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Virtual Reality in Education Market Size, Share, and Analysis, By Component (Content, Hardware, Software), By Deployment Mode (Cloud, On-Premises), By Application (Higher Education, K-12, Vocational Training), By Corporate Training (IT and Telecom, Healthcare, Retail and E-commerce), By Content (Language Learning, STEM Education, Arts and Humanities, Others), and Regional Forecasts, 2022-2032

September 2023 | 427 pages | ID: V1CFA7D02D48EN
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Virtual Reality in Education Market Size, Share, and Analysis, By Component (Content, Hardware, Software), By Deployment Mode (Cloud, On-Premises), By Application (Higher Education, K-12, Vocational Training), By Corporate Training (IT and Telecom, Healthcare, Retail and E-commerce), By Content (Language Learning, STEM Education, Arts and Humanities, Others), and Regional Forecasts, 2022-2032

PRODUCT OVERVIEW

Virtual Reality in Education Market size was USD 4.06 billion in 2021 and projected t%li%%li%grow from USD 8 billion in 2023 t%li%%li%USD 179.8 billion by 2032, exhibiting a CAGR of 41.2% during the forecast period.

The virtual reality (VR) in education market represents the use of VR technology in the education field. It includes the use of virtual reality software and hardware t%li%%li%develop interactive learning. Several educational institutions like colleges, schools, universities, and EdTech companies start and use virtual reality solutions t%li%%li%improve the learning and teaching procedure. Virtual reality in education includes many areas like developing of virtual environments, interactive content and simulations that recreate real-world situations or permit observation of several abstract concepts.

MARKET HIGHLIGHTS

Virtual Reality in Education Market is expected t%li%%li%reach USD 179.8 billion, growing at a CAGR of 41.2% during forecast period owing t%li%%li%the increasing popularity of this field which unite the power of educational experiences and technology. The fusion of Virtual Reality software, hardware, and content in educational institutions aids in improving the learning and teaching processes. Various advancements in virtual reality technology with enhanced awareness on the benefits associated with learning experiences, development of simulations and virtual field trips and reducing costs of VR hardware are expected t%li%%li%drive the growth of the Virtual Reality in Education market.

Virtual Reality in Education Market Segments:
  • Component
    • Content
    • Hardware
    • Software
  • Deployment Mode
    • Cloud
    • On-Premises
  • Application
    • Higher Education
    • K-12
    • Vocational Training
  • Corporate Training
    • IT and Telecom
    • Healthcare
    • Retail
    • E-commerce
  • Content
    • Language Learning
    • STEM Education
    • Arts and Humanities
    • Others
MARKET DYNAMICS

Growth Drivers

Growing Acceptance of Virtual Field Trips is Expected t%li%%li%Boost the Growth of the Market

Increased Smart Devices Utilization is Expected t%li%%li%Boost the Growth of the Market

Restraint

Data Privacy Issues May Restrain the Growth of the Market

Key Players
  • Sony
  • Samsung
  • HTC
  • Google Corporation
  • EON Reality Inc.
  • RegattaVR
  • Veative Labs
  • Unimersiv
  • Schell Games
  • Facebook Technologies, LLC.
  • Avantis Systems Ltd.
  • Alchemy Immersive
  • Other Prominent Players
(Company Overview, Business Strategy, Key Product Offerings, Financial Performance, Key Performance Indicators, Risk Analysis, Recent Development, Regional Presence, SWOT Analysis)

Global Laboratory Temperature Control Units Market is further segmented by region into:
  • North America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAG.R – United States and Canada
  • Latin America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – Mexico, Argentina, Brazil and Rest of Latin America
  • Europe Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – United Kingdom, France, Germany, Italy, Spain, Belgium, Hungary, Luxembourg, Netherlands, Poland, NORDIC, Russia, Turkey and Rest of Europe
  • Asia Pacific Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – India, China, South Korea, Japan, Malaysia, Indonesia, New Zealand, Australia and Rest of APAC
  • Middle East and Africa Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – North Africa, Israel, GCC, South Africa and Rest of MENA
Reasons t%li%%li%Purchase this Report
  • Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
  • Provision of market value (USD Billion) data for each segment and sub-segment
          • Indicates the region and segment that is expected t%li%%li%witness the fastest growth as well as t%li%%li%dominate the market
  • Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
  • Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
  • Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
      • The current as well as the future market outlook of the industry with respect t%li%%li%recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
  • Includes in-depth analysis of the market of various perspectives through Porter’s five forces analysis
      • Provides insight int%li%%li%the market through Value Chain
      • Market dynamics scenario, along with growth opportunities of the market in the years t%li%%li%come
  • 3-month post-sales analyst support.
1. EXECUTIVE SUMMARY

1.1.Regional Market Share
1.2. Business Trends
1.3. Virtual Reality in Education Market: COVID-19 Outbreak
1.4.Regional Trends
1.5. Segmentation Snapshot

