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한글목차
5G 가상현실(VR) 시장 규모는 향후 수년간 비약적인 성장이 전망될 예정입니다. 예측 기간 동안의 예상 성장은 스마트폰 보급률 증가, 5G 네트워크의 글로벌 확장, 의료 분야에서의 VR 채택 증가, VR 컨텐츠의 인기 상승, e스포츠 산업의 확대에 기인하고 있습니다. 이 기간에 예상되는 주요 동향에는 클라우드 기반의 VR 서비스의 통합, 디지털 트윈 기술의 진보, 구독 기반의 VR 컨텐츠 모델의 채용, VR 헤드셋의 개량, 5G 기술의 지속적인 통합 등이 있습니다.
메타버스의 존재감 증가가 5G 가상현실(VR) 시장 확대를 견인할 것으로 예측됩니다. 메타버스는 사용자가 아바타를 통해 교류하고 몰입 경험을 위해 물리적 현실과 디지털 현실을 융합시키는 집합적인 가상 공간입니다. 그 성장은 투자 증가, 기술 발전, 원격 근무 동향, 몰입형 상호작용에 대한 수요 증가로 촉진되고 있습니다. 5G 가상현실은 가속화, 대기 시간 단축, 대역폭 확대로 메타버스를 강화하고 원활한 실시간 경험을 가능하게 합니다. 2022년 9월 미국 네트워킹 기업 Ciena Corporation이 1만 5,000명을 대상으로 실시한 설문 조사에 따르면 비즈니스 전문가의 8%가 메타버스와 같은 보다 몰입적인 경험을 추진할 준비가 된 것으로 나타났습니다. 게다가 96%가 가상 회의의 가치를 인식하고, 78%가 기존의 화상 회의보다 몰입형 메타버스 경험을 채택하는 데 관심을 보였고, 71%가 메타버스가 기존 작업 방식에 통합될 수 있다고 생각했습니다. 또한 40%는 향후 2년 이내에 기존 협업 도구에서 가상현실 기반 플랫폼으로 전환할 것으로 예상했습니다. 이러한 메타버스의 채용 확대가 5G 가상현실 시장의 확대에 기여하고 있습니다.
5G 가상현실 시장의 주요 기업은 사용자 경험을 향상시키기 위해 올인원 XR 헤드셋과 같은 기술 혁신에 주력하고 있습니다. 이 헤드셋은 가상 현실(VR), 증강 현실(AR), 혼합 현실(MR)을 하나의 장치에 통합하여 더욱 다재다능하고 몰입감 있는 경험을 제공합니다. HTC Corporation은 복합 현실과 가상현실의 기능을 통합한 작고 가벼운 헤드셋 VIVE XR Elite를 발표했습니다. 게임, 피트니스, 생산성 등 다양한 애플리케이션을 위해 설계된 이 제품은 눈 당 1920x1920 해상도, 4개의 트래킹 카메라, 깊이 감지, 몰입형 오디오, 2시간 배터리 수명, 그리고 확장된 XR(eXtended Reality) 경험을 위한 PC 연결 기능을 제공합니다.
