Ericsson predicts USD 31 trillion 5G consumer market by 2030: Page 2 of 2

November 17, 2020 //By Jean-Pierre Joosting
Ericsson predicts USD 31 trillion 5G consumer market by 2030
Augmented Reality (AR) could drive more than half of all consumer spending on immersive media by 2030, including gaming, shopping, education and remote collaboration.

Jasmeet Singh Sethi, Head of ConsumerLab, Ericsson Research, says: "This is the first time that Ericsson has presented a revenue forecast for the 5G consumer market, which remains the core business of communications service providers. Through our research, we have highlighted the role of use case development, tariff innovation, quality 5G coverage and ecosystem partnerships to unlock the true potential of this market. It is clear that 5G will drive enormous opportunities for CSPs in consumer business over the decade. As this journey is already underway, those CSPs that quickly and proactively evolve their consumer propositions are likely to be bigger winners."

The report also highlights the enabling role technologies such as edge computing and network slicing will play in helping service providers to secure 5G-enabled consumer revenue. This could come from core digital services like cloud gaming and augmented reality applications, or adjacent digital services, such as in-car connectivity and associated safety features.

In May 2019, Ericsson ConsumerLab released a report that measured consumer interest across more than 30 use cases and their willingness to pay for them. The new 5G Consumer Potential report builds on those insights through business potential forecasts, both for service providers

The Harnessing the 5G Consumer Potential report is available here.


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