What consumers want of 5G IBM Institute for Business Value Rob van den Dam
What consumers want of 5G
IBM Institute for Business Value
Rob van den Dam
2
The blending of 5G, edge computing and AI represents a unique foundation to support new groundbreaking use cases
eMBB (Enhanced
Mobile Broadband)
mMTC (Massive machine-
type communications)
URLLC (Ultra-reliable
low-latency communications)
Smart factories
Agricultural drones
Robotic surgery
Smart homes
AR/VR shopping
Assistive robots
Collaborative gaming
Smart cities
Autonomous cars
3
Vendors are very enthusiastic
Ericsson eyes $700B 5G growth opportunity for service providersCDXcentral, 11 Oct. 2019
Huawei expecting 5G revenue boostIndependent.ie, 27 Oct 2019
Qualcomm: 5G to Generate $3.5 trillion in Revenue in 2035 TheFastMode, 22 Nov 2017
2019 Global Consumer Survey
18%
16%
13%12%
12%
10%
8%
5%5%
Source: Ericsson,
700USDbn
The 5G-IoT addressable revenue potential for CSPs
4
However many telcos act with caution as there are high risks involved in moving towards ubiquitous 5G networks.
BT chief warns on 5G business models
DT calls for radical changes to meet 5G
challenge
KT unclear on 5G business case
Orange dep CEO: 5G business case still up
for grabs
Telefonica unlikely to launch 5G services
before 2020
Telenor CEO: 5G use cases must come first
Vodafone CTO: 5G industry needs realism
Many Telcos Skeptical
• 5G infrastructure upgrades need around 1
trillion U.S. dollar of CSP investment
• CSP revenue growth is expected to slow
steadily to around 1% to 2025
• Globally CSPs spent well over 1 trillion U.S.
dollar (2010 – 2018) to upgrade their networks to
4G, still to be written off
5
In addition to business models, there is still a significant amount of work to be done on the technology, standards and support systems
16%
22% 22%19%
23%
Considering Evaluating, butnot yet testing
Testingtechnology in
lab environment
Conductingoperational trials
Partly (or fully)implemented,
supporting(current and/ornew) services
All others
The organizations’ stage in adoption of NFV/SDNThe majority of 200
telecom executives
interviewed by IBM stated
there is still much work
to be done to deliver
services to specific
verticals through
• network virtualization
• network slicing
• edge computing
2019 Global Consumer Survey
Mobile video traffic forecast to grow ±50% annually through 2023
to account 75% of all mobile traffic Ericsson Mobility Report, November, 2017
Mobile traffic by application
category CAGR 2017 - 2023
Hence, it is widely expected that early 5G services will focus on consumers to support the increasing video traffic
2019 Global Consumer Survey
7
To understand the 5G services and experiences consumers crave, IBM surveyed nearly 12,500 consumers in 21 countries
The consumer sample represented 62% of the global population and 77% of global GDP
2019 Global Consumer Survey
88
Awareness of 5G
24%
37%
29%
47%
30%
23%
Have NO IDEAwhat 5G is
Have SOME IDEAwhat 5G is
Have GOOD IDEAor very FAMILIAR
with 5G
Emerging countries Mature countriesRespondents in emerging countries
are more aware of what 5G is than
respondents in mature countries
Familiarity with 5G?