목차
제1장 주요 요약
제2장 시장 특징
제3장 시장 동향과 전략
제4장 시장 - 거시경제 시나리오 금리, 인플레이션, 지정학, 신형 코로나 바이러스 감염의 영향과 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오
제5장 세계 성장 분석과 전략 분석 프레임워크
세계 5G 가상현실(VR) PESTEL 분석(정치, 사회, 기술, 환경, 법적 요인, 촉진요인과 억제요인)
최종 이용 산업의 분석
세계 5G 가상현실(VR) 시장 : 성장률 분석
세계 5G 가상현실(VR) 시장 실적 : 규모와 성장, 2019-2024년
세계 5G 가상현실(VR) 시장 예측 : 규모와 성장, 2024-2029년, 2034년
세계 5G 가상현실(VR) 전체 시장 규모(TAM)
제6장 시장 세분화
세계 5G 가상현실(VR) 시장 : 디바이스 유형별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
헤드 마운트 디스플레이
제스처 컨트롤 디바이스
프로젝터
기타
세계 5G 가상현실(VR) 시장 : 구성 요소별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
하드웨어
소프트웨어
서비스
세계 5G 가상현실(VR) 시장 : 기술별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
비몰입형
반몰입형
완전 몰입형
세계 5G 가상현실(VR) 시장 : 최종 이용 산업별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
항공우주 및 방위
소매
게임 및 엔터테인먼트
의료
업무용
기타
세계 5G 가상현실(VR) 시장 : 헤드 마운트 디스플레이별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
유선 VR 헤드셋
독립형 VR 헤드셋
스마트폰 기반 VR 헤드셋
복합현실(MR) 헤드셋
엔터프라이즈 VR 헤드셋
세계 5G 가상현실(VR) 시장 : 제스처 컨트롤 디바이스별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
VR글로브
촉각 피드백 장치
모션 추적 센서
핸드헬드 컨트롤러
시선 추적 장치
세계 5G 가상현실(VR) 시장 : 프로젝터별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
VR 돔 프로젝터
3D 매핑 프로젝터
레이저 기반 VR 프로젝터
단초점 VR 프로젝터
다감각 VR 프로젝터
세계 5G 가상현실(VR) 시장, 기타 디바이스 유형별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
VR 러닝머신
VR 정장
뇌 컴퓨터 인터페이스(BCI) 디바이스
몰입형 VR 포드
제7장 지역별/국가별 분석
세계 5G 가상현실(VR) 시장 : 지역별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
세계 5G 가상현실(VR) 시장 : 국가별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
제8장 아시아태평양 시장
제9장 중국 시장
제10장 인도 시장
제11장 일본 시장
제12장 호주 시장
제13장 인도네시아 시장
제14장 한국 시장
제15장 서유럽 시장
제16장 영국 시장
제17장 독일 시장
제18장 프랑스 시장
제19장 이탈리아 시장
제20장 스페인 시장
제21장 동유럽 시장
제22장 러시아 시장
제23장 북미 시장
제24장 미국 시장
제25장 캐나다 시장
제26장 남미 시장
제27장 브라질 시장
제28장 중동 시장
제29장 아프리카 시장
제30장 경쟁 구도와 기업 프로파일
5G 가상현실(VR) 시장 : 경쟁 구도
5G 가상현실(VR) 시장 : 기업 프로파일
Amazon.com Inc.
Apple Inc.
Google LLC
Samsung Electronics Co Ltd.
Microsoft Corporation
제31장 기타 주요 기업 및 혁신 기업
Alibaba Group Holding Limited
Meta Platforms Inc
Sony Group Corporation
LG Corporation
Intel Corporation
Cisco Systems Inc.
Qualcomm Incorporated
NVIDIA Corporation
Ericsson AB
ZTE Corporation
Unity Technologies Inc
Barco NV
Penumbra Inc
Magic Leap Inc
HTC Corporation
제32장 세계 시장 경쟁 벤치마킹과 대시보드
제33장 주요 인수합병(M&A)
제34장 최근 시장 동향
제35장 시장의 잠재력이 높은 국가, 전략
5G 가상현실(VR) 시장, 2029년 : 새로운 기회를 제공하는 국가
5G 가상현실(VR) 시장, 2029년 : 새로운 기회를 제공하는 부문
5G 가상현실(VR) 시장, 2029년 : 성장 전략
시장 동향에 의한 전략
경쟁 전략
제36장 부록
SHW
영문 목차
영문목차
5G virtual reality (VR) integrates 5G technology with virtual reality to deliver ultra-low latency, high-speed connectivity, and immersive experiences. The advanced capabilities of 5G facilitate seamless streaming, real-time interactions, and high-resolution VR content without lag, enhancing applications in gaming, healthcare, education, and remote collaboration.
The primary device types in 5G VR include head-mounted displays, gesture control devices, projectors, and other related devices. Head-mounted displays are wearable devices that create immersive visual experiences by projecting images directly in front of the user's eyes. Key components of 5G VR consist of hardware, software, and services. The technology ranges from non-immersive and semi-immersive to fully immersive solutions and is utilized across various industries, including aerospace and defense, retail, gaming and entertainment, healthcare, commercial sectors, and more.