2. RESEARCH METHODOLOGY

2.1. Research Objective
2.2.Research Approach
2.3.Data Sourcing and Methodology
2.4. Primary Research
2.5. Secondary Research
  2.5.1.Paid Sources
  2.5.2. Public Sources
2.6.Market Size Estimation and Data Triangulation

3. MARKET CHARACTERISTICS

3.1. Market Definition
3.2.Virtual Reality in Education Market: COVID-19 Impact
3.3.Key Segmentations
3.4. Key Developments
3.5. Allied Industry Data

4. VIRTUAL REALITY IN EDUCATION MARKET – INDUSTRY INSIGHTS

4.1.Industry Segmentation
4.2. COVID-19 overview on world economy
4.3. Industry ecosystem Channel analysis
4.4. Innovation & Sustainability

5. MACROECONOMIC INDICATORS

6. RECENT DEVELOPMENTS

7.MARKET DYNAMICS

7.1. Introduction
7.2.Growth Drivers
7.3.Market Opportunities
7.4. Market Restraints
7.5.Market Trends

8. RISK ANALYSIS

9. MARKET ANALYSIS

9.1. Porters Five Forces
9.2.PEST Analysis
  9.2.1. Political
  9.2.2.Economic
  9.2.3.Social
  9.2.4.Technological

10. VIRTUAL REALITY IN EDUCATION MARKET

10.1.Overview
10.2. Historical Analysis (2016-2021)
  10.2.1. Market Size, Y-o-Y Growth (%) and Market Forecast

11. VIRTUAL REALITY IN EDUCATION MARKET SIZE & FORECAST 2022A-2032F

11.1.Overview
11.2. Key Findings
11.3. Market Segmentation
  11.3.1.By Component
    11.3.1.1. Content
      11.3.1.1.1. By Value (USD Million) 2022-2032F
      11.3.1.1.2.Market Share (%) 2022-2032F
      11.3.1.1.3.Y-o-Y Growth (%) 2022-2032F
    11.3.1.2.Hardware
      11.3.1.2.1.By Value (USD Million) 2022-2032F
      11.3.1.2.2. Market Share (%) 2022-2032F
      11.3.1.2.3. Y-o-Y Growth (%) 2022-2032F
    11.3.1.3.Software
      11.3.1.3.1.By Value (USD Million) 2022-2032F
      11.3.1.3.2. Market Share (%) 2022-2032F
      11.3.1.3.3. Y-o-Y Growth (%) 2022-2032F
  11.3.2. By Deployment Mode
    11.3.2.1.Cloud
      11.3.2.1.1.By Value (USD Million) 2022-2032F
      11.3.2.1.2. Market Share (%) 2022-2032F
      11.3.2.1.3. Y-o-Y Growth (%) 2022-2032F
    11.3.2.2. On-Premises
      11.3.2.2.1. By Value (USD Million) 2022-2032F
      11.3.2.2.2.Market Share (%) 2022-2032F
      11.3.2.2.3.Y-o-Y Growth (%) 2022-2032F
  11.3.3. By Application
    11.3.3.1.Higher Education
      11.3.3.1.1.By Value (USD Million) 2022-2032F
      11.3.3.1.2. Market Share (%) 2022-2032F
      11.3.3.1.3. Y-o-Y Growth (%) 2022-2032F
    11.3.3.2. K-12
      11.3.3.2.1. By Value (USD Million) 2022-2032F
      11.3.3.2.2.Market Share (%) 2022-2032F
      11.3.3.2.3.Y-o-Y Growth (%) 2022-2032F
    11.3.3.3. Vocational Training
      11.3.3.3.1. By Value (USD Million) 2022-2032F
      11.3.3.3.2.Market Share (%) 2022-2032F
      11.3.3.3.3.Y-o-Y Growth (%) 2022-2032F
  11.3.4. By Corporate Training
    11.3.4.1.IT and Telecom
      11.3.4.1.1.By Value (USD Million) 2022-2032F
      11.3.4.1.2. Market Share (%) 2022-2032F
      11.3.4.1.3. Y-o-Y Growth (%) 2022-2032F
    11.3.4.2. Healthcare
      11.3.4.2.1. By Value (USD Million) 2022-2032F
      11.3.4.2.2.Market Share (%) 2022-2032F
      11.3.4.2.3. Y-o-Y Growth (%) 2022-2032F
    11.3.4.3. Retail
      11.3.4.3.1. By Value (USD Million) 2022-2032F
      11.3.4.3.2. Market Share (%) 2022-2032F
      11.3.4.3.3. Y-o-Y Growth (%) 2022-2032F
    11.3.4.4. E-commerce
      11.3.4.4.1.By Value (USD Million) 2022-2032F
      11.3.4.4.2. Market Share (%) 2022-2032F
      11.3.4.4.3. Y-o-Y Growth (%) 2022-2032F
  11.3.5. By Content
    11.3.5.1.Language Learning
      11.3.5.1.1.By Value (USD Million) 2022-2032F
      11.3.5.1.2. Market Share (%) 2022-2032F
      11.3.5.1.3. Y-o-Y Growth (%) 2022-2032F
    11.3.5.2. STEM Education
      11.3.5.2.1. By Value (USD Million) 2022-2032F
      11.3.5.2.2.Market Share (%) 2022-2032F
      11.3.5.2.3.Y-o-Y Growth (%) 2022-2032F
    11.3.5.3. Arts and Humanities
      11.3.5.3.1. By Value (USD Million) 2022-2032F
      11.3.5.3.2.Market Share (%) 2022-2032F
      11.3.5.3.3.Y-o-Y Growth (%) 2022-2032F
    11.3.5.4. Others
      11.3.5.4.1.By Value (USD Million) 2022-2032F
      11.3.5.4.2. Market Share (%) 2022-2032F
      11.3.5.4.3. Y-o-Y Growth (%) 2022-2032F

