封面
市场调查报告书
商品编码
1971456

5G VR市场-全球产业规模、份额、趋势、机会、预测:按产品、最终用户、地区和竞争格局划分,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个工作天内

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简介目录

全球 5G VR 市场预计将从 2025 年的 291.9 亿美元成长到 2031 年的 1,160.9 亿美元,复合年增长率达到 25.87%。

该市场融合了第五代行动通讯系统 (5G) 和虚拟实境 (VR) 系统,旨在提供以超低延迟和高频宽为特征的身临其境型体验。这种技术融合支援基于云端的处理,有效减轻了头戴式设备硬体的实体重量和运算负载。推动成长的关键因素包括医疗保健和製造业对身临其境型企业培训和远端协作工具日益增长的需求,以及透过稳定、高吞吐量的 5G 基础设施消除消费游戏中因延迟引起的晕动动晕症的必要性。

市场概览
预测期 2027-2031
市场规模:2025年 291.9亿美元
市场规模:2031年 1160.9亿美元
复合年增长率:2026-2031年 25.87%
成长最快的细分市场 软体
最大的市场 北美洲

然而,市场扩张的一大障碍是高密度网路部署所需的大量资本投入,尤其是毫米波频谱的相关成本,而毫米波频谱对于最佳虚拟实境效能至关重要。网路覆盖不均匀会影响身临其境型体验,部署往往主要局限于主要都市区。儘管存在这些基础设施挑战,但网路连接仍在快速扩展。正如 5G Americas 在 2024 年的报告所述,“全球 5G 连接数在第三季度突破 20 亿”,这表明 5G 技术基础强大且不断扩展,这对支援下一代虚拟实境的部署至关重要。

市场驱动因素

超低延迟5G网路的部署正成为全球5G虚拟实境市场的主要技术驱动力,有效解决了长期以来阻碍身临其境型体验的延迟问题。透过利用中波和毫米波频谱,网路营运商能够提供近乎瞬时的回应时间,从而同步使用者操作和视觉回馈,缓解高清模拟中的晕动症。这种网路演进对于克服固定Wi-Fi连线的局限性,实现动态环境下的无线应用至关重要。根据爱立信2024年6月发布的《爱立信移动报告》,“中国大陆以外地区的5G频宽当地覆盖率已达35%”,这表明,为实现无缝虚拟实境性能所需的高吞吐量和覆盖范围,基础设施正在快速扩展。

同时,基于云端的虚拟实境渲染技术的普及正在重塑市场格局,它将高要求的图形处理从头戴式设备转移到网路边缘。这种架构转变利用了5G的高频宽,实现了复杂视觉内容的即时串流传输,从而打造出轻巧节能的硬件,吸引了企业和消费者的目光。现代网路容量是此模式可行性的基础。根据美国通讯工业协会(CTIA)于2024年7月发布的《2024年度调查亮点》,美国无线网路在2023年处理了「超过100兆兆位元组的资料流量」。全球行动供应商协会(GSA)2024年的报告进一步印证了这种强大的连接性,报告指出,173个国家的585家通讯业者正在积极投资5G公共网络,构建一个有利于云VR广泛应用的生态系统。

市场挑战

部署高密度网路所需的巨额资本投入是全球5G虚拟实境市场发展的主要障碍。高效能虚拟实境(VR)依赖毫米波频谱来实现超低延迟和高频宽,从而提供流畅沉浸式的体验。然而,这些高频讯号的覆盖范围有限且容易被屏蔽,因此营运商需要部署高密度的小型基地台基地台网路。购置基地台、安装设备和维护基础设施的巨额成本迫使通讯业者将投资集中在人口密集的都市区,导致网路覆盖分散,阻碍了大众市场的渗透。

这种区域性部署策略将服务用户群限制在特定都会区,阻碍了市场成长。结果,大量潜在市场因缺乏必要的连接基础设施而无法覆盖。产业预测凸显了这项资金壁垒的规模。根据GSMA发布的2024年报告,「预计行动通讯业者将在2023年至2030年间投资1.5万亿美元用于网络建设,其中超过90%的资本支出将用于5G。」如此巨大的资金需求正在减缓网络密度提升的速度,进而限制了VR开发者向更广泛的全球用户群部署对延迟的应用的能力。

市场趋势

身临其境型企业协作数位双胞胎的扩展正将市场焦点从简单的培训模拟转向复杂的、营运层面的工业元宇宙应用。与基础教育VR不同,这些系统利用5G强大的机器对机器通讯能力,将数位双胞胎与实体资产即时同步。这使得关键基础设施能够进行远端控制和预测性维护,并允许企业透过镜像整个生产线和电网来显着提高效率和安全性。诺基亚在2024年11月发布的报导《工业元宇宙:变革产业,迈向更智慧、更永续的未来》中指出,到2030年,这些应用市场规模可能达到1,000亿美元,这反映出工业环境正迅速转向完全互联的虚拟环境。

同时,高清虚拟实境(VR)与人工智慧的融合正在建构一种新的范式。这一趋势利用生成式人工智慧生成动态身临其境型内容,对网路效能提出了更高的要求。这一趋势正在推动5G-Advanced(5.5G)基础设施的部署,5G-Advanced提供卓越的上行速度和确定性延迟,从而将繁重的AI处理任务从头戴式设备转移到边缘。这种融合使得AI驱动的虚拟化身和环境能够保持反应速度,并克服独立设备的运算能力限制。根据华为主办的2024年10月全球行动宽频论坛的回顾,超过60家通讯业者和产业合作伙伴宣布了5G-Advanced商用部署计划,凸显了基础设施升级对于支援这些数据密集型智慧虚拟实境生态系统的重要性。

目录

第一章概述

第二章:调查方法

第三章执行摘要

第四章:客户心声

第五章:全球5G虚拟实境市场展望

  • 市场规模及预测
    • 按金额
  • 市占率及预测
    • 依交付方式(硬体、软体、服务)
    • 依最终用户(消费者、商业、工业)划分
    • 按地区
    • 按公司(2025 年)
  • 市场地图

第六章:北美5G虚拟实境市场展望

  • 市场规模及预测
  • 市占率及预测
  • 北美洲:国别分析
    • 我们
    • 加拿大
    • 墨西哥

第七章:欧洲5G虚拟实境市场展望

  • 市场规模及预测
  • 市占率及预测
  • 欧洲:国别分析
    • 德国
    • 法国
    • 英国
    • 义大利
    • 西班牙

第八章:亚太地区虚拟实境的5G市场展望

  • 市场规模及预测
  • 市占率及预测
  • 亚太地区:国别分析
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳洲

第九章:中东和非洲5G虚拟实境市场展望

  • 市场规模及预测
  • 市占率及预测
  • 中东与非洲:国别分析
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 南非

第十章:南美洲虚拟实境5G市场展望

  • 市场规模及预测
  • 市占率及预测
  • 南美洲:国别分析
    • 巴西
    • 哥伦比亚
    • 阿根廷

第十一章 市场动态

  • 促进因素
  • 任务

第十二章 市场趋势与发展

  • 併购
  • 产品发布
  • 近期趋势

第十三章:全球5G虚拟实境市场:SWOT分析

第十四章:波特五力分析

  • 产业竞争
  • 新进入者的潜力
  • 供应商的议价能力
  • 顾客权力
  • 替代品的威胁

第十五章 竞争格局

  • 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.

第十六章 策略建议

第十七章:关于研究公司及免责声明

简介目录
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