Consumer 5G use cases: operator strategies for virtual reality video

Consumer 5G use cases: operator strategies for virtual reality video

This report forms part of a series of reports that assess the new consumer use cases that will be enabled by 5G. Streaming video is one of the most-immediately addressable facets of virtual reality (VR). This report: 

▪ qualifies the market opportunity for VR VoD content, and for streaming live events such as sports and concerts in VR 
▪ identifies the roles that operators can play in the VR value chain and outlines how 5G affects these roles 
▪ articulates approaches to selling and positioning VR video as part of a bundle with 5G, mobile and fixed telecoms services.

Key Questions Answered in This Report:

▪ Can operators monetise the growing consumer interest in, and vendor advancement of, VR video? 
▪ Does 5G allow operators to play a unique role in the VR video value chain? 
▪ How much revenue can operators generate from VR video services and what is the breakdown into device, direct service and indirect service revenue? 
▪ What does the value chain for VR video and live event streaming over VR look like, and what role do operators play? 
▪ How are early-moving operators using VR video to sell 5G?

Key Analysis:

▪ Market opportunity sizing: retail revenue for VR-video-related devices and services and the addressable 5G opportunity 
▪ Assessment of the role of operators and 5G in VR video: the role of operators in VR VoD and live event broadcasting 
▪ Go-to-market assessment: goodness-of-fit with current service portfolio and potential synergies

Executive summary

Research overview

Assessing the market opportunity

The role of operators and 5G in VR video

Go-to-market strategies

Forecast methodology

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