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Home Reports Information & Communication Technology

Virtual Reality in Education Market

Information & Communication Technology
Published
Jun, 2021
220 Pages

Virtual Reality in Education Market, By Product (VR hardware and VR content), End-User (Higher Education, K-12, Vocational Training) and Geography- Global Forecast to 2027

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The Virtual Reality in Education market size is estimated to grow from USD 0.931 Billion in 2019 to USD 15.39 Billion by 2027, growing at a CAGR of 42.3% during the forecast year from 2021 to 2027.

The latest report on Virtual Reality in Education Market understands market size estimates, forecasts, market shares, competition analysis, along with industry trends of Virtual Reality in Education with emphasis on market timelines and technology roadmaps analysis.

The Virtual Reality in Education market is segmented by product, end-user and region. The research covers the current and historic Virtual Reality in Education market size and its growth trend with company outline of Key players /manufacturers: Alchemy VR Ltd., Alphabet Inc., Avantis Systems Ltd., EON Reality Inc., Facebook Inc., HTC Corp., Lenovo Group Ltd., Microsoft Corp., Sony Corp., Virtalis Holdings Ltd. and others

Analysis of the global market with special focus on high growth application in each vertical and fast-growing market segments. It includes detailed competitive landscape with identification of the key players with respect to each type of market, in-depth market share analysis with individual revenue, market shares, and top players rankings. Impact analysis of the market dynamics with factors currently driving and restraining the growth of the market, along with their impact in the short, medium, and long-term landscapes. Competitive intelligence from the company profiles, key player strategies, game-changing developments such as product launches and acquisitions.

The objective of this study is to identify the market opportunities and estimate market size by segments and countries for last few years and to forecast the values to the next five years. The report incorporates both the qualitative and quantitative aspects of the industry with respect to each of the regions and countries involved in the study. The report also covers qualitative analysis on the market, by incorporating complete pricing and cost analysis of components & products, Porter’s analysis and PEST (Political, Economic, Social & Technological factor) analysis of the market. The report also profiles all major companies active in this field.

Market Analysis and Insights:  Virtual Reality in Education Market Analysis & Insights

Market Scope and Market Size

Virtual Reality in Education market is segmented by product, end-user and region. Players, stakeholders, and other participants in the global Virtual Reality in Education market will be able to gain a strong position as this report will surely benefit their marketing strategies. The market analysis focuses on revenue and forecast by region/countries and by application in terms of revenue and forecast for the period 2016-2027.

Report further studies the market development status and future and Virtual Reality in Education Market trend across the world. Also, it splits Virtual Reality in Education market by product, end-user and region to deep dive research and reveals market profile and prospects.

Get Sample Copy of Virtual Reality in Education Market Research Report 2021

Major Classifications are as follows:

By Product

  • VR hardware
  • VR content

By End-User

  • Higher Education
  • K-12
  • Vocational Training

By Region

  • North America
    • US
    • Canada
  • Europe
    • UK
    • Germany
    • Franc
    • Rest of Europe
  • Asia-Pacific (APAC)
    • China
    • Japan
    • India
    • Rest of APAC
  • Rest of the World (RoW)
    • Middle East
    • Africa
    • South America

Reason to purchase this report:

  • Determine prospective investment areas based on a detailed trend analysis of the global Virtual Reality in Education market over the next years.
  • Gain an in-depth understanding of the underlying factors driving demand for different and Virtual Reality in Education market segments in the top spending countries across the world and identify the opportunities offered by each of them.
  • Strengthen your understanding of the market in terms of demand drivers, industry trends, and the latest technological developments, among others.
  • Identify the major channels that are driving the global market, providing a clear picture of future opportunities that can be tapped, resulting in revenue expansion.
  • Channelize resources by focusing on the ongoing programs that are being undertaken by the different countries within the global market.
  • Make correct business decisions based on a thorough analysis of the total competitive landscape of the sector with detailed profiles of the top market providers around the world which include information about their products, alliances, recent contract wins and financial analysis wherever available.

Table of Contents:

  1. EXECUTIVE SUMMARY
  2. INTRODUCTION
    • Key Takeaways
    • Report Description
    • Market Scope & Definition
    • Stakeholders
    • Research Methodology
      • Market Size
      • Key Data Points From Primary Sources
      • Key Data Points From Secondary Sources
      • List Of Primary Sources
      • List Of Secondary Sources
  1. MARKET OVERVIEW
    • Industry Segmentation
    • Market Trends Analysis
    • Major Funding & Investments
    • Market Dynamics
      • Drivers
      • Restraints
      • Opportunities
    • Value Chain Analysis
    • Pricing Analysis
  2. IMPACT OF COVID-19 ON VIRTUAL REALITY IN EDUCATION  MARKET
    • Impact Of Covid-19 On Market, By Product
    • Impact Of Covid-19 On Market, By End-User
    • Impact of Covid-19 On Market, By Geography
  3. VIRTUAL REALITY IN EDUCATION  MARKET, BY PRODUCT
    • Introduction
    • VR hardware
    • VR content
  4. BY END-USER
    • Introduction
    • Higher Education
    • K-12
    • Vocational Training
  5. BY GEOGRAPHY
    • Introduction
    • North America
      • U.S.
      • Canada
    • Europe
      • Germany
      • U.K.
      • France
      • Rest of Europe
    • Asia Pacific
      • China
      • Japan
      • India
      • Rest Of Asia Pacific
    • Rest of the World
      • Middle East
      • Africa
      • Latin America
  1. COMPETITIVE ANALYSIS
    • Introduction
    • Top Companies Ranking
    • Market Share Analysis
    • Recent Developments
      • New Product Launch
      • Mergers & Acquisitions
      • Collaborations, Partnerships & Agreements
      • Rewards & Recognition
  1. COMPANY PROFILES
    • Alchemy VR Ltd.
    • Alphabet Inc.
    • Avantis Systems Ltd.
    • EON Reality Inc.
    • Facebook Inc.
    • HTC Corp.
    • Lenovo Group Ltd.
    • Microsoft Corp.
    • Sony Corp.
    • Virtalis Holdings Ltd
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