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The global virtual reality in education market is projected to grow at a CAGR of 40% between 2021 and 2026.
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Earlier, because of their expensive cost, acceptance of virtual reality systems was poor. However, due to the rapid technological advancements and economies of scale of major corporations, the acceptance of virtual reality gear has increased. One of the main drivers of virtual reality growth in education is the rising affordability of virtual reality devices and applications. The industry is driven by the rising affordability of VR gear. Furthermore, an easy-to-use content production platform is also expected to fuel the growth of the global market for virtual reality in the education sector in the forecast period. North America had a significant market share of the virtual reality in the education industry worldwide. Throughout the forecast period, it is expected to continue its dominance. The main countries that drive the demand in this region are the U.S. and Canada.
Virtual reality permits a user to interact with a machine-created three-dimensional image or virtual world. Virtual reality improves the engagement of a pupil. It provides students with a new method of learning as a hands-on, interactive, immersive experience, offering exciting new experiences they could not have experienced before.
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By component, the market is divided into:
Based on deployment mode the market is bifurcated into:
On the basis of application, the market is segmented into:
Academic institutions are sub-divided on the basis of type into K-12, higher education, vocational training, among others, whereas corporates are sub-divided on the basis of type into healthcare and life sciences, IT and telecom, retail and e-commerce, BFSI, government and public sector, among others.
The regional markets for the product include North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.
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The various collaborations, such as the partnership of Queens University of Canada and SimforHealth with HTC to open a medical students' VR training facility to let them get the experience of real-time operations in an immersive virtual world, is invigorating the market growth of virtual reality in education. In the simulated world, HTC Vive may also provide a wide variety of clinical scenarios. In the coming years, this collaboration is projected to increase sales of virtual reality in the education industry. The rising number of social VR spaces will have a positive impact on the industry and will significantly contribute to its growth over the coming years. Virtual reality can substitute printed manuals, posters, textbooks, and physical paper models. It provides affordable, portable learning materials to help education become more accessible. All these aforementioned factors are expected to foster the market growth of virtual reality in education.
The report gives a detailed analysis of the following key players in the global virtual reality in education market, covering their competitive landscape, capacity, and latest developments like mergers, acquisitions, and investments, expansions of capacity, and plant turnarounds:
The comprehensive EMR report provides an in-depth assessment of the market based on the Porter's five forces model along with giving a SWOT analysis.
REPORT FEATURES | DETAILS |
---|---|
Base Year | 2020 |
Historical Period | 2017-2021 |
Forecast Period | 2022-2027 |
Scope of the Report | Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment- Component, Deployment Mode, Application, Region |
Breakup by Component | Hardware, Solution, Software |
Breakup by Deployment Mode | Cloud, On-Premises |
Breakup by Application | Academic Institutions, Corporates |
Breakup by Region | North America, Latin America, Europe, Middle East and Africa, Asia Pacific |
Market Dynamics | SWOT, Porter's Five Forces, Key Indicators for Price and Demand |
Competitive Landscape | Market Structure, Company Profiles- Company Overview, Product Portfolio, Demographic Reach and Achievements, Certifications |
Companies Covered | Google LLC, IBM Corporation, Samsung Electronics Co Ltd, Lenovo Group Limited, Sony Corp., Avantis Systems Ltd, Others |
Report Price and Purchase Option | Explore our purchase options that are best suited to your resources and industry needs. |
Delivery Format | Delivered as an attached PDF and Excel through email, with an option of receiving an editable PPT, according to the purchase option. |
*We at Expert Market Research always strive to give you the latest information. The numbers in the article are only indicative and may be different from the actual report.
