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Report Description

Report Description

Forecast Period

2027-2031

Market Size (2025)

USD 29.19 Billion

CAGR (2026-2031)

25.87%

Fastest Growing Segment

Software

Largest Market

North America

Market Size (2031)

USD 116.09 Billion

Market Overview

The Global 5G in VR Market will grow from USD 29.19 Billion in 2025 to USD 116.09 Billion by 2031 at a 25.87% CAGR. The Global 5G in VR Market comprises the integration of fifth-generation cellular network technology with virtual reality systems to enable ultra-low latency and high-bandwidth immersive experiences. This convergence facilitates cloud-based processing, which significantly reduces the physical weight and computational constraints of headset hardware. The primary drivers supporting market growth include the escalating demand for immersive enterprise training simulations and remote collaboration tools within the healthcare and manufacturing sectors. Furthermore, the necessity to eliminate latency-induced motion sickness in consumer gaming applications compels the widespread adoption of the stable, high-throughput capabilities that 5G infrastructure provides.

A significant challenge impeding broader market expansion is the substantial capital expenditure required for dense network deployment, particularly regarding the millimeter-wave spectrum essential for optimal VR performance. Inconsistent coverage can severely disrupt the immersive illusion, thereby restricting adoption primarily to major urban centers. Despite these infrastructure hurdles, the connectivity foundation required for these services is scaling rapidly. According to '5G Americas', in '2024', 'global 5G connections surpassed two billion in the third quarter', indicating a robust and widening technical base critical for supporting next-generation virtual reality deployment.

Key Market Drivers

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

Concurrently, the adoption of cloud-based virtual reality rendering is reshaping the market by offloading intensive graphical processing from the headset to the network edge. This architectural shift leverages the high bandwidth of 5G to stream complex visuals in real-time, allowing for lighter, more energy-efficient hardware that appeals to both enterprise and consumer sectors. The viability of this model is supported by the massive data capacity now available in modern networks. According to CTIA, July 2024, in the '2024 Annual Survey Highlights', wireless networks in the United States supported "more than 100 trillion megabytes of data traffic" in 2023, indicating the immense capacity available to handle heavy VR streaming loads. This robust connectivity landscape is further evidenced globally; according to the Global mobile Suppliers Association (GSA), in 2024, 585 operators in 173 countries and territories were actively investing in 5G public networks, securing the ecosystem required for widespread cloud VR adoption.

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Key Market Challenges

The substantial 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 propagation ranges and are easily obstructed, operators must install a dense fabric of small cell sites. The immense cost associated with acquiring sites, installing equipment, and maintaining this intensified infrastructure forces telecommunications providers to concentrate investment only in highly populated metropolitan areas. This financial constraint results in fragmented network availability, preventing the widespread, uniform coverage essential for mass market adoption of mobile VR applications.

This localized deployment strategy directly hampers market growth by limiting the serviceable user base to specific urban zones, leaving vast potential markets without the necessary connectivity foundation. The scale of the financial barrier is highlighted by industry investment 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 sheer 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.

Key Market Trends

The Expansion of Immersive Enterprise Collaboration and Digital Twins is shifting the 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 operational integration allows enterprises to mirror entire production lines or power grids, significantly enhancing efficiency and safety beyond mere visualization. According to Nokia, November 2024, in the article 'The Industrial Metaverse: Transforming industries for a smarter, sustainable future', the market for these industrial metaverse applications is projected to potentially reach 100 billion dollars by 2030, reflecting the sector's 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 Huawei, October 2024, in the 'Global Mobile Broadband Forum 2024' review, more than 60 operators and industry partners have already announced plans for commercial 5G-Advanced deployment, underscoring the critical infrastructure upgrade required to support these data-intensive, intelligent virtual reality ecosystems.

Segmental Insights

The Software segment is identified as the fastest-growing category within the Global 5G in VR Market, driven by the critical shift towards cloud-based rendering and real-time content delivery. As high-speed 5G networks facilitate low-latency data transmission, solution providers are developing specialized applications that offload processing requirements from physical hardware to the cloud. This architectural transition creates a strong demand for platforms capable of managing streaming services and immersive environments. Consequently, increased investment in content creation tools and application management interfaces is fueling rapid expansion within this market division.

Regional Insights

North America holds a dominant position in the Global 5G in VR Market primarily due to the early deployment of extensive network infrastructure and high adoption rates among enterprise users. The region benefits significantly from favorable policies established by the Federal Communications Commission, which has aggressively allocated spectrum bands necessary for high-bandwidth and low-latency applications. This regulatory clarity allows telecommunication providers to expand coverage rapidly, ensuring the stable connectivity required for virtual reality. Consequently, the established ecosystem of hardware developers and network operators maintains North America as the leading region.

Recent Developments

  • In March 2025, Verizon announced a strategic commercial initiative to drive the adoption of 5G-connected immersive technology by bundling the Meta Quest 3S virtual reality headset with its 5G Home Plus internet plans. This collaboration aimed to demonstrate the capacity of Verizon's 5G network to support high-bandwidth, latency-sensitive VR content and cloud gaming applications in a residential setting. The partnership highlighted the increasing convergence between high-speed wireless connectivity providers and VR hardware manufacturers, seeking to make high-quality virtual reality experiences more accessible to mainstream consumers while showcasing the performance benefits of fixed wireless access for next-generation digital entertainment.
  • In December 2024, Nokia launched the world's first 5G-enabled 360-degree camera explicitly engineered for industrial virtual reality and remote monitoring use cases. The new device, designed to withstand harsh environments, features the ability to stream 8K low-latency video and spatial audio directly over private and public 5G networks. This product launch addressed the growing demand for real-time situational awareness and teleoperation in the industrial metaverse. By integrating with Nokia's "Real-time eXtended Reality Multimedia" software, the camera enables enterprises to deploy immersive digital twin and remote inspection solutions without the constraints of wired infrastructure.
  • In October 2024, Ericsson announced the launch of a new suite of 5G Advanced software products designed to optimize network performance for demanding applications, including extended reality. The new software introduced capabilities such as "Device Battery Performance," which specifically targets power efficiency for 5G-connected devices like AR and VR glasses. By employing intelligent network features to manage battery consumption, this solution addresses one of the key hardware challenges in the 5G VR market. The company stated that these enhancements would enable communications service providers to support superior experiences for consumers and enterprises using immersive headsets on programmable networks.
  • In February 2024, HTC VIVE unveiled a significant advancement in the integration of 5G and virtual reality at the Mobile World Congress. The company demonstrated its "G-Reigns" portable private 5G solution, which was utilized to power immersive, high-fidelity VR experiences without the need for traditional tethered connections. This demonstration highlighted the capability of private 5G networks to deliver the low latency and high bandwidth required for seamless, multi-user VR applications in industrial and enterprise settings. The showcase involved collaboration with technology partners to display real-time 3D engineering simulations, emphasizing the critical role of 5G in the scalable deployment of wireless virtual reality technologies.

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.

By Offering

By End User

By Region

  • Hardware
  • Software
  • Services
  • Consumer
  • Commercial
  • Industrial
  • North America
  • Europe
  • Asia Pacific
  • South America
  • Middle East & Africa

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).

Global 5G in VR Market is an upcoming report to be released soon. If you wish an early delivery of this report or want to confirm the date of release, please contact us at [email protected]

Table of content

Table of content

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

Figures and Tables

Frequently asked questions

Frequently asked questions

The market size of the Global 5G in VR Market was estimated to be USD 29.19 Billion in 2025.

North America is the dominating region in the Global 5G in VR Market.

Software segment is the fastest growing segment in the Global 5G in VR Market.

The Global 5G in VR Market is expected to grow at 25.87% between 2026 to 2031.

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