New Study From Intel Finds 5G Networks Will Drive $1.3 Trillion In Revenues By 2028

According to a newly release report commissioned by Intel and conducted by Ovum, it is forecast that over the next decade media and entertainment companies will be competing to win a share of a near $3 trillion (USD) cumulative wireless revenue opportunity. Those experiences that leverage 5G wireless networks will account for nearly half of this revenue opportunity as the future for the technology seem bright.

Intel 5G Study

The report, titled “5G Economics of Entertainment Report”, says that by the year 2025 that 57 percent of global wireless media revenues will be generated by using the super-high-bandwidth capabilities of 5G networks and the devices that use it. Thanks to the low latency of these networks, users will not have to worry about videos stopping or stalling during playback with livestreaming and larger downloads happening more effective and in the blink of an eye.

“5G will inevitably shake up the media and entertainment landscape. It will be a major competitive asset if companies adapt. If not, they risk failure or even extinction.” Explains Jonathan Wood, general manager of Business Development & Partnerships, 5G Next Generation and Standards at Intel. “This wave of 5G transformation will not be the purview of any singular industry, and now is certainly the time for all business decision-makers to ask: Is your business 5G-ready?”

One of the main focus points for the report is the revenue that will be generated as 5G networks overtake 3G and 4G networks by offering new capabilities. According to the report, by the year 202 nearly 20 percent of total revenues will be from 5G, which is around $47 billion of $253 billion. By the year 2028 it will be an impressive 80 percent of total revenues making it $335 billion of $420 billion.

5G Smartphone Devices

The report also forecasts that 5G networks wil accelerate content consumption, including mobile media, mobile advertising, home broadband and TV, along with improving experiences across a broad range of new immersive and interactive technologies. This will mean that the full potential of augmented reality (AR), virtual reality (VR) and new media will be unlocked thanks to the capabilities of 5G networks along with the possibility of wireless experiences.

“The big question is: What will not be impacted or disrupted by 5G? The next generation wireless network will power diverse digital innovation – everything from the computerization of physical objects to artificial intelligence, ushering in an exciting new world that business leaders and indeed nations need to prepare for,” said Ed Barton, chief analyst of the Entertainment Practice, Ovum.

For more on 5G networks and how they will benefit all things AR and VR in the future, keep reading VRFocus.

KT Corporation’s AR Market Wins Ovum’s Best Innovation Of The Month Award

KT Corporation, Korea’s largest telecommunications service provider have announced that their new augmented reality (AR) mobile shopping experience titled KT’s AR Market, the AR-powered mobile shopping service has been selected for Ovum’s Innovative Service of the Month.

Ovum is an independent analyst and consultancy firm based in London which had reviewed 92 different innovative services launched by service provides around the world in July ahead of announced its selection of AR Market at the end of August.

“The service is an excellent example of how a telco can try to secure competitive advantage in emerging technology by developing an advanced in-house technical capability,” Ovum wrote in a report about its selection of AR Market. “By developing extensive AR capability in-house, KT has put itself in a strong position to become a player not just in South Korea’s AR market, but also in the global AR technology movement.”

KT Corporation and continuing to develop immersive shopping and media services by leveraging next-generation Information and Communication Technologies (ICT), which feature not only AR but also Artificial Intelligence (AI) and high-quality 3D models. The company first introduced their AR solutions for mobile shopping during the 2018 PyeongChang Winter Olympic Games in February. AR Market gives mobile users an online shopping experience that is more similar to browsing through a physical store then that of an online collection. Users are able to take advantage of full 360-degree AR videos of different products on their devices to see every detail.

The first commercial AR solutions from the company were launched back in July through K Shopping’s mobile app. K Shopping, a frontrunner in South Korea’s T-commerce market, introduced AR Market for lifestyle products, fashion and consumer electronics last month also. NS Home Shopping, the country’s largest home shopping business for groceries, also debuted KT’s AR Market.

It isn’t just in the AR shopping sector that KT Corporation is busy though as recently the company was revealed to be involved in the new room-scale virtual reality (VR) experience featuring World War Toons and Metal Slug. For all the latest on KT Corporation in the future, keep reading VRFocus.