1 Preface
2 Report Coverage – Key Segmentation and Scope
3 Report Description
3.1 Market Definition and Outlook
3.2 Properties and Applications
3.3 Market Analysis
3.4 Key Players
4 Key Assumptions
5 Executive Summary
5.1 Overview
5.2 Key Drivers
5.3 Key Developments
5.4 Competitive Structure
5.5 Key Industrial Trends
6 Snapshot
6.1 Global
6.2 Regional
7 Industry Opportunities and Challenges
8 Global Virtual Reality in Education Market Analysis
8.1 Key Industry Highlights
8.2 Global Virtual Reality in Education Historical Market (2017-2021)
8.3 Global Virtual Reality in Education Market Forecast (2022-2027)
8.4 Global Virtual Reality in Education Market by Component
8.4.1 Hardware
8.4.1.1 Market Share
8.4.1.2 Historical Trend (2017-2021)
8.4.1.3 Forecast Trend (2022-2027)
8.4.2 Solution
8.4.2.1 Market Share
8.4.2.2 Historical Trend (2017-2021)
8.4.2.3 Forecast Trend (2022-2027)
8.4.3 Software
8.4.3.1 Market Share
8.4.3.2 Historical Trend (2017-2021)
8.4.3.3 Forecast Trend (2022-2027)
8.5 Global Virtual Reality in Education Market by Deployment Mode
8.5.1 Cloud
8.5.1.1 Market Share
8.5.1.2 Historical Trend (2017-2021)
8.5.1.3 Forecast Trend (2022-2027)
8.5.2 On-Premises
8.5.2.1 Market Share
8.5.2.2 Historical Trend (2017-2021)
8.5.2.3 Forecast Trend (2022-2027)
8.6 Global Virtual Reality in Education Market by Application
8.6.1 Academic Institutions
8.6.1.1 Market Share
8.6.1.2 Historical Trend (2017-2021)
8.6.1.3 Forecast Trend (2022-2027)
8.6.1.4 Breakup by Types
8.6.1.4.1 K-12
8.6.1.4.1.1 Market Share
8.6.1.4.1.2 Historical Trend (2017-2021)
8.6.1.4.1.3 Forecast Trend (2022-2027)
8.6.1.4.2 Higher Education
8.6.1.4.2.1 Market Share
8.6.1.4.2.2 Historical Trend (2017-2021)
8.6.1.4.2.3 Forecast Trend (2022-2027)
8.6.1.4.3 Vocational Training
8.6.1.4.3.1 Market Share
8.6.1.4.3.2 Historical Trend (2017-2021)
8.6.1.4.3.3 Forecast Trend (2022-2027)
8.6.1.4.4 Others
8.6.2 Corporates
8.6.2.1 Market Share
8.6.2.2 Historical Trend (2017-2021)
8.6.2.3 Forecast Trend (2022-2027)
8.6.2.4 Breakup by Types
8.6.2.4.1 Healthcare and Life Sciences
8.6.2.4.1.1 Market Share
8.6.2.4.1.2 Historical Trend (2017-2021)
8.6.2.4.1.3 Forecast Trend (2022-2027)
8.6.2.4.2 IT and Telecom
8.6.2.4.2.1 Market Share
8.6.2.4.2.2 Historical Trend (2017-2021)
8.6.2.4.2.3 Forecast Trend (2022-2027)
8.6.2.4.3 Retail and E-commerce
8.6.2.4.3.1 Market Share
8.6.2.4.3.2 Historical Trend (2017-2021)
8.6.2.4.3.3 Forecast Trend (2022-2027)
8.6.2.4.4 BFSI
8.6.2.4.4.1 Market Share
8.6.2.4.4.2 Historical Trend (2017-2021)
8.6.2.4.4.3 Forecast Trend (2022-2027)
8.6.2.4.5 Government and Public Sector
8.6.2.4.5.1 Market Share
8.6.2.4.5.2 Historical Trend (2017-2021)
8.6.2.4.5.3 Forecast Trend (2022-2027)
8.6.2.4.6 Others
8.7 Global Virtual Reality in Education Market by Region
8.7.1 Market Share
8.7.1.1 North America
8.7.1.2 Europe
8.7.1.3 Asia Pacific
8.7.1.4 Latin America
8.7.1.5 Middle East and Africa
9 Regional Analysis
9.1 North America
9.1.1 Historical Trend (2017-2021)
9.1.2 Forecast Trend (2022-2027)
9.1.3 Breakup by Country
9.1.3.1 United States of America
9.1.3.2 Canada
9.2 Europe
9.2.1 Historical Trend (2017-2021)
9.2.2 Forecast Trend (2022-2027)
9.2.3 Breakup by Country
9.2.3.1 United Kingdom
9.2.3.2 Germany
9.2.3.3 France
9.2.3.4 Italy
9.2.3.5 Others
9.3 Asia Pacific
9.3.1 Historical Trend (2017-2021)
9.3.2 Forecast Trend (2022-2027)