12. NORTH AMERICA VIRTUAL REALITY IN EDUCATION MARKET SIZE & FORECAST 2022A-2032F

12.1. Overview
12.2. Key Findings
12.3. Market Segmentation
  12.3.1. By Component
  12.3.2.By Deployment Mode
  12.3.3.By Application
  12.3.4.By Corporate Training
  12.3.5.By Content
12.4. Country
  12.4.1.United States
  12.4.2. Canada

13. EUROPE VIRTUAL REALITY IN EDUCATION MARKET SIZE & FORECAST 2022A-2032F

13.1. Overview
13.2. Key Findings
13.3. Market Segmentation
  13.3.1. By Component
  13.3.2.By Deployment Mode
  13.3.3.By Application
  13.3.4.By Corporate Training
  13.3.5.By Content
13.4. Country
  13.4.1.Germany
  13.4.2. United Kingdom
  13.4.3. France
  13.4.4. Italy
  13.4.5. Spain
  13.4.6. Russia
  13.4.7. Rest of Europe (BENELUX, NORDIC, Hungary, Turkey & Poland)

14. ASIA VIRTUAL REALITY IN EDUCATION MARKET SIZE & FORECAST 2022A-2032F

14.1.Overview
14.2. Key Findings
14.3. Market Segmentation
  14.3.1. By Component
  14.3.2.By Deployment Mode
  14.3.3.By Application
  14.3.4. By Corporate Training
  14.3.5.By Content
14.4. Country
  14.4.1.India
  14.4.2. China
  14.4.3. South Korea
  14.4.4. Japan
  14.4.5. Rest of APAC

15. MIDDLE EAST AND AFRICA VIRTUAL REALITY IN EDUCATION MARKET SIZE & FORECAST 2022A-2032F

15.1.Overview
15.2. Key Findings
15.3. Market Segmentation
  15.3.1. By Component
  15.3.2.By Deployment Mode
  15.3.3.By Application
  15.3.4.By Corporate Training
  15.3.5.By Content
15.4. Country
  15.4.1.Israel
  15.4.2. GCC
  15.4.3. North Africa
  15.4.4. South Africa
  15.4.5. Rest of Middle East and Africa

16. LATIN AMERICA VIRTUAL REALITY IN EDUCATION MARKET SIZE & FORECAST 2022A-2032F

16.1. Overview
16.2. Key Findings
16.3. Market Segmentation
  16.3.1. By Component
  16.3.2.By Deployment Mode
  16.3.3.By Application
  16.3.4.By Corporate Training
  16.3.5.By Content
16.4. Country
  16.4.1. Mexico
  16.4.2. Brazil
  16.4.3. Rest of Latin America

17. COMPETITIVE LANDSCAPE

17.1. Company market share, 2021
17.2.Key player overview
17.3. Key stakeholders

18. COMPANY PROFILES

18.1.Sony
  18.1.1.Company Overview
  18.1.2.Financial Overview
  18.1.3.Key Product; Analysis
  18.1.4.Company Assessment
    18.1.4.1.Product Portfolio
    18.1.4.2. Key Clients
    18.1.4.3. Market Share
    18.1.4.4. Recent News & Development (Last 3 Yrs.)
    18.1.4.5. Executive Team
18.2. Samsung
18.3. HTC
18.4.Google Corporation
18.5. EON Reality Inc.
18.6. RegattaVR
18.7. Veative Labs
18.8.Unimersiv
18.9. Schell Games
18.10.Facebook Technologies, LLC.
18.11.Avantis Systems Ltd.
18.12.Alchemy Immersive
18.13.Other Prominent Players

19. APPENDIX

20. CONSULTANT RECOMMENDATION



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