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Top 5 Esteemed Companies in Global Virtual Reality in Education Market Providing Innovative Ideas of Learning Explored by EMR

top 5 companies global virtual reality in education market


Google LLC, IBM Corporation, Samsung Electronics Co., Ltd, Lenovo Group Limited, Sony Group Corporation, and Avantis Systems Ltd, among others, are the major players in the global virtual reality in education market.


In the forecast period of 2022-2027, the global virtual reality in education market is expected to grow at a CAGR of 40%. As per the analysis by Expert Market Research, the market is expected to be driven by the rising affordability of virtual reality devices and applications.


The rapid advancements in technology and the increase in economies of major corporations have helped in the growth of the global virtual reality in education market significantly. The increasing affordability of VR gear is also a major factor in the growth of the market. Easily accessible content production platforms will boost the growth of the market immensely in the forecast period. The United States of America and Canada are the major countries that will drive the demand in this sector. North America, in particular, has a significant share in the virtual reality education market and is expected to further build on this position in the forecast period.


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Top 5 Global Virtual Reality in Education Companies: Market

Google LLC

google llc

Headquarters: California, United States of America
Establishment: 1998


Google is one of the largest companies in the world and provides a vast range of services in every sector. The education team at Google has taken up the mission to support teaching and learning from anywhere in the world. The company has developed the virtual reality problem known as Google Expeditions, which has enabled immersive learning experiences for students and educational institutions all over the world.


IBM Corporation

ibm corporation

Headquarters: New York, United States of America
Establishment: 1911


IBM is the largest technological and consulting employer in the world. The company is one of the leaders in cloud computing and cognitive solutions. IBM is also working on projects to improve VR for education, and they expect this technology to grow immensely in future years. The company focuses on specific societal issues, including the environment, community economic development, education and skills, public health, literacy, language and culture.


Samsung Electronics Co., Ltd.

samsung electronics

Headquarters: Suwon-Si, South Korea
Establishment: 1969


Samsung is one of the world’s leading electronics companies. Samsung provides a wide range of gadgets and keeps on innovating in the field of technology. With the introduction of its Gear VR headset and VR online services, Samsung has taken a significant step into the VR market. The company has successfully introduced this technology in the healthcare sector and plans on bringing it into the educational sector in the near future.


Lenovo Group Limited

lenovo group limited

Headquarters: Quarry Bay, Hong Kong
Establishment: 1984


Lenovo is a global company which constantly develops world-class technologies to create a more sustainable society. The company has a huge portfolio of smart devices and infrastructure and strives to improve this portfolio even further. Lenovo has also introduced the VR Classroom 2, a smart solution that enables teachers and professors in educational institutions to integrate virtual reality into their curriculums easily. The VR Classroom 2, with fully integrated technology, content, training and support, is a complete platform to incorporate Virtual Reality into education.


Sony Group Corporation

sony group corporation

Headquarters: Tokyo, Japan
Establishment: 1946


Sony is one of the oldest and most famous electronic companies in the world. The company produces all kinds of electronic products from televisions and headphones to cameras and video game consoles. Sony has also ventured into the virtual reality sector with their introduction of the PlayStation VR. While this product was initially introduced with the idea of improving the gaming experience, plans are being made to incorporate it into the educational sector as well.

*At Expert Market Research, we strive to always give you current and accurate information. The numbers depicted in the description are indicative and may differ from the actual numbers in the final EMR report.

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