9.3.3 Breakup by Country
9.3.3.1 China
9.3.3.2 Japan
9.3.3.3 India
9.3.3.4 ASEAN
9.3.3.5 Australia
9.3.3.6 Others
9.4 Latin America
9.4.1 Historical Trend (2017-2021)
9.4.2 Forecast Trend (2022-2027)
9.4.3 Breakup by Country
9.4.3.1 Brazil
9.4.3.2 Argentina
9.4.3.3 Mexico
9.4.3.4 Others
9.5 Middle East and Africa
9.5.1 Historical Trend (2017-2021)
9.5.2 Forecast Trend (2022-2027)
9.5.3 Breakup by Country
9.5.3.1 Saudi Arabia
9.5.3.2 United Arab Emirates
9.5.3.3 Nigeria
9.5.3.4 South Africa
9.5.3.5 Others
10 Market Dynamics
10.1 SWOT Analysis
10.1.1 Strengths
10.1.2 Weaknesses
10.1.3 Opportunities
10.1.4 Threats
10.2 Porter’s Five Forces Analysis
10.2.1 Supplier’s Power
10.2.2 Buyer’s Power
10.2.3 Threat of New Entrants
10.2.4 Degree of Rivalry
10.2.5 Threat of Substitutes
10.3 Key Indicators for Demand
10.4 Key Indicators for Price
11 Value Chain Analysis
12 Competitive Landscape
12.1 Market Structure
12.2 Company Profiles
12.2.1 Google LLC
12.2.1.1 Company Overview
12.2.1.2 Product Portfolio
12.2.1.3 Demographic Reach and Achievements
12.2.1.4 Certifications
12.2.2 IBM Corporation
12.2.2.1 Company Overview
12.2.2.2 Product Portfolio
12.2.2.3 Demographic Reach and Achievements
12.2.2.4 Certifications
12.2.3 Samsung Electronics Co Ltd
12.2.3.1 Company Overview
12.2.3.2 Product Portfolio
12.2.3.3 Demographic Reach and Achievements
12.2.3.4 Certifications
12.2.4 Lenovo Group Limited
12.2.4.1 Company Overview
12.2.4.2 Product Portfolio
12.2.4.3 Demographic Reach and Achievements
12.2.4.4 Certifications
12.2.5 Sony Corp.
12.2.5.1 Company Overview
12.2.5.2 Product Portfolio
12.2.5.3 Demographic Reach and Achievements
12.2.5.4 Certifications
12.2.6 Avantis Systems Ltd
12.2.6.1 Company Overview
12.2.6.2 Product Portfolio
12.2.6.3 Demographic Reach and Achievements
12.2.6.4 Certifications
12.2.7 Others
13 Industry Events and Developments
List of Key Figures and Tables
1. Global Virtual Reality in Education Market: Key Industry Highlights, 2016 and 2026
2. Global Virtual Reality in Education Historical Market: Breakup by Component (USD Billion), 2017-2021
3. Global Virtual Reality in Education Market Forecast: Breakup by Component (USD Billion), 2022-2027
4. Global Virtual Reality in Education Historical Market: Breakup by Deployment Mode (USD Billion), 2017-2021
5. Global Virtual Reality in Education Market Forecast: Breakup by Deployment Mode (USD Billion), 2022-2027
6. Global Virtual Reality in Education Historical Market: Breakup by Application (USD Billion), 2017-2021
7. Global Virtual Reality in Education Market Forecast: Breakup by Application (USD Billion), 2022-2027
8. Global Virtual Reality in Education Historical Market: Breakup by Region (USD Billion), 2017-2021
9. Global Virtual Reality in Education Market Forecast: Breakup by Region (USD Billion), 2022-2027
10. North America Virtual Reality in Education Historical Market: Breakup by Country (USD Billion), 2017-2021
11. North America Virtual Reality in Education Market Forecast: Breakup by Country (USD Billion), 2022-2027
12. Europe Virtual Reality in Education Historical Market: Breakup by Country (USD Billion), 2017-2021
13. Europe Virtual Reality in Education Market Forecast: Breakup by Country (USD Billion), 2022-2027
14. Asia Pacific Virtual Reality in Education Historical Market: Breakup by Country (USD Billion), 2017-2021
