Tuesday, September 12, 2023

Be Patient About Evaluating 5G

In some ways, it is premature to evaluate the value of 5G, as the networks are still early in deployment (or non-existent) in most countries. Early in 2023, for example, only about 35 percent of humans globally had the option of buying 5G service from at least one mobile service provider. 


And where it is already widely deployed, the variety of types of spectrum used mean coverage and capacity are uneven. So even where theoretically available, 5G signal strength might be low enough that devices revert to 4G. 


Beyond that, some customers might not own devices capable of using 5G, or might not enable 5G on their devices. 


Country

Population

5G Availability (Percentage)

5G Usage (Percentage)

South Korea

51.8 million

72.9%

45.2%

United States

332 million

62.5%

30.8%

United Kingdom

67 million

53.2%

33.4%

Canada

38 million

50.4%

29.2%

Germany

83 million

48.8%

27.9%

Australia

25.7 million

47.3%

26.7%

China

1.44 billion

46.2%

26.1%

Japan

125.5 million

45.1%

25.2%

France

67.3 million

44.0%

24.2%

India

1.4 billion

42.9%

23.2%


The point is that, whatever one thinks about 5G value and development of new use cases, apps and business models, we still are too early to draw definitive conclusions, as most humans still cannot buy 5G or use it routinely. 


And even once deployment is substantially complete, the expected upside from 5G might still lag. That was the case for 3G and 4G as well. 


3G was first introduced in 2001, and it was expected to enable new applications such as video calling, mobile TV and mobile gaming. Some of that happened, but often not what was expected. In many ways, 3G apps such as messaging, email and turn-by-turn directions seem to predominate.  


4G was supposed to enable new applications such as real-time video streaming, virtual reality, and self-driving cars. In most cases, 4G enabled apps many thought would happen during the 3G era, or at least enabled an adequate user experience for anything related to video. 


By some estimates, apps allowing people to communicate seem to predominate on 3G networks. 


3G Apps

Estimated number of users

Hours used per week

WhatsApp

2 billion

25 hours

Facebook Messenger

1.3 billion

20 hours

YouTube

1.5 billion

15 hours

Skype

660 million

10 hours

Instagram

1 billion

5 hours

Snapchat

500 million

3 hours

Spotify

365 million

2 hours

Netflix

203 million

2 hours

Google Maps

1.5 billion

1 hour

Gmail

1.5 billion

1 hour


4G apps tend to revolve around working or transactions, while content consumption and connectivity trends from 3G remain in place. But 4G seems much more useful for entertainment on the go.


4G Apps

Estimated number of users

Hours used per week

Uber

110 million

10 hours

Airbnb

800 million

5 hours

WeWork

500,000

3 hours

DoorDash

50 million

2 hours

Lyft

100 million

2 hours

Slack

12 million

1 hour

Zoom

300 million

1 hour

Google Drive

1.5 billion

1 hour

Microsoft Office 365

300 million

1 hour

Salesforce

150,000

1 hour


Overall, it can be said that many expected use cases for 3G did not actually emerge as mass market realities. 


3G use case

Experts' expectations

Actual outcome

Video streaming

Experts believed that 3G would enable streaming of high-quality video, such as live sports events and movies.

While 3G did enable some video streaming, it was not as widespread as experts had predicted. This was due to the limited bandwidth of 3G networks and the high cost of data plans.

Mobile gaming

Experts believed that 3G would enable a new generation of mobile games that were more immersive and interactive.

Mobile gaming did indeed become more popular with the advent of 3G, but the games were not as groundbreaking as experts had predicted. This was due to the limitations of 3G networks, such as latency and packet loss.

Mobile office

Experts believed that 3G would make it possible for people to work from anywhere, using their mobile devices to access email, files, and applications.

Mobile office did become a reality with 3G, but it was not as widespread as experts had predicted. This was due to the lack of 3G coverage in many areas and the high cost of data plans.

Mobile commerce

Experts believed that 3G would enable a new wave of mobile commerce, with people using their phones to make purchases online and in stores.

Mobile commerce did indeed grow with the advent of 3G, but it did not reach the levels that experts had predicted. This was due to security concerns and the lack of a standardized mobile payment system.

Location-based services

Experts believed that 3G would enable a new generation of location-based services, such as turn-by-turn navigation and targeted advertising.

Location-based services did become popular with the advent of 3G, but they were not as revolutionary as experts had predicted. This was due to the limited accuracy of 3G location data and the high cost of data plans.


The same might be said of 4G networks as well. 


4G use case

Experts' expectations

Actual outcome

Ultra-high-definition (UHD) video streaming

Experts believed that 4G would enable streaming of UHD video, such as 4K and 8K content.

UHD video streaming is now possible over 4G networks, but it is not as widespread as experts had predicted, in part because mobile operators often do not support it.

Virtual reality (VR) and augmented reality (AR)

Experts believed that 4G would enable the widespread adoption of VR and AR applications.

VR and AR applications are becoming more popular, but they are still not as widespread as experts had predicted. T

Real-time gaming

Experts believed that 4G would enable real-time gaming, such as multiplayer games that require fast and reliable connections.

Real-time gaming is now possible over 4G networks, and it is becoming increasingly popular. However, it is still not as widespread as experts had predicted. 

Cloud computing

Experts believed that 4G would enable cloud computing applications, such as the ability to run high-performance applications on remote servers.

Cloud computing applications are now possible over 4G networks, and they are becoming increasingly popular. However, they are still not as widespread as experts had predicted. 

Connected cars

Experts believed that 4G would enable connected cars, which would be able to communicate with each other and with the infrastructure around them.

Connected cars are still not as widespread as experts had predicted. 


The bottom line is that it still is too early to tell how 5G will develop, and whether the expected new apps and use cases will emerge as expected. History suggests patience will be needed.


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