2019 Global Consumer Survey
9
Respondents in China are more aware of 5G than respondents in the other countries surveyed
Consumers’ awareness of 5G
4%
23%
7% 10% 9%6% 6%
9% 7% 9%6% 5% 6% 7% 6% 7% 8%
4%6% 4% 3% 2%
17%
22%
18%18%
27%
15%20%
19%17%
17%18% 19% 15%
19%15% 16% 11%
12%12%
8%6%
11%
60%
23%
39%36%
28%
40%34% 28%
31% 29% 30% 30%32% 25%
28% 26%
19%23% 20%
25%27% 17%
Ch
ina
Ind
ia
Sou
th K
ore
a
GL
OB
AL
Italy
Ind
one
sia
Ge
rmany
Bra
zil
Spain
US
UK
Ne
therl
and
Austr
alia
Mexic
o
Ca
na
da
Arg
entina
Sou
t A
fric
a
Ken
ya
Phili
ppin
es
Russia
Japan
Nig
eria
Have some idea what 5G is
Have a good idea what 5G is
Very familiar with 5G
2019 Global Consumer Survey
10
In context of 5G, respondents are most excited about video and entertainment related applications
5G-related APPLICATIONS seen as most relevant
11%
18%
21%
22%
22%
23%
24%
30%
33%
37%
44%
45%
57%
3D HOLOGRAM CALLING
Smart WEARABLE DEVICES (e.g. fitness trackers)
SMART TRANSPORT (e.g. autonomous driving)
Real-time TRANSLATIONS via smart earphones
AR for LOCATION-BASED SERVICES
Digital HEALTHCARE (e.g. remote health diagnostics)
AR/VR-augmented SHOPPING (purchasing in virtual stores)
SMART HOME applications (e.g. remote home monitoring)
IMMERSIVE VIDEO (360 Video, holograms)
AR (Augmented Reality) ENTERTAINMENT applications
Watching VIDEO/movies in 3D
VR (Virtual Reality) ENTERTAINMENT applications
UHD (Ultra High Definition) VIDEO (4K and 8K)
2019 Global Consumer Survey
11
Across all countries, streaming Ultra High Definition (UHD) video to their mobile is indeed one of the most appealing 5G applications
Percentage of respondents stating that streaming Ultra High Definition
video to their mobile is one of the most appealing 5G applications73%71%
68% 66% 66%
61% 59%58% 58% 57%
52%50% 50%
47% 47%43%
39% 39% 38%
34%
30% 29%
Phili
ppin
es
Ind
ia
Bra
zil
Nig
eria
Ken
ya
Sou
t A
fric
a
Ind
one
sia
Arg
entina
Mexic
o
GLO
BA
L
Sou
th K
ore
a
Austr
alia
Ch
ina
Italy
Ru
ssia
Spa
in
US
UK
Ca
na
da
Japan
Ge
rmany
Neth
erl
and
2019 Global Consumer Survey
12
Early 5G adopters are willing to pay extra – even switch provider -for a better mobile video experience
13
Most respondents in emerging countries would switch to 5G as soon as it is available or when they are eligible to a phone-upgrade
31%
38%
18%
9%
3%2%
16%
24%
20%21%
7%
12%
As soon aspossible
When I am eligibleto phone-upgrade
When hearing goodthings about it
Eventually If 5G is standardoffering and noother alternative
Don't know
Emerging countries Mature countries
Moment of switching to 5G
2019 Global Consumer Survey
14
Particularly in emerging countries, respondents stated they would switch to 5G as soon as it becomes available
Percentage of respondents stating to switch to 5G as soon as possible
47%
40%
30%35%
26%
36%
18%
28%
18% 20%
29%
18%15% 14% 14%
18%14%
17%13% 13% 14% 12%
30%
37%
44% 35%
44%
31%
45%
36%
45% 38%
28%
35%
35%30% 29%
25%28% 24%
23% 22% 19%
11%
Ind
ia
Ken
ya
Ind
one
sia
Nig
eria
Bra
zil
Sou
th A
fric
a
Ch
ina
GL
OB
AL
Mexic
o
Italy
Phili
ppin
es
Arg
entina
Spa
in
Russia
Neth
erl
and
US
UK
Austr
alia
Ca
na
da
Ge
rmany
Sou
th K
ore
a
Japan
As soon as possible when eligible to phone upgrade
As soon as possible, even if not eligible to phone upgrade
2019 Global Consumer Survey
15
5G, Cloud and edge computing will be critical to moving Virtual Reality (VR) forward
• Lacking computer power
• Limited graphics quality
• Heavy devices
• Cable connection, limiting mobility
Complex processing
in the cloud
(or on cloud edge)
• Smaller, more practical devices
• More powerful
• Cheaper
• Energy-efficient
16
According to the survey respondents, virtual reality (VR) will bring most value to movies/series, music/concerts and sports events
22%
24%
26%
27%
30%
38%
39%
51%
56%
56%
GAMING, other than eSports
eSPORTS (watching or participating in competitive sport video gaming)
TV-SHOWS / THEATRE productions
SCIENTIFIC & NATURE
THEME PARKS (e.g. sitting in a imaginary rollercoaster)
ARTS & CULTURE (e.g. walking through a historical venue of the past)
NEWS & DOCUMENTARY (e.g. being part of a war scene)
SPORTS events (virtually attending real sporting events)
MUSIC and CONCERTS (e.g. virtually attending a real concert)
MOVIES/SERIES (e.g. creating full sensory experiences)
Kind of immersive VR experiences in media and entertainment seen as bringing most value and willing to pay for.
