1h Free Analyst Time
The virtual reality market in education sector is forecasted to grow by USD 47.28 billion during 2023-2028, accelerating at a CAGR of 84.3% during the forecast period. The report on the virtual reality market in education sector provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.Speak directly to the analyst to clarify any post sales queries you may have.
The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by increased affordability of virtual reality (VR) gear, increasing need for experiential learning, and easy to use content creation platform.
The virtual reality market in education sector is segmented as below:
By Product
- VR hardware
- VR content
By End-user
- Higher education
- K-12
By Geographical Landscape
- North America
- Europe
- APAC
- South America
- Middle East and Africa
The report on the virtual reality market in education sector covers the following areas:
- Virtual Reality Market In Education Sector sizing
- Virtual Reality Market In Education Sector forecast
- Virtual Reality Market In Education Sector industry analysis
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.
The report presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.
Table of Contents
1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation by Product
7 Market Segmentation by End-user
8 Customer Landscape
9 Geographic Landscape
10 Drivers, Challenges, and Opportunity/Restraints
11 Competitive Landscape
12 Competitive Analysis
13 Appendix
List of Exhibits
Executive Summary
The following companies are recognized as the key players in the global virtual reality market in education sector: Acer Inc., Alchemy Immersive Ltd., Alphabet Inc., Avantis Systems Ltd., Eon Reality Inc., HP Inc., HTC Corp., Lenovo Group Ltd., Magic Leap Inc., Meta Platforms Inc., Microsoft Corp., Samsung Electronics Co. Ltd., Sony Group Corp., Unimersiv, Virtalis Holdings Ltd., and zSpace Inc..Commenting on the report, an analyst from the research team said: "The latest trend gaining momentum in the market is increasing number of social vr spaces."
According to the report, one of the major drivers for this market is the increased affordability of virtual reality (VR) gear.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
Companies Mentioned (Partial List)
A selection of companies mentioned in this report includes, but is not limited to:
- Acer Inc.
- Alchemy Immersive Ltd.
- Alphabet Inc.
- Avantis Systems Ltd.
- Eon Reality Inc.
- HP Inc.
- HTC Corp.
- Lenovo Group Ltd.
- Magic Leap Inc.
- Meta Platforms Inc.
- Microsoft Corp.
- Samsung Electronics Co. Ltd.
- Sony Group Corp.
- Unimersiv
- Virtalis Holdings Ltd.
- zSpace Inc.