Key Infographic
Introduction
By September 2019, within months of commercial launch, South Korea Telecom (SKT) had acquired 1.54 million 5G customers, even though only two handset types were initially available. SKT showcased future service capabilities possible with a 5G connection to achieve that success.
This report examines SKT’s successful promotion of 5G to consumers and to enterprises, drawing conclusions and making recommendations to other MNOs wishing to develop their own 5G approaches.
Three i3
Companies: SK Telecom, Oculus, Kakao, WeChat, SK Hynix, Myeonghwa Industrial,
Countries: South Korea
Keywords: UHD Video, VR Sport, Private Cloud, Private 5G, Facial Recognition, Multi Device Management System (MDMS) Private USIM, xBox, 5G System Integrators, xCloud games, 5G Cluster, Content ecosystem, Smart Hospital, eSports value chain, BoboVR, League of Legends, AR, SK Telecom, Smart Office, Multi-Access Edge Computing, Oculus Go, Private 5G Networks, AR Smart Glass, P-Security, Autonomous Mobile Robot (AMR), 5G MEC, 5G-AI Machine Vision, 5G Connectivity, eSport, Harry potter AR, Jump AR, virtual space, Samsung Gear VR, Virtual docking (desktop) infrastructure (VDI), Virtual Social World, Incheon SK Happy Dream Park, SK Wyverns, Boost Park, 5G Enterprise Partners, Oksusu, wavve OTT video, LoL Park, Social VR, multi-function robots, FLO Music, Smart Factory, Video, Loyalty, Avatar, SKT, Unlimited Data, 5GX Consumer Tariff, Enterprise, Live Broadcast, VR, LoL, Jump App, Messaging, 5G Stadium, System Integrators, T-Membership, AR Zoo, Cloud Gaming, 5G, VR Conferencing,
1 |
Overview |
5 |
1.1 |
Key Infographic |
5 |
1.2 |
Introduction |
5 |
1.3 |
Three i3 |
5 |
2 |
Background and Content |
6 |
2.1 |
Background to the Report |
6 |
2.1.1 |
5G Service Clusters |
6 |
2.2 |
Report Content |
7 |
2.3 |
Currency and Conversions |
8 |
2.4 |
Further Questions and Feedback |
8 |
3 |
5G Propositions From SK Telecom |
9 |
3.1 |
Consumer Propositions |
9 |
3.1.1 |
5GX Consumer Tariff |
9 |
3.1.2 |
Adding VR Device and Associated Pack |
10 |
3.1.3 |
AR, VR & Gaming Content |
11 |
3.1.3.1 |
Overview |
11 |
3.1.3.2 |
oksusu Becomes wavve |
12 |
3.1.3.3 |
AR Zoo via the Jump App |
13 |
3.1.3.4 |
oksusu Social VR / Virtual Social World & Kakao Partnership |
14 |
3.1.3.5 |
Gaming – Harry Potter AR |
17 |
3.1.3.6 |
Gaming Partnerships - eSports & League of Legends (LoL) Park |
18 |
3.1.3.7 |
Gaming Partnerships - Hatch, Nexon, Microsoft Project xCloud |
19 |
3.1.3.8 |
T Membership Rewards for 5GX Customers |
20 |
3.1.3.9 |
5G Boost Park - SKT Shops and Experience Stores |
20 |
3.1.3.10 |
5G Upgrades at SK Stadiums / AR Capabilities |
22 |
3.2 |
Business, Enterprise and Private 5G Network |
22 |
3.2.1 |
Smart Office Test Bed |
22 |
3.2.2 |
Smart Hospital MoU |
23 |
3.2.3 |
Smart Factory - Multi Access Edge Computing (5GX MEC) |
23 |
3.2.4 |
SKT Private 5G Network |
27 |
4 |
Findings |
32 |
4.1 |
5G - Still Early Days |
32 |
5 |
Recommendations |
36 |
Key Infographic Introduction Annual data usage continues to grow while MNO revenue growth stagnates. Data connectivity income has grown too slowly to offset falling voice revenue. Meanwhile volumes grow exponentially, enabled by ever more generous (sometimes unlimited) allowances, driven by apps and services that feed revenue to OTT players. In that context, this report reviews a range of consumer mobile, broadband and fixed wireless propositions from 20 MNOs – 18 of which have launched 5G in 2019. Three i3
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