NTT DoCoMo


2021-07-29

Market Share of Top Three Suppliers of Base Stations Projected to Undergo Slight Decline in 2021 While Fourth-Ranked Samsung Scores Wins in Overseas Markets, Says TrendForce

Chinese and European suppliers of base station equipment are expected to once again account for a global market share of more than 70% in 2021, and the top three suppliers (along with their respective market shares) are, in order, China-based Huawei (30%), Sweden-based Ericsson (23%), and Finland-based Nokia (20%), according to TrendForce’s latest investigations. Remarkably, although Huawei remains banned by the US government, the company still manages to dominate its competitors in terms of market share due to its products’ cost advantages as well as the enormous demand from the domestic Chinese market.

It should be pointed out that Samsung has similarly benefitted from its relatively low costs and successful 5G commercialization efforts, both of which helped propel its market share this year to 12.5% and secure the fourth place in the global ranking. Not only is Samsung supplying base station components to the three largest mobile network operators in Korea, but it is also collaborating with operators in the US (including AT&T, Sprint, and Verizon) while having established supply agreements with NTT DoCoMo in Japan. On the other hand, Japanese supplier NEC has received its first ever overseas orders this year, from British mobile network Vodafone. Japan-based Fujitsu, likewise, has also been chosen by the British government as an alternative supplier of 5G base station equipment in place of Huawei.

TrendForce indicates that the proliferation of distance learning and WFH applications has brought about a massive 40% increase in average global network bandwidth consumption as the world works to bring the COVID-19 pandemic under control. As such, the 5G network is able to satisfy the current market demand due to its high bandwidth and low latency characteristics. Furthermore, as 5G commercial demand rises in various countries, the GSA (Global mobile Suppliers Association) announced that “the number of announced 5G devices has surpassed 800 for the first time and now stands at 822 announced 5G devices”. These products, including both consumer and enterprise applications, have been released in response to the demand for faster, more convenient network connections across a broad range of applications. In sum, all of the aforementioned factors are drivers of increased 5G base station build-out worldwide.

Key to Huawei’s market share leadership, 5G users in China account for 90% of the global total in 2021

Owing to the ongoing China-US trade war, both Huawei and the three largest mobile network operators in China have been barred from engaging in investment-related activities with US companies. In addition, in July 2021, the FCC (Federal Communications Commission) finalized a US$1.9 billion plan that subsidizes domestic telecom companies to replace base station components from Chinese suppliers, such as Huawei and ZTE, that the FCC considers a potential risk to US national security. Huawei and ZTE have subsequently become unable to acquire key RF front-end components from US suppliers, thereby prompting Huawei to shift its base station infrastructure business towards the domestic Chinese market instead.

Regardless, TrendForce’s findings indicate that, as of late-2020, the number of 5G users in China surpassed 160 million, which represented about 89% of the global total. As of July 2021, the three largest mobile network operators in China, including China Mobile, China Unicom, and China Telecom, have established 916,000 5G base stations domestically, which comprise 70% of the global total. Not only does this number point to the impressive magnitude of the Chinese telecom market, but it has also been the key to Huawei’s leadership in the base station market for nearly two years.

2021-07-23

AR/VR Headset Demand Undergoes Rapid Growth Owing to COVID-19 Pandemic

The arrival of the COVID-19 pandemic last year prompted enterprises to accelerate their digital transformation efforts. As such, the year 2020 marked the turning point for the AR/VR industry, with an increasing number of global enterprises now paying close attention to AR/VR headsets and applications. Two such applications which show the most significant short-term growth are “virtual collaboration platform” and “remote support”, particularly in the relatively small-scale AR headset markets.

TrendForce indicates that annual AR headset shipment is expected to increase from 580,000 units in 2020 to 1.3 million units in 2021; on the VR headset front, annual shipment is expected to increase from 4.43 million units in 2020 to 5.65 million units in 2021, with the key enablers of these shipment growths being entertainment applications from the consumer side and commercial applications from the enterprise side.

It should be noted that, however, as VR headsets have lower prices and technical barriers to entry compared to AR headsets, many companies are opting to purchase consumer VR headsets for use in commercial applications. Despite the growth of the AR/VR headset market in recent years, the ongoing shortage of semiconductor components is expected to put some downward pressure on these headsets’ shipments this year.


Enterprise demand is the primary driver of telecom companies’ efforts to combine 5G with AR/VR applications

With remote commercial applications generating an increasing demand for AR/VR headsets, use cases such as remote interaction and real-time sharing of 3D objects will require an enormous amount of network bandwidth. Likewise, the demand for low-latency and smooth user experiences will continue to drive 5G demand from the commercial sector, thereby compelling major telecom companies such as Ericsson, China Mobile, NTT DoCoMo, and Chunghwa Telecom to release dedicated 5G plans geared specifically for AR/VR applications in order to ensure the highest quality connections for these applications.

For telecom companies, building 5G infrastructure demands an enormous cost, but the current use of smartphones is unable to completely saturate the total 5G bandwidth. In other words, telecom companies are unable to recuperate their 5G investment costs, and this predicament is what led them to seek out other applications/products that can potentially make use of 5G connectivity, such as IoT, video streaming, and AR/VR.

What should suppliers that aim to enter the AR/VR markets pay attention to?

TrendForce believes that suppliers wishing to enter the AR/VR markets must take into consideration two factors, which are “cost” and “profit distribution”. First of all, both AR/VR headsets and dedicated 5G connections require enormous investment costs. Most companies involved in these applications are therefore still in the small-scale trial period at the moment.

Given the limited funding that these companies are allocating, real-life user experience has suffered as a result, leading to a reduced willingness by potential clients to continue adopting AR/VR solutions going forward. For instance, if network infrastructures do not provide sufficiently comprehensive coverage or sufficiently high bandwidth, the resultant latency or signal loss can lead to poor remote collaboration experiences on the user side.

The second issue that suppliers must confront has to do with profit distribution. Most AR/VR solutions are provided to users at a flat subscription fee which covers the costs of AR/VR headsets, 5G network connections, and software platforms. This type of flat fee structure is attractive for customers as it is relatively simple and straightforward.

However, on the supply side, the fair distribution of profits among AR/VR headset suppliers, telecom companies, and software platform vendors remains a critical issue. In particular, since AR/VR headsets and 5G networks are all extremely costly, along with the fact that the 5G rollout is still in its infancy, unfair distribution of profits can potentially lead to certain suppliers being unwilling to participate in the AR/VR market in the long run.

(Cover image source: Unsplash)

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