The 5G virtual reality (VR) market research report is one of a series of new reports from The Business Research Company that provides 5G virtual reality (VR) market statistics, including the 5G virtual reality (VR) industry's global market size, regional shares, competitors with a 5G virtual reality (VR) market share, detailed 5G virtual reality (VR) market segments, market trends and opportunities, and any further data you may need to thrive in the 5G virtual reality (VR) industry. This 5G virtual reality (VR) market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The 5G virtual reality (VR) market size has grown at grown exponentially in recent years. It will grow from $6.96 billion in 2024 to $11.39 billion in 2025 at a compound annual growth rate (CAGR) of 63.7%. The growth during the historic period can be attributed to the rising demand for virtual interaction platforms, significant investments in VR, increasing demand for metaverse applications, the expansion of the gaming industry, and the growth of immersive entertainment.
The 5G virtual reality (VR) market size is expected to see exponential growth in the next few years. It will grow to $81.47 billion in 2029 at a compound annual growth rate (CAGR) of 63.5%. The projected growth during the forecast period can be attributed to increasing smartphone penetration, the global expansion of 5G networks, the growing adoption of VR in healthcare, the rising popularity of VR content, and the expanding e-sports industry. Key trends expected during this period include the integration of cloud-based VR services, advancements in digital twin technology, the adoption of subscription-based VR content models, improvements in VR headsets, and the continued integration of 5G technology.
The increasing presence of the metaverse is expected to drive the expansion of the 5G virtual reality (VR) market. The metaverse is a collective virtual space where users interact through avatars, blending physical and digital realities for immersive experiences. Its growth is fueled by rising investments, technological advancements, remote work trends, and the increasing demand for immersive interactions. 5G virtual reality enhances the metaverse by offering faster speeds, reduced latency, and greater bandwidth, enabling seamless real-time experiences. In September 2022, a survey conducted by Ciena Corporation, a U.S.-based networking company, with 15,000 participants, found that 8% of business professionals were ready to engage in more immersive experiences such as the metaverse. Additionally, 96% recognized the value of virtual meetings, 78% expressed interest in adopting immersive metaverse experiences over traditional video conferencing, and 71% believed the metaverse could integrate into existing work practices. Furthermore, 40% anticipated their businesses shifting from conventional collaboration tools to virtual reality-based platforms within the next two years. This growing adoption of the metaverse is contributing to the expansion of the 5G virtual reality market.
Leading companies in the 5G virtual reality market are focusing on technological innovations such as all-in-one XR headsets to enhance user experiences. These headsets integrate virtual reality (VR), augmented reality (AR), and mixed reality (MR) into a single device, providing a more versatile and immersive experience. In January 2023, HTC Corporation, a Taiwan-based consumer electronics company, introduced the VIVE XR Elite, a compact and lightweight headset that combines mixed reality and virtual reality capabilities. Designed for applications such as gaming, fitness, and productivity, it features a 1920x1920 resolution per eye, four tracking cameras, depth sensing, immersive audio, a two-hour battery life, and PC connectivity for extended XR experiences.
In June 2024, Verizon Communications Inc., a U.S.-based technology company, collaborated with Ericsson to advance the radio access network (RAN) by incorporating state-of-the-art 5G technology. This partnership aims to improve network efficiency, speed, and coverage, addressing the increasing demand for high-performance wireless connectivity. Ericsson, a Sweden-based telecommunications company, specializes in 5G solutions that enhance virtual reality experiences, contributing to the development of more immersive and seamless digital interactions.
Major players in the 5g virtual reality (vr) market are Amazon.com Inc., Apple Inc., Google LLC, Samsung Electronics Co Ltd., Microsoft Corporation, Alibaba Group Holding Limited, Meta Platforms Inc, Sony Group Corporation, LG Corporation, Intel Corporation, Cisco Systems Inc., Qualcomm Incorporated, NVIDIA Corporation, Ericsson AB, ZTE Corporation, Unity Technologies Inc, Barco NV, Penumbra Inc, Magic Leap Inc, HTC Corporation, Matterport Inc., PICO Immersive Pte Ltd, Leap Motion Inc, Twin Reality Technologies.
