôÀÔÇü »ó°Å·¡°¡ ºÎ»óÇÔ¿¡ µû¶ó 5G°¡ Á¦°øÇÏ´Â °ß°íÇϰí È®Àå °¡´ÉÇϸç Àü ¼¼°è¿¡¼­ Àϰü¼º ÀÖ´Â ¿¬°á¼ºÀÇ Çʿ伺ÀÌ ´õ¿í °­Á¶µÇ°í ÀÖ½À´Ï´Ù.

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Global 5G in Virtual Reality Market to Reach US$184.7 Billion by 2030

The global market for 5G in Virtual Reality estimated at US$29.1 Billion in the year 2024, is expected to reach US$184.7 Billion by 2030, growing at a CAGR of 36.1% over the analysis period 2024-2030. Hardware Offering, one of the segments analyzed in the report, is expected to record a 38.5% CAGR and reach US$113.5 Billion by the end of the analysis period. Growth in the Software Offering segment is estimated at 33.3% CAGR over the analysis period.

The U.S. Market is Estimated at US$7.9 Billion While China is Forecast to Grow at 46.8% CAGR

The 5G in Virtual Reality market in the U.S. is estimated at US$7.9 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$49.0 Billion by the year 2030 trailing a CAGR of 46.8% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 29.0% and 32.6% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 30.6% CAGR.

Global 5G in Virtual Reality Market - Key Trends & Drivers Summarized

Why Is 5G Becoming a Game-Changer for Virtual Reality Across Immersive Media, Remote Collaboration, and Real-Time Simulation?

5G is transforming the virtual reality (VR) landscape by addressing longstanding performance limitations around latency, bandwidth, and mobility. Traditional VR systems have relied heavily on wired connections and high-end local processing power, restricting user movement and scaling potential. With its ultra-low latency (as low as 1ms), high bandwidth, and network slicing capabilities, 5G enables wireless, high-fidelity VR experiences that are both mobile and responsive-crucial for applications where motion lag or buffering can degrade user experience or induce discomfort.

For consumer entertainment, 5G allows seamless cloud rendering and content streaming, supporting complex virtual environments, 360-degree videos, and multiplayer gaming without tethered headsets. In enterprise settings, 5G-powered VR is being deployed for collaborative design reviews, remote training, virtual prototyping, and real-time troubleshooting. The ability to access real-time data and interact with shared 3D environments across distributed teams is revolutionizing workflows in architecture, automotive, and advanced manufacturing.

In education and healthcare, VR combined with 5G enables real-time interaction within virtual classrooms and immersive simulation platforms for surgical training and therapy. These experiences require both low-latency feedback and stable data throughput-conditions made feasible through 5G. As virtual engagement becomes central to remote services, marketing, and experience design, the reliability and scalability of 5G are positioning it as a foundational enabler for next-gen VR adoption across sectors.

How Are Network Slicing, Edge Computing, and Cloud Rendering Optimizing 5G-Enabled VR Performance?

One of the most significant innovations accelerating 5G’s impact on VR is the use of network slicing, which allows service providers to allocate dedicated virtual networks for latency-sensitive applications. This ensures that VR sessions receive consistent quality of service (QoS), even in high-traffic environments. Network slicing is particularly valuable in settings like VR esports arenas, remote surgery simulations, or industrial training environments where uninterrupted data flow is mission-critical.

Edge computing further enhances VR performance by processing data closer to the user, reducing the need for data to travel back to distant cloud data centers. This results in lower latency, minimized jitter, and quicker rendering of interactive environments. When VR applications are hosted on edge nodes and paired with 5G connectivity, users experience smoother immersion with minimal lag-critical for activities like first-person simulations or real-time telepresence.

Cloud rendering is enabling high-resolution VR content to be streamed directly to lightweight headsets and mobile devices without needing powerful onboard GPUs. By offloading compute-intensive tasks to cloud servers connected via 5G, VR systems become more affordable, compact, and portable. This opens the door to mass-market VR adoption and supports deployment in settings where local compute power is limited. Combined, these technologies are redefining VR system architecture from hardware-dependent setups to flexible, distributed, and scalable ecosystems.

Which Application Domains, User Segments, and Regional Markets Are Driving Demand for 5G-Powered VR Solutions?

Gaming and entertainment remain the largest and most visible domains for 5G-enabled VR, with use cases ranging from multiplayer gaming and virtual concerts to immersive sports viewing and social VR platforms. Tech-savvy consumers and early adopters in regions with advanced mobile networks-such as South Korea, Japan, China, and the U.S.-are fueling demand for premium, untethered VR experiences over 5G networks.

In enterprise and industrial sectors, training simulations, digital twins, and collaborative design environments are increasingly relying on VR powered by 5G to deliver high-resolution visuals and synchronized interactions. Sectors such as oil and gas, aviation, manufacturing, and logistics are deploying VR to enhance safety training, remote maintenance, and spatial planning. These applications require real-time feedback and the ability to operate in bandwidth-constrained or remote locations, where 5G becomes a performance and coverage enabler.

Healthcare, education, and real estate are also adopting 5G VR solutions. Remote rehabilitation, therapy sessions, anatomy visualization, and virtual campus tours are made more interactive and accessible with mobile VR capabilities. In markets like Europe, the Middle East, and Southeast Asia, governments and telecom providers are investing in 5G infrastructure and pilot programs to support virtual learning, telemedicine, and immersive tourism. As headset affordability improves and content libraries grow, adoption is set to accelerate across diverse geographies and demographic segments.

What Forces Are Shaping the Strategic Role of 5G in the Future of Immersive, Real-Time Virtual Environments?

5G is set to be a foundational layer in building the future of immersive technologies, bridging the gap between virtual presence and real-world interactivity. Its integration into the VR ecosystem not only enhances performance but also expands the range of feasible applications-from enterprise workflows and public services to digital entertainment and social engagement. By enabling mobility, reliability, and ultra-low latency, 5G is shifting VR from niche applications to mainstream digital infrastructure.

The convergence of VR with other technologies-such as AI, IoT, digital twins, and haptic feedback-will depend heavily on 5G to support real-time sensing, rendering, and actuation across devices and environments. The rise of metaverse platforms, virtual workplaces, and immersive commerce further underscores the need for robust, scalable, and globally consistent connectivity that 5G is uniquely positioned to provide.

As immersive media becomes an expected component of user experience, businesses and governments alike are integrating 5G VR into digital transformation strategies. From remote collaboration and training to tourism and public engagement, virtual environments will play a growing role in how people work, learn, and interact. As global networks mature, could 5G unlock the full experiential potential of virtual reality and redefine the boundaries between the physical and digital worlds?

SCOPE OF STUDY:

The report analyzes the 5G in Virtual Reality market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Offering (Hardware Offering, Software Offering, Services Offering); End-Use (Consumer End-Use, Commercial End-Use, Industrial End-Use)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.

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TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

III. MARKET ANALYSIS

IV. COMPETITION

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