1. INTRODUCTION
1.1. Market Overview
1.2. Market Definition
1.3. Market Segmentation
2. RESEARCH METHODOLOGY
2.1. Research Data
2.2. Assumptions
3. EXECUTIVE SUMMARY
3.1. Research Highlights
4. MARKET DYNAMICS
4.1. Market Drivers
4.2. Market Restraints
4.3. Bandwidth Availability
4.4. Number of Users
5. GOVERNMENT REGULATIONS/POLICIES
6. 5G VR MARKET, BY COMPONENT
6.1. Introduction
6.2. Hardware
6.3. Software
6.4. Services
7. 5G VR MARKET, BY DEVICE TYPE
7.1. Introduction
7.2. Head Mounted Display
7.3. Gesture Control Device
7.4. Projector
7.5. Others
8. 5G VR MARKET, BY TECHNOLOGY
8.1. Introduction
8.2. Non-immersive
8.3. Semi-immersive
8.4. Fully immersive
9. 5G VR MARKET, BY END USER
9.1. Introduction
9.2. Consumer
9.3. Commercial
9.4. Industrial
10. 5G VR MARKET, BY GEOGRAPHY
10.1. Introduction
10.2. Americas
10.2.1. United States
10.2.2. Others
10.3. Europe, Middle East and Africa
10.3.1. Germany
10.3.2. UK
10.3.3. Others
10.4. Asia Pacific
10.4.1. China
10.4.2. Japan
10.4.3. South Korea
10.4.4. Others
11. RECENT DEVELOPMENT AND INVESTMENTS
12. COMPETITIVE ENVIRONMENT AND ANALYSIS
12.1. Major Players and Strategy Analysis
12.2. Vendor Competitiveness Matrix
13. COMPANY PROFILES
13.1. Google LLC
13.2. Intel Corporation
13.3. LG Uplus Corp
13.4. Qualcomm Technologies, Inc.
13.5. Microsoft Corporation
13.6. Vuzix
13.7. NVIDIA Corporation
13.8. goHERE