2019 Global Consumer Survey
17
India has the highest percentage of respondents that appreciate Virtual Reality as a new way in which sports can be enjoyed
Consumer excitement on - and willingness to pay for - VR applications in sports68%
61% 60%58%
51%48% 48% 47% 47% 47% 46% 45%
42%
37% 37% 36%34% 33% 32% 32% 31%
27%
Ind
ia
Nig
eria
Ke
nya
Ind
one
sia
GLO
BA
L
Phili
ppin
es
Arg
entina
Bra
zil
RS
A
Sou
th K
ore
a
Chin
a
Mexic
o
Italy
UK
Spa
in
Russia
US
Austr
alia
Ne
therl
and
s
Japan
Ca
na
da
Ge
rman
y
2019 Global Consumer Survey
18
Augmented Reality (AR) could hit the mainstream earlier
AR is already embedded in many
frequently used applications
Together with 5G, AI could enable
a whole new wave of deeply
integrated AR experiences
19
According to the survey respondents, augmented reality (AR) will especially bring value to music & concerts
18%
25%
26%
26%
33%
41%
41%
50%
50%
55%
eSPORTS (e.g. adding scores)
GAMING, other than eSports (such as Pokémon Go)
TV-SHOWS / THEATRE productions
SCIENTIFIC & NATURE
THEME PARKS (e.g. adding additional info on a character)
NEWS & DOCUMENTARY (e.g. additional info on a war scene)
ARTS & CULTURE (e.g. additional layer with historic view of venue)
SPORTS events (e.g. adding scores, 3D animations)
MOVIES/SERIES (e.g. pointing mobile to a movie poster and get more info)
MUSIC and CONCERTS (adding virtual objects/content to the show)
Kind of immersive AR experiences in media and entertainment seen as bringing most value and willing to pay for.
2019 Global Consumer Survey
20
In the era of elaborate music festivals, AR is seen as an increasingly common feature, fitting the music industry’s exploratory nature
Consumer excitement on - and willingness to pay for - AR applications in music & concerts
66%64% 63% 63% 63% 62%
56% 56% 55% 55% 55% 55%
46% 46% 46% 46% 46% 45%
40% 40% 39% 38%
Nig
eria
Kenya
Mexic
o
Sou
th A
fric
a
Phili
ppin
es
Ind
one
sia
Ind
ia
Arg
entina
Ch
ina
Bra
zil
Sou
th K
ore
a
GL
OB
AL
UK
Ja
pan
Italy
US
Ru
ssia
Spa
in
Austr
alia
Ge
rmany
Ca
na
da
Neth
erl
and
s
2019 Global Consumer Survey
21
eSports is exploding. It is evolving at a pace unrivaled in any other sport
Source: https://newzoo.com/insights/articles/newzoo-global-esports-economy-will-top-1-billion-for-the-first-time-in-2019/
22
According to the survey, the world’s most frequent eSports viewers and enthusiasts are found in Asia Pacific and Brazil.
Percentage of respondents watching and/or participating in eSports across countries
27%
35%30%
26% 26% 28% 27% 27%21% 19% 19% 19% 21% 20%
15% 15% 14% 13% 14% 12% 15%
8%
36%15%
19%
21% 19%10% 10%
8%
12%10% 10% 10% 7%
3%7% 6% 7% 7% 6% 7% 4%
3%
Ind
ia
Chin
a
Bra
zil
Ind
one
sia
GL
OB
AL
Ken
ya
Nig
eria
Phili
ppin
es
Mexic
o
Sou
th A
fric
a
Spa
in
Arg
entina
Sou
th K
ore
a
Italy
Ca
na
da
UK
Russia
US
Neth
erl
and
s
Austr
alia
Germ
any
Japan
Frequent viewers/Enthusiasts
Occasional/Regular viewers
2019 Global Consumer Survey
23
Who is the eSports enthusiast?
2019 Global Consumer Survey
24
eSports enthusiasts understand how important 5G is for them
2019 Global Consumer Survey
25
The following questions can help telecom companies prioritize the actions necessary to prepare for the future
• To what extent have you made providing your customers with a high quality video experience central to your content production and delivery strategy?
• Are you investing enough funds in immersive media, such as VR, AR, and 360-degree video? Which use cases and applications do you expect to be most promising, possibly in combination with AI, cloud, and edge computing?
• How will the immersive market opportunity change your business model? What will be your new revenue streams?
• How are you capitalizing on the growth and coverage of the eSports industry that is bound to attract a younger viewership across a global scale?
• To what extent are you partnering in the areas of UHD video streaming, immersive media, and eSports?
Rob van den Dam
Global Industry Leader, Telecom, Media and Entertainment
IBM Institute for Business Value