15. Asia Pacific Virtual Reality in Education Market Forecast: Breakup by Country (USD Billion), 2022-2027
16. Latin America Virtual Reality in Education Historical Market: Breakup by Country (USD Billion), 2017-2021
17. Latin America Virtual Reality in Education Market Forecast: Breakup by Country (USD Billion), 2022-2027
18. Middle East and Africa Virtual Reality in Education Historical Market: Breakup by Country (USD Billion), 2017-2021
19. Middle East and Africa Virtual Reality in Education Market Forecast: Breakup by Country (USD Billion), 2022-2027
20. Global Virtual Reality in Education Market Structure
The global virtual reality in education market is projected to grow at a CAGR of 40% between 2021 and 2026.
The major drivers of the industry include increasing collaborations, partnerships between key players for delivering education and training programs, and rising affordability of virtual reality devices and applications, which are aiding the market growth.
Advances in technology and the advent of VR cardboard have enabled market players to dramatically reduce the cost of VR gear, which is expected to guide the industry's growth.
The major regions in the industry are North America, Latin America, the Middle East and Africa, Europe, and the Asia Pacific.
The leading components of virtual reality in education in the market are hardware, solution, and software.
The major deployments modes in the industry are cloud and on-premises.
The significant application segments in the market are academic institutions (K-12, higher education, vocational training, and others) and corporates (healthcare and life sciences, IT and telecom, retail and e-commerce, BFSI, government and public sector, and others).
The major players in the industry are Google LLC, IBM Corporation, Samsung Electronics Co Ltd, Lenovo Group Limited, Sony Corp., and Avantis Systems Ltd, among others.
The global virtual reality in education market is being driven by the affordability of virtual reality devices and applications. Aided by the growing technological advancements, the market is expected to witness a robust growth in the forecast period of 2022-2027, growing at a CAGR of 40%.
EMR’s meticulous research methodology delves deep into the market, covering the macro and micro aspects of the industry. Based on component, the market is segmented into hardware, solution, and software. By deployment mode, the industry is divided into cloud and on-premises. On the basis of application, the market is bifurcated into academic institutions (K-12, higher education, vocational training, and others) and corporates (healthcare and life sciences, IT and telecom, retail and e-commerce, BFSI, government and public sector, and others). The major regional markets for virtual reality in education are North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa. The key players in the above market include Google LLC, IBM Corporation, Samsung Electronics Co Ltd, Lenovo Group Limited, Sony Corp., and Avantis Systems Ltd, among others.
EMR’s research methodology uses a combination of cutting-edge analytical tools and the expertise of their highly accomplished team, thus, providing their customers with market insights that are accurate, actionable, and help them remain ahead of their competition.
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