North America was the largest region in the 5G virtual reality (VR) market in 2024. The regions covered in 5G virtual reality (VR) report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
The countries covered in the 5G virtual reality (VR) market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The 5G virtual reality (VR) market encompasses revenues generated from services such as cloud-based VR, remote VR and telepresence, enterprise VR solutions, VR e-commerce, and gaming services. The market value includes the worth of related goods sold by service providers or included within service offerings. Additionally, the 5G VR market includes sales of VR headsets, VR accessories, wearable VR devices, 5G-enabled VR HMDs (head-mounted displays), and mixed reality glasses. Market values are based on 'factory gate' prices, representing the worth of goods sold by manufacturers or creators, whether to downstream manufacturers, wholesalers, distributors, retailers, or directly to end customers, including related services provided by the creators of these goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
5G Virtual Reality (VR) Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses on 5g virtual reality (vr) market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Where is the largest and fastest growing market for 5g virtual reality (vr) ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The 5g virtual reality (vr) market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.
The market characteristics section of the report defines and explains the market.
The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
The forecasts are made after considering the major factors currently impacting the market. These include:
The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
Market segmentations break down the market into sub markets.
The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:1) By Device Type: Head Mounted Display; Gesture Control Device; Projector; Other Device Types
2) By Component: Hardware; Software; Services
3) By Technology: Non-Immersive; Semi-Immersive; Fully Immersive
4) By End Use Industry: Aerospace And Defense; Retail; Gaming And Entertainment; Medical; Commercial; Other End Use Industries
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery format: PDF, Word and Excel Data Dashboard.
Table of Contents
1. Executive Summary
2. 5G Virtual Reality (VR) Market Characteristics
3. 5G Virtual Reality (VR) Market Trends And Strategies
4. 5G Virtual Reality (VR) Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market
5. Global 5G Virtual Reality (VR) Growth Analysis And Strategic Analysis Framework
5.1. Global 5G Virtual Reality (VR) PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
5.2. Analysis Of End Use Industries
5.3. Global 5G Virtual Reality (VR) Market Growth Rate Analysis
5.4. Global 5G Virtual Reality (VR) Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
5.5. Global 5G Virtual Reality (VR) Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
5.6. Global 5G Virtual Reality (VR) Total Addressable Market (TAM)
6. 5G Virtual Reality (VR) Market Segmentation
6.1. Global 5G Virtual Reality (VR) Market, Segmentation By Device Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Head Mounted Display
Gesture Control Device
Projector
Other Device Types
6.2. Global 5G Virtual Reality (VR) Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Hardware
Software
Services
6.3. Global 5G Virtual Reality (VR) Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Non-Immersive
Semi-Immersive
Fully Immersive
6.4. Global 5G Virtual Reality (VR) Market, Segmentation By End Use Industry, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Aerospace And Defense
Retail
Gaming And Entertainment
Medical
Commercial
Other Industries
6.5. Global 5G Virtual Reality (VR) Market, Sub-Segmentation Of Head Mounted Display, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Tethered VR Headsets
Standalone VR Headsets
Smartphone-Based VR Headsets
Mixed Reality (MR) Headsets
Enterprise VR Headsets
6.6. Global 5G Virtual Reality (VR) Market, Sub-Segmentation Of Gesture Control Device, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
VR Gloves
Haptic Feedback Devices
Motion Tracking Sensors
Handheld Controllers
Eye-Tracking Devices
6.7. Global 5G Virtual Reality (VR) Market, Sub-Segmentation Of Projector, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
VR Dome Projectors
3D Mapping Projectors
Laser-Based VR Projectors
Short-Throw VR Projectors
Multi-Sensory VR Projectors
6.8. Global 5G Virtual Reality (VR) Market, Sub-Segmentation Of Other Device Types, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
VR Treadmills
VR Suits
Brain-Computer Interface (BCI) Devices
Immersive VR Pods
7. 5G Virtual Reality (VR) Market Regional And Country Analysis
7.1. Global 5G Virtual Reality (VR) Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
7.2. Global 5G Virtual Reality (VR) Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion