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市場調查報告書
商品編碼
1971456

5G VR市場-全球產業規模、佔有率、趨勢、機會、預測:按產品、最終用戶、地區和競爭格局分類,2021-2031年

5G in VR Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Offering (Hardware, Software, Services), By End User (Consumer, Commercial, Industrial), By Region & Competition, 2021-2031F

出版日期: | 出版商: TechSci Research | 英文 180 Pages | 商品交期: 2-3個工作天內

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簡介目錄

全球 5G VR 市場預計將從 2025 年的 291.9 億美元成長到 2031 年的 1,160.9 億美元,複合年成長率達到 25.87%。

該市場融合了第五代行動通訊系統 (5G) 和虛擬實境 (VR) 系統,旨在提供以超低延遲和高頻寬為特徵的身臨其境型體驗。這種技術融合支援基於雲端的處理,有效減輕了頭戴式設備硬體的實體重量和運算負載。推動成長的關鍵因素包括醫療保健和製造業對身臨其境型企業培訓和遠端協作工具日益成長的需求,以及透過穩定、高吞吐量的 5G 基礎設施消除消費遊戲中因延遲引起的暈動動暈症的必要性。

市場概覽
預測期 2027-2031
市場規模:2025年 291.9億美元
市場規模:2031年 1160.9億美元
複合年成長率:2026-2031年 25.87%
成長最快的細分市場 軟體
最大的市場 北美洲

然而,市場擴張的一大障礙是高密度網路部署所需的大量資本投入,尤其是毫米波頻譜的相關成本,而毫米波頻譜對於最佳虛擬實境效能至關重要。網路覆蓋不均勻會影響身臨其境型體驗,部署往往主要局限於主要都市區。儘管存在這些基礎設施挑戰,但網路連接仍在快速擴展。正如 5G Americas 在 2024 年的報告所述,“全球 5G 連接數在第三季度突破 20 億”,這表明 5G 技術基礎強大且不斷擴展,這對支援下一代虛擬實境的部署至關重要。

市場促進因素

超低延遲5G網路的部署正成為全球5G虛擬實境市場的主要技術驅動力,有效解決了長期以來阻礙身臨其境型體驗的延遲問題。透過利用中波和毫米波頻譜,網路營運商能夠提供近乎瞬時的回應時間,從而同步使用者操作和視覺回饋,緩解高清模擬中的暈動症。這種網路演進對於克服固定Wi-Fi連線的局限性,實現動態環境下的無線應用至關重要。根據愛立信2024年6月發布的《愛立信移動報告》,“中國大陸以外地區的5G頻寬當地覆蓋率已達35%”,這表明,為實現無縫虛擬實境性能所需的高吞吐量和覆蓋範圍,基礎設施正在快速擴展。

同時,基於雲端的虛擬實境渲染技術的普及正在重塑市場格局,它將高要求的圖形處理從頭戴式設備轉移到網路邊緣。這種架構轉變利用了5G的高頻寬,實現了複雜視覺內容的即時串流傳輸,從而打造出輕巧節能的硬體,吸引了企業和消費者的目光。現代網路容量是此模式可行性的基礎。根據美國通訊工業協會(CTIA)於2024年7月發布的《2024年度調查亮點》,美國無線網路在2023年處理了「超過100兆兆位元組的資料流量」。全球行動供應商協會(GSA)2024年的報告進一步印證了這種強大的連接性,報告指出,173個國家的585家通訊業者正在積極投資5G公共網路,構建一個有利於雲VR廣泛應用的生態系統。

市場挑戰

部署高密度網路所需的巨額資本投入是全球5G虛擬實境市場發展的主要障礙。高效能虛擬實境(VR)依賴毫米波頻譜來實現超低延遲和高頻寬,從而提供流暢沉浸式的體驗。然而,這些高頻訊號的覆蓋範圍有限且容易被屏蔽,因此營運商需要部署高密度的小型基地台基地台網路。購置基地台、安裝設備和維護基礎設施的巨額成本迫使通訊業者將投資集中在人口密集的都市區,導致網路覆蓋分散,阻礙了大眾市場的滲透。

這種區域性部署策略將服務用戶群限制在特定都會區,阻礙了市場成長。結果,大量潛在市場因缺乏必要的連接基礎設施而無法覆蓋。產業預測凸顯了這項資金壁壘的規模。根據GSMA發布的2024年報告,「預計行動通訊業者將在2023年至2030年間投資1.5兆美元用於網路建設,其中超過90%的資本支出將用於5G。」如此巨大的資金需求正在減緩網路密度提升的速度,進而限制了VR開發者向更廣泛的全球用戶群部署對延遲的應用的能力。

市場趨勢

身臨其境型企業協作數位雙胞胎的擴展正將市場焦點從簡單的培訓模擬轉向複雜的、營運層面的工業元宇宙應用。與基礎教育VR不同,這些系統利用5G強大的機器對機器通訊能力,將數位雙胞胎與實體資產即時同步。這使得關鍵基礎設施能夠進行遠端控制和預測性維護,並允許企業透過鏡像整個生產線和電網來顯著提高效率和安全性。諾基亞在2024年11月發布的報導《工業元宇宙:變革產業,邁向更智慧、更永續的未來》中指出,到2030年,這些應用市場規模可能達到1,000億美元,這反映出工業環境正迅速轉向完全互聯的虛擬環境。

同時,高清虛擬實境(VR)與人工智慧的融合正在建構一種新的範式。這一趨勢利用生成式人工智慧生成動態身臨其境型內容,對網路效能提出了更高的要求。這一趨勢正在推動5G-Advanced(5.5G)基礎設施的部署,5G-Advanced提供卓越的上行速度和確定性延遲,從而將繁重的AI處理任務從頭戴式設備轉移到邊緣。這種融合使得AI驅動的虛擬化身和環境能夠保持反應速度,並克服獨立設備的運算能力限制。根據華為主辦的2024年10月全球行動寬頻論壇的回顧,超過60家通訊業者和產業合作夥伴宣布了5G-Advanced商用部署計劃,凸顯了基礎設施升級對於支援這些數據密集型智慧虛擬實境生態系統的重要性。

目錄

第1章概述

第2章:調查方法

第3章執行摘要

第4章:客戶心聲

第5章:全球5G虛擬實境市場展望

  • 市場規模及預測
    • 按金額
  • 市佔率及預測
    • 依交付方式(硬體、軟體、服務)
    • 依最終用戶(消費者、商業、工業)分類
    • 按地區
    • 按公司(2025 年)
  • 市場地圖

第6章:北美5G虛擬實境市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 北美洲:國別分析
    • 美國
    • 加拿大
    • 墨西哥

第7章:歐洲5G虛擬實境市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 歐洲:國別分析
    • 德國
    • 法國
    • 英國
    • 義大利
    • 西班牙

第8章:亞太地區虛擬實境的5G市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 亞太地區:國別分析
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳洲

第9章:中東和非洲5G虛擬實境市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 中東與非洲:國別分析
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非

第10章:南美洲虛擬實境5G市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 南美洲:國別分析
    • 巴西
    • 哥倫比亞
    • 阿根廷

第11章 市場動態

  • 促進因素
  • 任務

第12章 市場趨勢與發展

  • 併購
  • 產品發布
  • 近期趨勢

第13章:全球5G虛擬實境市場:SWOT分析

第14章:波特五力分析

  • 產業競爭
  • 新進入者的潛力
  • 供應商的議價能力
  • 顧客權力
  • 替代品的威脅

第15章 競爭格局

  • Meta Platforms Inc.
  • HTC Corporation
  • Sony Interactive Entertainment Inc.
  • Samsung Electronics Co., Ltd.
  • Qualcomm Technologies Inc.
  • Microsoft Corporation
  • NVIDIA Corporation
  • Google LLC
  • Tencent Holdings Limited
  • Huawei Technologies Co., Ltd.

第16章 策略建議

第17章:關於研究公司及免責聲明

簡介目錄
Product Code: 21495

The Global 5G in VR Market is projected to expand from USD 29.19 Billion in 2025 to USD 116.09 Billion by 2031, achieving a CAGR of 25.87%. This market involves integrating fifth-generation cellular networks with virtual reality systems to deliver immersive experiences characterized by ultra-low latency and high bandwidth. This technological convergence supports cloud-based processing, effectively reducing the physical weight and computational demands placed on headset hardware. Key drivers for this growth include the rising demand for immersive enterprise training and remote collaboration tools in healthcare and manufacturing, as well as the need to eliminate latency-related motion sickness in consumer gaming through stable, high-throughput 5G infrastructure.

Market Overview
Forecast Period2027-2031
Market Size 2025USD 29.19 Billion
Market Size 2031USD 116.09 Billion
CAGR 2026-203125.87%
Fastest Growing SegmentSoftware
Largest MarketNorth America

However, a significant obstacle to widespread market expansion is the heavy capital expenditure required for dense network deployment, particularly regarding the millimeter-wave spectrum needed for optimal VR performance. Inconsistent coverage can disrupt the immersive experience, limiting adoption primarily to major urban centers. Despite these infrastructure challenges, the connectivity foundation is rapidly scaling. As reported by '5G Americas' in '2024', 'global 5G connections surpassed two billion in the third quarter', indicating a strong and expanding technical base that is critical for supporting next-generation virtual reality deployment.

Market Driver

The deployment of ultra-low latency 5G networks acts as the primary technical catalyst for the Global 5G in VR Market, effectively resolving latency issues that have historically hindered immersive experiences. By utilizing mid-band and millimeter-wave spectrums, network operators can provide the near-instantaneous response times necessary to synchronize user movements with visual feedback, thereby mitigating motion sickness in high-fidelity simulations. This network evolution is essential for enabling untethered usage in dynamic environments, overcoming the limitations of fixed Wi-Fi connections. According to the June 2024 'Ericsson Mobility Report' from Ericsson, "5G mid-band population coverage reached 35 percent outside of mainland China," demonstrating the rapid scaling of infrastructure needed to balance coverage with the high throughput required for seamless virtual reality performance.

Simultaneously, the adoption of cloud-based virtual reality rendering is reshaping the market by moving intensive graphical processing from the headset to the network edge. This architectural shift leverages 5G's high bandwidth to stream complex visuals in real-time, allowing for lighter, energy-efficient hardware that appeals to both enterprise and consumer sectors. The feasibility of this model is supported by modern network capacities; according to the CTIA '2024 Annual Survey Highlights' released in July 2024, US wireless networks handled "more than 100 trillion megabytes of data traffic" in 2023. This robust connectivity is further evidenced globally, with the Global mobile Suppliers Association (GSA) reporting in 2024 that 585 operators in 173 countries are actively investing in 5G public networks, securing the ecosystem for widespread cloud VR adoption.

Market Challenge

The immense capital expenditure required for dense network deployment constitutes a major impediment to the Global 5G in VR Market. High-performance virtual reality relies on the millimeter-wave spectrum to deliver the ultra-low latency and high bandwidth necessary for a seamless immersive experience. However, because these high-frequency signals have limited range and are easily obstructed, operators must install a dense network of small cell sites. The substantial costs associated with acquiring sites, installing equipment, and maintaining this infrastructure force telecommunications providers to concentrate investment in highly populated metropolitan areas, resulting in fragmented network availability that hinders mass market adoption.

This localized deployment strategy restricts market growth by limiting the serviceable user base to specific urban zones, leaving large potential markets without the necessary connectivity foundation. The scale of this financial barrier is highlighted by industry projections; according to 'GSMA' in '2024', 'mobile operators are projected to invest 1.5 trillion dollars in their networks between 2023 and 2030, with over 90 percent of this capital expenditure attributable to 5G'. This magnitude of required funding slows the pace of network densification, thereby restricting the ability of VR developers to deploy latency-sensitive applications to a broader global audience.

Market Trends

The expansion of Immersive Enterprise Collaboration and Digital Twins is shifting market focus from simple training simulations to complex, operational industrial metaverse applications. Unlike basic instructional VR, these systems utilize 5G's massive machine-type communication capabilities to synchronize digital twins with physical assets in real-time, enabling remote control and predictive maintenance of critical infrastructure. This integration allows enterprises to mirror entire production lines or power grids, significantly enhancing efficiency and safety. According to Nokia's November 2024 article 'The Industrial Metaverse: Transforming industries for a smarter, sustainable future', the market for these applications could potentially reach 100 billion dollars by 2030, reflecting the rapid transition toward fully connected virtual industrial environments.

Concurrently, the Convergence of Artificial Intelligence with High-Fidelity VR is establishing a new paradigm where generative AI creates dynamic immersive content that demands advanced network performance. This trend drives the deployment of 5G-Advanced (5.5G) infrastructure, which provides the superior uplink speeds and deterministic latency necessary to offload heavy AI processing from headsets to the edge. This fusion ensures that AI-driven avatars and environments remain responsive, overcoming the computational limits of standalone devices. According to the Huawei 'Global Mobile Broadband Forum 2024' review in October 2024, more than 60 operators and industry partners have announced plans for commercial 5G-Advanced deployment, underscoring the critical infrastructure upgrade required to support these data-intensive, intelligent virtual reality ecosystems.

Key Market Players

  • Meta Platforms Inc.
  • HTC Corporation
  • Sony Interactive Entertainment Inc.
  • Samsung Electronics Co., Ltd.
  • Qualcomm Technologies Inc.
  • Microsoft Corporation
  • NVIDIA Corporation
  • Google LLC
  • Tencent Holdings Limited
  • Huawei Technologies Co., Ltd.

Report Scope

In this report, the Global 5G in VR Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

5G in VR Market, By Offering

  • Hardware
  • Software
  • Services

5G in VR Market, By End User

  • Consumer
  • Commercial
  • Industrial

5G in VR Market, By Region

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global 5G in VR Market.

Available Customizations:

Global 5G in VR Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global 5G in VR Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Offering (Hardware, Software, Services)
    • 5.2.2. By End User (Consumer, Commercial, Industrial)
    • 5.2.3. By Region
    • 5.2.4. By Company (2025)
  • 5.3. Market Map

6. North America 5G in VR Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Offering
    • 6.2.2. By End User
    • 6.2.3. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States 5G in VR Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Offering
        • 6.3.1.2.2. By End User
    • 6.3.2. Canada 5G in VR Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Offering
        • 6.3.2.2.2. By End User
    • 6.3.3. Mexico 5G in VR Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Offering
        • 6.3.3.2.2. By End User

7. Europe 5G in VR Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Offering
    • 7.2.2. By End User
    • 7.2.3. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany 5G in VR Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Offering
        • 7.3.1.2.2. By End User
    • 7.3.2. France 5G in VR Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Offering
        • 7.3.2.2.2. By End User
    • 7.3.3. United Kingdom 5G in VR Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Offering
        • 7.3.3.2.2. By End User
    • 7.3.4. Italy 5G in VR Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Offering
        • 7.3.4.2.2. By End User
    • 7.3.5. Spain 5G in VR Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Offering
        • 7.3.5.2.2. By End User

8. Asia Pacific 5G in VR Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Offering
    • 8.2.2. By End User
    • 8.2.3. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China 5G in VR Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Offering
        • 8.3.1.2.2. By End User
    • 8.3.2. India 5G in VR Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Offering
        • 8.3.2.2.2. By End User
    • 8.3.3. Japan 5G in VR Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Offering
        • 8.3.3.2.2. By End User
    • 8.3.4. South Korea 5G in VR Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Offering
        • 8.3.4.2.2. By End User
    • 8.3.5. Australia 5G in VR Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Offering
        • 8.3.5.2.2. By End User

9. Middle East & Africa 5G in VR Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Offering
    • 9.2.2. By End User
    • 9.2.3. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia 5G in VR Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Offering
        • 9.3.1.2.2. By End User
    • 9.3.2. UAE 5G in VR Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Offering
        • 9.3.2.2.2. By End User
    • 9.3.3. South Africa 5G in VR Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Offering
        • 9.3.3.2.2. By End User

10. South America 5G in VR Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Offering
    • 10.2.2. By End User
    • 10.2.3. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil 5G in VR Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Offering
        • 10.3.1.2.2. By End User
    • 10.3.2. Colombia 5G in VR Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Offering
        • 10.3.2.2.2. By End User
    • 10.3.3. Argentina 5G in VR Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Offering
        • 10.3.3.2.2. By End User

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global 5G in VR Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Meta Platforms Inc.
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. HTC Corporation
  • 15.3. Sony Interactive Entertainment Inc.
  • 15.4. Samsung Electronics Co., Ltd.
  • 15.5. Qualcomm Technologies Inc.
  • 15.6. Microsoft Corporation
  • 15.7. NVIDIA Corporation
  • 15.8. Google LLC
  • 15.9. Tencent Holdings Limited
  • 15.10. Huawei Technologies Co., Ltd.

16. Strategic Recommendations

17. About Us & Disclaimer